SpotsCarGT - Keeps getting better & better !!!
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- MB Bartender
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SpotsCarGT - Keeps getting better & better !!!
Hi dudes!!! Ready for some slot racing?
http://webspace.utexas.edu/ac2567/Public/Slot1.JPG
http://webspace.utexas.edu/ac2567/Public/slot3.JPG
Still on the works, but almost done
http://webspace.utexas.edu/ac2567/Public/Slot1.JPG
http://webspace.utexas.edu/ac2567/Public/slot3.JPG
Still on the works, but almost done
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- MB Bartender
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Some more pics:
http://webspace.utexas.edu/ac2567/Public/Slot2.JPG
http://webspace.utexas.edu/ac2567/Public/Slot4.JPG
This is a conversion for SCGT of the Scalextric track for Racer made by Gavin Clark 8) . This time I got all the details finished, added cameras, the track is completed and looks OUTSTANDING!!!
E-mailed Gavin for the posting permission, waiting his reply. After that I'll contact Billb to see if he has some free time to do the AIW.
The cars are handled emulating the controller, just accelerate and brake. Hehe, just joking, it's the same good old SCGT physics here but in a cool slot racing enviroment 8) .
http://webspace.utexas.edu/ac2567/Public/Slot2.JPG
http://webspace.utexas.edu/ac2567/Public/Slot4.JPG
This is a conversion for SCGT of the Scalextric track for Racer made by Gavin Clark 8) . This time I got all the details finished, added cameras, the track is completed and looks OUTSTANDING!!!
E-mailed Gavin for the posting permission, waiting his reply. After that I'll contact Billb to see if he has some free time to do the AIW.
The cars are handled emulating the controller, just accelerate and brake. Hehe, just joking, it's the same good old SCGT physics here but in a cool slot racing enviroment 8) .
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- Majic Bus GOD
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- Majic Bus GOD
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- MB Bartender
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It would be super fun to race once the AIW is done, so far the track is very very cool. Gavin Clark made a terriffic job on this one . From the experience of converting the Badlands track from Racer, this one was quicker to do and ended up very good. I took about 4 hours to do (without the AIW, which I guess is more time consuming).
I'll write a tutorial on how to make Racer track conversions Note that most Racer tracks a EXTREMELY high poly with lots of objects. The Badlands and Scalextric tracks are somewhat simple so the conversion was not so loooooong. On the more complex tracks, it will take longer and many details would be dropped to allow good frame rates on SCGT, but the overall track would result with similar detail of the best SCGT tracks we have.
I'll write a tutorial on how to make Racer track conversions Note that most Racer tracks a EXTREMELY high poly with lots of objects. The Badlands and Scalextric tracks are somewhat simple so the conversion was not so loooooong. On the more complex tracks, it will take longer and many details would be dropped to allow good frame rates on SCGT, but the overall track would result with similar detail of the best SCGT tracks we have.
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- Majic Bus GOD
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*rolls eyes* look like i won't be converting any track.. :evil:Alejo wrote:I'll write a tutorial on how to make Racer track conversions Note that most Racer tracks a EXTREMELY high poly with lots of objects. The Badlands and Scalextric tracks are somewhat simple so the conversion was not so loooooong. On the more complex tracks, it will take longer and many details would be dropped to allow good frame rates on SCGT, but the overall track would result with similar detail of the best SCGT tracks we have.
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- MB Bartender
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- MB Bartender
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Cool, sent the files to Billb 8) We'll get the track done shortly
About the conversions from Racer, it is pretty straight forward. Open the 3D files in Z-Modeler and export each piece to VRL. The only difference is that you have to change the texture names to something the terrain.aiw recognizes. After that you make a SCN file that calls all the VRLs and a really basic AIW that just sets where the car should be placed to start. It is really simple, just takes lots of time, the Z-Modeler stuff is time consuming.
About the conversions from Racer, it is pretty straight forward. Open the 3D files in Z-Modeler and export each piece to VRL. The only difference is that you have to change the texture names to something the terrain.aiw recognizes. After that you make a SCN file that calls all the VRLs and a really basic AIW that just sets where the car should be placed to start. It is really simple, just takes lots of time, the Z-Modeler stuff is time consuming.
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- Majic Bus GOD
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- MB Bartender
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- MB Bartender
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Reworked the cameras again, expect some cool replays:
http://webspace.utexas.edu/ac2567/Public/Slot5.JPG
http://webspace.utexas.edu/ac2567/Public/Slot6.JPG
Billb sent and alpha of the AIW, runs pretty good to be an alpha, can't wait to see it finished!!
http://webspace.utexas.edu/ac2567/Public/Slot5.JPG
http://webspace.utexas.edu/ac2567/Public/Slot6.JPG
Billb sent and alpha of the AIW, runs pretty good to be an alpha, can't wait to see it finished!!
