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From: Bernhard W. <be...@bl...> - 2015-01-29 22:00:09
|
Hi > Thanks for the help. Unfortunately, the old buildings seem to be beyond > repair. So one step forward, several steps back. Second, the use of > single-sided surfaces produces weird results, namely a building > wall/roof/door (also fences and walls of different kinds) that's > single-sided looks completely transparent from the other side, apparent > in the F4 view in the game when I check the created building(s). That's Yes, that is called back-face culling, IIRC I mention that in the car creation video. It is very easy to handle: - First model the object from outside (e.g. car rooftop in the car tutorial) - Then copy the object and flip the normals This has the advantage that the front and back sides are correctly lit, if you use 2 sided surfaces the lighting is just right for one side, because the lighting is just calculated once per vertex. A second advantage relevant for some cases is the the front and backside can have different textures assigned. The disadvantage is of course the higher load due to duplicated geometry. Important (maybe you are aware of it, just to make sure): If you do not take special care during modeling, you have to adjust the surface normals at some point (such that they all point to the outside for a closed shape). In ac3d (and all other modeling tools) you can switch on the visualization of the normals. If you work with single sided surfaces form the beginning you immediately see when a surface is the wrong way round, because it is simply transparent. > of course unwanted, and forces me to switch them back to a two-sided > surface. I don't know what that's all about. So far, the two-sided > buildings, the dull, uninspiring boxes I've added, haven't had the same > light problems as the earlier experiments. I guess I have to steer clear > of those and stick with basic structures for now, much as it clashes > with my mindset. Don't give up, if you master to get a correct lit/shaded box you know enough to master more complex objects. > About the tutorial pages, I wonder if the elevation and relief files are > absolutely necessary for a functional track. I remember reading about No, they just help controlling the generation of the terrain. Relief files allow you to preset contour lines for the terrain (so the mesh generator generates the mesh using the points on the contour lines). Elevation files help you to control the height of the terrain. > those a long time ago, but haven't created any for the previous versions > (both .ac and .acc), and haven't noticed any graphical issues there. The Yes, they are not required, they just help to get closer to the desired terrain right out of the generator without manual modeling. > whole shadow map business went over my head. For my tracks, I've either > had a simple blank image (some hue of white like #f4f4f4) or used the > track outline as the basis of the shadow map, tried and erred in the > shadow2.rgb file until the track's/shadow's position has been accurate. > Understandably, that might not be particularly realistic, but when all > else fails, there's only experimentation. Yes, that is tricky, in the track tutorial by Vicente he explains how to do it with Blender: http://www.berniw.org/aboutme/publications/build_your_trocs_track_in_20_minutes_v2.odt I explain it here how I do it with povray: http://www.berniw.org/trb/forum/showthread.php?topicid=163 > There will be instructions on the website for any volunteers who know > their way around these objects (and obstacles). Useful contributions > would probably speed up this whole development process, but I'm not An open license like the GPL/FAL would make it easier to work together and to share, but of course this is your choice. I think free licenses are really beneficial at the point where the original author loses the interest, so other people can continue the work even if the original author cannot be contacted anymore. > holding my breath (It's the instant gratification age after all). The > (dozens of) tracks themselves are diverse, raceable, interesting, often > quirky and difficult enough. Who knows when they're ready for release. Kind regards Bernhard |
|
From: stockroom <sto...@st...> - 2015-01-29 11:57:51
|
Thanks for the help. Unfortunately, the old buildings seem to be beyond repair. So one step forward, several steps back. Second, the use of single-sided surfaces produces weird results, namely a building wall/roof/door (also fences and walls of different kinds) that's single-sided looks completely transparent from the other side, apparent in the F4 view in the game when I check the created building(s). That's of course unwanted, and forces me to switch them back to a two-sided surface. I don't know what that's all about. So far, the two-sided buildings, the dull, uninspiring boxes I've added, haven't had the same light problems as the earlier experiments. I guess I have to steer clear of those and stick with basic structures for now, much as it clashes with my mindset. About the tutorial pages, I wonder if the elevation and relief files are absolutely necessary for a functional track. I remember reading about those a long time