Here is my next T3ED version.
T3ED_Dev3.6.0.65.zip (https://www.dropbox.com/sh/rj71max88h6gfuu/8AtgrBqPRu)
New in Version 0.07pre1.1*Plus Dev 3.6 (by JimDiabolo) :
- “Undo, but keep VRoad†added. The VRoad can be moved in block mode, when the track is moved. Now there a undo which brings back the track, but keeps the moved VRoad.
- Adjust road width fixed. Now you really can select the blocks which should be adjusted.
- Moving blocks without smoothing by pressing control.
- Expand - Shrink and Rotate whole blocks.
- Copy whole block to Clipboard
- Paste block as new additional block.
- Replace the currently selected block, with block from clipboard. Move and, or rotate the new block in old position.
- The “Expand / Shrinkâ€, “Rotateâ€, “Shadow Raytracerâ€, “Add / Replace Block†& “Adjust Road Width†windows are keeping their settings for the next call.
- Polygon / extra object properties added (ALT+ENTER). If “Automatic Object Membership†is off, you can manually change the block where the object belongs to.
- Move distance can be manually entered.
- Show the refpoint position in status bar when block mode is active.
- The Block Neighbours function has now an option to connect points to near points of neighbour blocks.
- Line up x,y, (z) function for point mode added.
Awesome. Can't wait to try it out!
Works excellent, Jim! About the v-road data, as this information moves AI and traffic lines (just tested that) as much as the starter field points, is there a possibility to divide those lines to e.g. make them pass a big obsticle on different sides?
Edit: I just looked into the lines again, so dark red says where the middle is, and EA moved that around tunnel divisors etc., then there's those bright blue lines which I assume mark the traffic lanes for left and right, is that so? It would be really awesome if you find a way to allow to move them sepperately. Maybe even using the same undo method with partial exceptions, that works acceptable.
Why? One word: Autobahn.
Don't expect too much from the road middle movement. I think it just helps from bots get stucked in front of obstacles. You now, they sometimes will be set there again and again.
After middle lime movement you should save & reload the track and try adjust road width. (I think Dennis Method, using Wall collision detection works best.)
I'm not that sure about the meaning of the blue lines.
I could find out if you allowed a sepparate reset of the different colored vroad parts :)
Seems like this could be used to fix the end of NFS 2 Outback? Great work, Jim =) Would it be possible to move the VRoad directly, e.g. by clicking with a modificator key pressed?
Sure, it's possible. But modifying the undo was the esiest way. I'm not sure if it's worth to spend more time on it.
I'm working on T3ED dev 3.7 (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw) now and I implemented an object import function. You can import (extra) objects from .off files. Object File Format contains no texture information, only structures can be imported. Because NFS only supports polygons with 4 vertices other will be transformed into 4 poly ones. Polygons with more than 8 vertices can’t be imported. You can use Mashlab (http://meshlab.sourceforge.net/) to convert files into .off format. But be careful, don't import stuff with to much polygons, be sure to have a backup of your track.
Here's a short youtube clip : http://www.youtube.com/watch?v=hu9ZF7PCS80 (http://www.youtube.com/watch?v=hu9ZF7PCS80)
Hey Jim, nice work :)
Do you think you can do something with MCO's FRD track files? I can give you samples aswell, just PM me.
Quote from: RacingFreak on May 16, 2012, 1:46 PM
Hey Jim, nice work :)
Do you think you can do something with MCO's FRD track files? I can give you samples aswell, just PM me.
I got the MCO track files, but till now I gave it only a quick try. Most tracks are not circles, or am I wrong ?
Quote from: JimDiabolo on May 20, 2012, 11:49 PM
Quote from: RacingFreak on May 16, 2012, 1:46 PM
Hey Jim, nice work :)
Do you think you can do something with MCO's FRD track files? I can give you samples aswell, just PM me.
I got the MCO track files, but till now I gave it only a quick try. Most tracks are not circles, or am I wrong ?
Yes the tracks are not like in HS, they are more like in Porsche Unleashed. However there also exist a Derby track from beta (its like Destruction Derby, but just a circle), some are drag tracks, or just oval racetracks). Have you got MCO running yet?