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From: manfariel <man...@ya...> - 2010-06-12 09:54:03
|
I have finished a new track. Please test and comment. Download from here. :-) http://apr-free.info/joomla/index.php/descargas/file/30-0610montkinger cheers -------------------------------------------------------------------- http://apr-free.info Recursos para Torcs, Cante y Técnica TV. |
|
From: <19...@go...> - 2010-06-11 11:31:25
|
Qualifying takes an age (well, more than half an hour). I realise it's probably good to get properly simulated times if you've made your own robot, but I would quite like to try out modes other than "quick race" without having to check a text screen for the majority of the time rather than actually driving. Is there any way to skip qualifying or generate grid positions more quickly? |
|
From: Bernhard W. <be...@bl...> - 2010-06-10 21:30:58
|
Hi Carsten Maybe you have old custom setups/stuff hanging around, I suggest to copy your custom configuration/XML, uninstall TORCS, delete eventually remaining stuff, and reinstall. The user specific configuration can be fond here: in Linux under .torcs, in windows under torcs/config, if you have Vista or higher you might find the real files in the virtual store. Best regards Bernhard |
|
From: <Ra...@gm...> - 2010-06-10 11:13:55
|
hello Brice another posibility would be to use any 3d-modelling program you're comfortable with (as long as it has a propper 3ds-exporting function), then you can use either blender or ac3d to convert it to .ac via .3ds (unless your program already has an export-option for .ac or .acc). i managed to convert cars from 3ds and lwo to torcs without too much difficulty. if you are looking for tutorials for car scratch modeling techniques in general i think www.smcars.net is a good place to look. if you look for infos on positioning the car model and getting it into the game you could use this: torcs.sourceforge.net/index.php?name=Sections&op=viewarticle&artid=31 -------- Original-Nachricht -------- > Datum: Wed, 9 Jun 2010 12:21:48 -0500 > Von: "Brice Quibodeaux" <bri...@gm...> > An: Tor...@li... > Betreff: [Torcs-users] 3d editor > What is the preferred 3d editor for creating cars, and is there any > documentation that I can read on creating a car from scratch. > -- GMX.at - Österreichs FreeMail-Dienst mit über 2 Mio Mitgliedern E-Mail, SMS & mehr! Kostenlos: http://portal.gmx.net/de/go/atfreemail |
|
From: Eckhard M. J. <e.j...@ar...> - 2010-06-09 18:18:29
|
Hello Brice, i would prefer Blender which includes a *.ac import and exporter. The ac files could be converted by accc, a coomand line utilty. The Speed Dreams fork ( http://www.speed-dreams.org ) has developed an *.acc importer/ exporter too: http://sourceforge.net/apps/trac/speed-dreams/wiki/ArtistsTools There is a nice tutorial about baked shadows for car skins too: http://sourceforge.net/apps/trac/speed-dreams/wiki/CreateCarsRealism Am Mittwoch, den 09.06.2010, 12:21 -0500 schrieb Brice Quibodeaux: > What is the preferred 3d editor for creating cars, and is there any > documentation that I can read on creating a car from scratch. > > > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ Torcs-users mailing list Tor...@li... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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From: Brice Q. <bri...@gm...> - 2010-06-09 17:22:00
|
What is the preferred 3d editor for creating cars, and is there any documentation that I can read on creating a car from scratch. |
|
From: Carsten M. <cha...@ar...> - 2010-06-08 11:30:40
|
Hi there, i have an obscure phenomenon that since last update, my F1 car hits speed cap at ~300 km/h, whereas AI hit 335 km/h, which my cap used to be as well. I am not sure whether this is a bug or a feature, but it annoys a little against AI on tracks with lots of long high-speed sections. Is there an easy workaround (recompilation is no problem). Regards, Carsten P.S. I'm going to unsubscribe soon, so please add my address to receivers when replying. |
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From: Brice Q. <bri...@gm...> - 2010-06-07 16:32:41
|
I work with a boys group called Royal Rangers. We a use various projects to teach life skills. We are making a race simulator out of 1988 944 Porsche. I downloaded and successfully compiled TORCS and it looks great. I want to fully interface the cockpit with the game. below is a list questions I have. 1. what portion of the code should I use to get speed, rpm and fuel . I will use this data to update the position of the car gauges. 2. Can the gear box be modifies for direct gear selection rather than sequential gear shifting. 3. With enough effort can multi camera vies be assigned to different screens. |