ago, but haven't created any for the previous versions (both .ac and .acc), and haven't noticed any graphical issues there. The whole shadow map business went over my head. For my tracks, I've either had a simple blank image (some hue of white like #f4f4f4) or used the track outline as the basis of the shadow map, tried and erred in the shadow2.rgb file until the track's/shadow's position has been accurate. Understandably, that might not be particularly realistic, but when all else fails, there's only experimentation. There will be instructions on the website for any volunteers who know their way around these objects (and obstacles). Useful contributions would probably speed up this whole development process, but I'm not holding my breath (It's the instant gratification age after all). The (dozens of) tracks themselves are diverse, raceable, interesting, often quirky and difficult enough. Who knows when they're ready for release. Sincerely, stockroom staff ST Creative Designs http://stcreativedesigns.fhero.net/ |
|
From: Bernhard W. <be...@bl...> - 2015-01-24 19:43:51
|
Hi > This is a recurring problem that seems to have ruined the already > onerous task of adding 3D objects to tracks. It would be great(ly > appreciated) if somebody could suggest a viable solution, so I wouldn't > have to bulldoze all the gazillion buildings created or pull the plug on > this fruitless exercise. > > Here's an example screenshot from one of the tracks: > http://stcreativedesigns.fhero.net/img/stcd-build00.png Ok, first take a deep breath, as you can see from several examples, it is possible to add objects which get lit properly, and I try to figure this out together with you. > The red arrow points at the weird discoloration/brightness that appears > on just about every building created on lots of tracks. Does anybody > know what's causing that, and is there anything to fix? That happens > with buildings of various shapes and sizes. As a hopeless experimenter, > it's difficult to say what went wrong there. I tried "Optimize vertices" > and "Optimize surfaces" for the whole building (group), no change. I > also thought it might be caused by the stupid crease 45.000000 lines > that always get added to the .ac file after you edit the track, but now > that I went and removed all of that extra junk from one track.ac file, > it turned out the same graphical BS (as seen in the example image) > remained there. I've edited the various light settings (amb, emi, spec, > shi) at the top of the .ac file and returned to the track, but nothing's > worked. Basically a lot can go wrong when doing modeling, before we look into your case some general infos/posts: - Car modeling tutorial, basically the splitting and lighting part applies for all objects in TORCS, see http://youtu.be/JFaWNe8jcMc - http://www.berniw.org/trb/forum/showthread.php?topicid=163 - http://torcs.cvs.sourceforge.net/viewvc/torcs/torcs/torcs/doc/tutorials/track/index.html?revision=1.2&pathrev=r1-3-1 For TORCS you have to: - Set ac3d crease angle to 180 in the preferences (then the rendering in ac3d is as close to the rendering in TORCS as it can get) - Use only one material - Take care when extruding that you are not leaving "inner surfaces" behind (confuses the lighting/shading) - Use only single sided smooth shaded surfaces - And some more, have a look into the car tutorial linked above Ok, now lets have a look into your screenshot, it looks very confusing, I could imagine that it is a combination of weird surface subdivision, wrong surface types and normals and "inner leftovers" and broken object organization. > So now, after these predictable failures, I'm looking for useful advice > from more experienced 3D manipulators. This is not a graphics > card/graphics settings issue: tracks without those 3D objects added > don't exhibit that discoloration. Section "Graphic" in the track.xml > file shouldn't be at fault, either: editing the light values there made > no difference. And this only affects buildings, not for example > grandstands or billboards. > > I wonder if the surface manipulation of a building could somehow have > messed it up: selecting a surface/surfaces, often using "Divide" to get > smaller areas of the surface, then "Cut away object" (to be able to add > a door or window), then naming that object and choosing some specific Yes, that is the way to go. > texture (mainly door or window). But if this method produces those > graphical anomalies, how are you supposed to add doors and windows to a > building? A separate rectangle placed in front of another object, like a > door before a building, often caused ridiculous and disturbing > flickering. Furthermore, there are buildings on these tracks with doors Yes, thats Z-fighting, you should not do this. Depending on the viewing distance it can be appropriate in some cases to just paint the door on the texture though. > and windows added like described, and they, for some reason, don't have > that bright discoloration. So confusing, so frustrating, so tiresome to > bang your head against that wall. > > More relevant info can be provided if needed. The .ac files, however, > won't be distributed. Hmm, too bad, so you will never release the tracks in any form (acc is just a combination of multiple ac files, it is not rocket science to convert it back)? Kind regards Bernhard |