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- Majic Bus GOD
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- MB Bartender
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Tried to do the gravity defing stunt of performing a loop on SCGT. Edited a loop track on Z-Modeler, grabbed my racing helmet & readied the '69 GTO. On the track made a pretty long straight and reached 200mph, physically enough to climb a pretty small loop and.................hit an inivisble wall dead on just before reaching the vercal slope (90 degrees).
Apparently the game just doesn't want you to drive vertically :evil: Here is the pic:
http://webspace.utexas.edu/ac2567/Public/Loop1.JPG
Needless to say, the crash was so spectacular that my car was shattered into a million pieces.
Apparently the game just doesn't want you to drive vertically :evil: Here is the pic:
http://webspace.utexas.edu/ac2567/Public/Loop1.JPG
Needless to say, the crash was so spectacular that my car was shattered into a million pieces.
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- Majic Bus GOD
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- MB Bartender
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Attempt #2
Made the track a bit smoother and tried again.
Picked up over 230mph on the downhill straight:
http://webspace.utexas.edu/ac2567/Public/Loop11.JPG
approached the loop:
http://webspace.utexas.edu/ac2567/Public/Loop12.JPG
started climbing...
http://webspace.utexas.edu/ac2567/Public/Loop13.JPG
http://webspace.utexas.edu/ac2567/Public/Loop14.JPG
steeper..
http://webspace.utexas.edu/ac2567/Public/Loop15.JPG
http://webspace.utexas.edu/ac2567/Public/Loop16.JPG
DISASTER!!!
http://webspace.utexas.edu/ac2567/Public/Loop17.JPG
The same thing as before, just before reaching the vertical track the car hit an imaginary wall. After that, everything was just a painfull way down.
Seems the guys at ISI never imagined the game was going to be tested at stunt racing
Made the track a bit smoother and tried again.
Picked up over 230mph on the downhill straight:
http://webspace.utexas.edu/ac2567/Public/Loop11.JPG
approached the loop:
http://webspace.utexas.edu/ac2567/Public/Loop12.JPG
started climbing...
http://webspace.utexas.edu/ac2567/Public/Loop13.JPG
http://webspace.utexas.edu/ac2567/Public/Loop14.JPG
steeper..
http://webspace.utexas.edu/ac2567/Public/Loop15.JPG
http://webspace.utexas.edu/ac2567/Public/Loop16.JPG
DISASTER!!!
http://webspace.utexas.edu/ac2567/Public/Loop17.JPG
The same thing as before, just before reaching the vertical track the car hit an imaginary wall. After that, everything was just a painfull way down.
Seems the guys at ISI never imagined the game was going to be tested at stunt racing
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- Majic Bus GOD
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- MB Bartender
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I'll make a 3rd attempt for the loop stunt. But I'll let the '69 GTO cool a bit for a while. Meantime I'm working on bringing some of the MCO traffic cars into SCGT for a traffic add-on:
http://webspace.utexas.edu/ac2567/Public/Traffic1.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic1.JPG
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- Majic Bus GOD
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- MB Bartender
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Since SCGT doesn't directly support traffic I am planning to do this:
The cars are going to be very slow compared to the other cars, and also I plan to release a modified version of some of the AIW files of city tracks (E-Street Boggie, Evile Beach and others) that will put the cars in start locations in the middle of the track, only you and your opponent will start a the start/finish line, the traffic cars will start spreaded out on the track.
DragFire sent me all the MCO traffic cars, there are some cool ones like this one:
http://webspace.utexas.edu/ac2567/Public/Traffic3.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic2.JPG
I am having trouble with cars that are really big, bigger than the bus on the pic, they behave erratically. The truck starts to bounce all over the track as if it had jumping beans on its cargo :? I've tried all sorts of VEHs and always happens with the big cars (2 different trucks). I remember seen this behavior on one of the racing trucks available for SCGT, but only on one of them, the others worked fine. Here are the pics:
http://webspace.utexas.edu/ac2567/Public/Traffic4.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic5.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic6.JPG
The cars are going to be very slow compared to the other cars, and also I plan to release a modified version of some of the AIW files of city tracks (E-Street Boggie, Evile Beach and others) that will put the cars in start locations in the middle of the track, only you and your opponent will start a the start/finish line, the traffic cars will start spreaded out on the track.
DragFire sent me all the MCO traffic cars, there are some cool ones like this one:
http://webspace.utexas.edu/ac2567/Public/Traffic3.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic2.JPG
I am having trouble with cars that are really big, bigger than the bus on the pic, they behave erratically. The truck starts to bounce all over the track as if it had jumping beans on its cargo :? I've tried all sorts of VEHs and always happens with the big cars (2 different trucks). I remember seen this behavior on one of the racing trucks available for SCGT, but only on one of them, the others worked fine. Here are the pics:
http://webspace.utexas.edu/ac2567/Public/Traffic4.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic5.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic6.JPG