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Show Your Projects Chapter 45


acdcfan56

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Digger,

  I swear buddy you are going change the way this game goes.  Looks awesome, I think I kinda know what truck that could be. 
The sled pulling what got me smiling ear to ear.  I remember MTM2 days for 11 years we tried to get working sled but came close but never could get it to work 100%...

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A few new layouts that are almost done. The track with the darker surface is supposed to be black sand on top of dirt. I also built new modular metal ramps (with dirt paths) that I'll probably use for all of the tracks just so they are more consistent.

I'm a bit conflicted about what to do with the dirt-to-concrete arena floor transitions. I realize my tracks look a bit odd because the dirt just stops with perfect lines around the edges, but unless I make the floor texture something massive like 12000x12000, the concrete is really grainy and looks bad. Also, if there is dirt on the concrete texture, I can no longer give it a sheen as it changes the dirt color and doesn't match the racing track. I could build the edges into the model itself, but that would add a ton of verts. I was thinking of making a transparent layer for the dirt on top of the concrete, but I think that might also kill the sheen of the concrete. Does anyone have any advice for this? Perhaps I should just leave them as-is?

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Helen maybe you could split the floor into sections and texture each section separately? Although it may look weird and add seams (and more verts) to the floor.

Edy Mexico City looks great! Any chance you'll replicate the show from previous years with this new stadium model?

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A few new layouts that are almost done. The track with the darker surface is supposed to be black sand on top of dirt. I also built new modular metal ramps (with dirt paths) that I'll probably use for all of the tracks just so they are more consistent.

I'm a bit conflicted about what to do with the dirt-to-concrete arena floor transitions. I realize my tracks look a bit odd because the dirt just stops with perfect lines around the edges, but unless I make the floor texture something massive like 12000x12000, the concrete is really grainy and looks bad. Also, if there is dirt on the concrete texture, I can no longer give it a sheen as it changes the dirt color and doesn't match the racing track. I could build the edges into the model itself, but that would add a ton of verts. I was thinking of making a transparent layer for the dirt on top of the concrete, but I think that might also kill the sheen of the concrete. Does anyone have any advice for this? Perhaps I should just leave them as-is?

One technique which may help is alpha splatting, which is something I've been working on for my Indy 1985 track.

Indy1985USAMotorsportsPreview9_zpsqehbpa

Basically, an RGB texture defines a "colour code" for the different areas on the ground to be textured. A more detailed texture can be tiled over the different coloured "zones." This way, you can have detailed dirt/concrete textures, and control the "fading" between sections with the RGB zoning maps.

Here are a few tutorials on the Rigs of Rods site:

http://www.rigsofrods.com/wiki/pages/Alpha_Splatting

http://www.rigsofrods.com/wiki/pages/Bump_Map_Alpha_Splatting

http://www.rigsofrods.com/wiki/pages/0.4_Terrain_System

 

 

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Edy Mexico City looks great! Any chance you'll replicate the show from previous years with this new stadium model?

Yes, indeed, i'll do from 2012 to this year

I'd recommend adding some stair textures Edy.  The solid crowd all the way around takes away from some of the detail you put into the arena.  Stairs would give it a little more pop.

a16c51ce3335db78403e4c886b28d2e4.gif

Also Diggerfan, that tecniche you are using is 0.4 exclusive?

 

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One technique which may help is alpha splatting, which is something I've been working on for my Indy 1985 track.

Basically, an RGB texture defines a "colour code" for the different areas on the ground to be textured. A more detailed texture can be tiled over the different coloured "zones." This way, you can have detailed dirt/concrete textures, and control the "fading" between sections with the RGB zoning maps.

Here are a few tutorials on the Rigs of Rods site:

http://www.rigsofrods.com/wiki/pages/Alpha_Splatting

http://www.rigsofrods.com/wiki/pages/Bump_Map_Alpha_Splatting

http://www.rigsofrods.com/wiki/pages/0.4_Terrain_System

 

 

This looks great. Does it cause much lag?

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This looks great. Does it cause much lag?

It depends on the size of the texture you're tiling (I've found larger textures like 1024x1024 or 2048x2048 can produce significant lag when tiled). For the Indy track, I've been using 512x512 ground textures, which provide good detail when tiled, but don't lag the game much.

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