|
From: stockroom <sto...@st...> - 2015-01-24 12:38:23
|
This is a recurring problem that seems to have ruined the already onerous task of adding 3D objects to tracks. It would be great(ly appreciated) if somebody could suggest a viable solution, so I wouldn't have to bulldoze all the gazillion buildings created or pull the plug on this fruitless exercise. Here's an example screenshot from one of the tracks: http://stcreativedesigns.fhero.net/img/stcd-build00.png The red arrow points at the weird discoloration/brightness that appears on just about every building created on lots of tracks. Does anybody know what's causing that, and is there anything to fix? That happens with buildings of various shapes and sizes. As a hopeless experimenter, it's difficult to say what went wrong there. I tried "Optimize vertices" and "Optimize surfaces" for the whole building (group), no change. I also thought it might be caused by the stupid crease 45.000000 lines that always get added to the .ac file after you edit the track, but now that I went and removed all of that extra junk from one track.ac file, it turned out the same graphical BS (as seen in the example image) remained there. I've edited the various light settings (amb, emi, spec, shi) at the top of the .ac file and returned to the track, but nothing's worked. So now, after these predictable failures, I'm looking for useful advice from more experienced 3D manipulators. This is not a graphics card/graphics settings issue: tracks without those 3D objects added don't exhibit that discoloration. Section "Graphic" in the track.xml file shouldn't be at fault, either: editing the light values there made no difference. And this only affects buildings, not for example grandstands or billboards. I wonder if the surface manipulation of a building could somehow have messed it up: selecting a surface/surfaces, often using "Divide" to get smaller areas of the surface, then "Cut away object" (to be able to add a door or window), then naming that object and choosing some specific texture (mainly door or window). But if this method produces those graphical anomalies, how are you supposed to add doors and windows to a building? A separate rectangle placed in front of another object, like a door before a building, often caused ridiculous and disturbing flickering. Furthermore, there are buildings on these tracks with doors and windows added like described, and they, for some reason, don't have that bright discoloration. So confusing, so frustrating, so tiresome to bang your head against that wall. More relevant info can be provided if needed. The .ac files, however, won't be distributed. Sincerely, stockroom staff ST Creative Designs http://stcreativedesigns.fhero.net/ |
|
From: David S. <dsa...@te...> - 2015-01-15 00:17:48
|
----- Bernhard Wymann wrote: > Hi David > > You might looking for adjusting the inertia of the car, the cg hight, > roll centers and the tire properties. I created a video regarding this > some time ago, maybe you already know it: > http://youtu.be/H75kZ37j9o4 > > Kind regards > > Bernhard > Thank you. The video was very informative; I viewed all of it. I recommend these videos for anyone who wants to understand TORCS code and functionality. These videos are the "TORCS Reference Manual." Maybe the 'next thing' in 'open source' is 'theory of operation videos'! Sincerely, David Savinkoff |
|
From: Bernhard W. <be...@bl...> - 2015-01-10 11:04:00
|
Hi David You might looking for adjusting the inertia of the car, the cg hight, roll centers and the tire properties. I created a video regarding this some time ago, maybe you already know it: http://youtu.be/H75kZ37j9o4 Kind regards Bernhard On 01/01/2015 10:06 PM, David Savinkoff wrote: > Hi Bernhard, > > After seeing your explanation, I agree with you. However > I do have some opinions. > > I submitted the patch because, at first glance, it looked > like x and y may have been swapped... and the car > actually drives better (especially drifting, and dirt tracks). > > I attempted to make sense of my patch. Here are some > possibilities: > > * Swapping the x and y axis may subtract some rotation from > car and make it more driveable ( what a hack!). > > * I changed the code to the following, and the car still > drives OK. > car->corner[i].vel.ax = 0.0; //- car->DynGC.vel.az * y; > car->corner[i].vel.ay = 0.0; //car->DynGC.vel.az * x; > > When I drift torcs, it feels like too much energy goes into > rotating the car, and not enough into going forward. As if > the bumper is plowing the ground. I actually had an old > Cadillac that would plow the sawdust I drove in. When the > pile got over the bumper, the car would simply dig in > (it could not rotate). > > If you could point me to the right part of torcs, maybe I'll > find what I'm looking for. Thanks. > > Sincerely, > David Savinkoff > > ----- Bernhard Wymann wrote: >> Hi David >> >> I reviewed the suggested change, but I think it is wrong (I think the >> original code is right). >> >> Simply assume a "1-d car" (a simple line from top), with one corner at >> (x,y) as (1,0) and an angular velocity around the z-Axis := vz. >> >> So the speed of the corner relative to the rotation center is in y >> direction r*vz, where r=x=1. I cannot see a flaw in this. >> >> With your change you would get a movement in x direction although the >> radius in y direction is 0, that does not make any sense to me. >> >> Other thoughts, other opinions? >> >> Kind regards >> >> Bernhard >> >> >> On 12/18/2014 02:31 AM, David Savinkoff wrote: >>> Hi, >>> >>> TORCS was fueling my high velocity entertainment when road rage set in >>> and I had to glare at the source code to calm down. >>> >>> I think I found a bug. >>> >>> The car drives much better now. >>> >>> Sincerely, >>> David Savinkoff >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server >>> from Actuate! Instantly Supercharge Your Business Reports and Dashboards >>> with Interactivity, Sharing, Native Excel Exports, App Integration & more >>> Get technology previously reserved for billion-dollar corporations, FREE >>> http://pubads.g.doubleclick.net/gampad/clk?id=164703151&iu=/4140/ostg.clktrk >>> >>> >>> >>> _______________________________________________ >>> Torcs-users mailing list >>> Tor...@li... >>> https://lists.sourceforge.net/lists/listinfo/torcs-users >>> >> > > |
|
From: David S. <dsa...@te...> - 2015-01-01 21:06:18
|
Hi Bernhard, After seeing your explanation, I agree with you. However I do have some opinions. I submitted the patch because, at first glance, it looked like x and y may have been swapped... and the car actually drives better (especially drifting, and dirt tracks). I attempted to make sense of my patch. Here are some possibilities: * Swapping the x and y axis may subtract some rotation from car and make it more driveable ( what a hack!). * I changed the code to the following, and the car still drives OK. car->corner[i].vel.ax = 0.0; //- car->DynGC.vel.az * y; car->corner[i].vel.ay = 0.0; //car->DynGC.vel.az * x; When I drift torcs, it feels like too much energy goes into rotating the car, and not enough into going forward. As if the bumper is plowing the ground. I actually had an old Cadillac that would plow the sawdust I drove in. When the pile got over the bumper, the car would simply dig in (it could not rotate). If you could point me to the right part of torcs, maybe I'll find what I'm looking for. Thanks. Sincerely, David Savinkoff ----- Bernhard Wymann wrote: > Hi David > > I reviewed the suggested change, but I think it is wrong (I think the > original code is right). > > Simply assume a "1-d car" (a simple line from top), with one corner at > (x,y) as (1,0) and an angular velocity around the z-Axis := vz. > > So the speed of the corner relative to the rotation center is in y > direction r*vz, where r=x=1. I cannot see a flaw in this. > > With your change you would get a movement in x direction although the > radius in y direction is 0, that does not make any sense to me. > > Other thoughts, other opinions? > > Kind regards > > Bernhard > > > On 12/18/2014 02:31 AM, David Savinkoff wrote: > > Hi, > > > > TORCS was fueling my high velocity entertainment when road rage set in > > and I had to glare at the source code to calm down. > > > > I think I found a bug. > > > > The car drives much better now. > > > > Sincerely, > > David Savinkoff > > > > > > > > ------------------------------------------------------------------------------ > > Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server > > from Actuate! Instantly Supercharge Your Business Reports and Dashboards > > with Interactivity, Sharing, Native Excel Exports, App Integration & more > > Get technology previously reserved for billion-dollar corporations, FREE > > http://pubads.g.doubleclick.net/gampad/clk?id=164703151&iu=/4140/ostg.clktrk > > > > > > > > _______________________________________________ > > Torcs-users mailing list > > Tor...@li... > > https://lists.sourceforge.net/lists/listinfo/torcs-users > > > |
|
From: Bernhard W. <be...@bl...> - 2015-01-01 12:28:10
|
Hi David I reviewed the suggested change, but I think it is wrong (I think the original code is right). Simply assume a "1-d car" (a simple line from top), with one corner at (x,y) as (1,0) and an angular velocity around the z-Axis := vz. So the speed of the corner relative to the rotation center is in y direction r*vz, where r=x=1. I cannot see a flaw in this. With your change you would get a movement in x direction although the radius in y direction is 0, that does not make any sense to me. Other thoughts, other opinions? Kind regards Bernhard On 12/18/2014 02:31 AM, David Savinkoff wrote: > Hi, > > TORCS was fueling my high velocity entertainment when road rage set in > and I had to glare at the source code to calm down. > > I think I found a bug. > > The car drives much better now. > > Sincerely, > David Savinkoff > > > > ------------------------------------------------------------------------------ > Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server > from Actuate! Instantly Supercharge Your Business Reports and Dashboards > with Interactivity, Sharing, Native Excel Exports, App Integration & more > Get technology previously reserved for billion-dollar corporations, FREE > http://pubads.g.doubleclick.net/gampad/clk?id=164703151&iu=/4140/ostg.clktrk > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |