RoadCreator

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Brainsaw
Posts: 1176
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Re: RoadCreator

Post by Brainsaw »

A big update for the RoadCreator: it is now possible to load scenes created with IrrEdit (it will even load unknown nodes, although they are replaced by empty scenenodes) and align the segments of the road to scenenodes (i.e. you can select a vertex of a scenenode and a point in the segment and the "RoadCreator" will put them in the same place). See the IrrOdeCar demo for some examples.
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Brainsaw
Posts: 1176
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Location: Bavaria

Re: RoadCreator

Post by Brainsaw »

Fix a bug in the RoadCreator: aligning a segment to a scene node does now also work for rotated scenenodes.
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Brainsaw
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Re: RoadCreator

Post by Brainsaw »

It is now possible to have the basement of a segment or connection point in the negative normal direction. This way it's e.g. possible to create a loop in a road (see "loop.road", a new demo track).
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Brainsaw
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Re: RoadCreator

Post by Brainsaw »

With this modification the walls besides the roads do no longer have zero width. Because of this change it was also necessary to add "cornerstones" to the segments to put an end to the connection walls (otherwise you can see right through those ends). I think I'll have to provide some manual/tutorial for this nice little program within the next days or so.
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Cube_
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Re: RoadCreator

Post by Cube_ »

sounds nice... I might actually have use for this...
"this is not the bottleneck you are looking for"
Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Re: RoadCreator

Post by Brainsaw »

If you want to see the roads "in action" you may take a look at the "IrrOdeCar" demo in my IrrOde wrapper (the demo with the misleading name ;) ). Most of the roads there are made with this tool.
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Cube_
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Re: RoadCreator

Post by Cube_ »

yeah, already did... pretty nice..
but how about roads that move?
(Like the bridges that go up when a boat comes for example, or like a road suddenly moving out from under you)
"this is not the bottleneck you are looking for"
Brainsaw
Posts: 1176
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Location: Bavaria

Re: RoadCreator

Post by Brainsaw »

aaammmsterdddam wrote:yeah, already did... pretty nice..
but how about roads that move?
(Like the bridges that go up when a boat comes for example, or like a road suddenly moving out from under you)
This is not part of the plan. Of course it's possible to add things like that, I would use an Irrlicht scene created in IrrEdit:

- create the road with a gap for the moving part
- add the road to a scene file using IrrEdit (plugin for IrrEdit is included ... you just need to save the roads with the extension ".road" ... maybe I should mention that in the new manual)
- add another scenenode with the moving part and animate it in the way your project needs it

Something similar (although without a RoadCreator road) can be found in the "drawbridges" level of my "Stunt Marble Racers" project.

This is the way to go for me, as I'm using ODE for the physical stuff, and my IrrOde wrapper needs the static (road) and dynamic parts clearly separated in the scene file.

Edit:

totally forgot: another small update is available:

- fixed bug with the segment's base offset
- added missing default textures for the ground
- modified creation of meshbuffers
- added new manual
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Grumpy
Posts: 77
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Re: RoadCreator

Post by Grumpy »

Is it safe to download the new reliese now, or are you planning to reliease another update later this week ??

JK

It seems you do an update more often than not, that I usually wait for a few updates to re-dl it.

I like watching the progresion of your project... it has given me a few ideas for myne and a few more problems to ponder.
code happens
Cube_
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Re: RoadCreator

Post by Cube_ »

ok, so if animated roads are not intended....
roads (bridges) that collapse due to physics isn't possible in a nice way? (Could make it myself, but would be a cheesy feature... especially since I ain't that good with physics engines, for some reason the always break near me... :P (this is the case in released games and anything I make))
"this is not the bottleneck you are looking for"
Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Re: RoadCreator

Post by Brainsaw »

One more small update: updated manual and fixed a little bug with the surface that crashed the demo application

@Grumpy: at the moment I'm not planning to add new stuff, so you could grab the current version. But I would (try to) fix bugs that are reported, although (WARNING: bad joke ahead) there are no bugs at all :D

@aaammmsterdddam: from my point of view it would be illogical to have animations in the RoadCreator, as I use my physics wrapper for all (most) of the animations, and it would not be simple to have the ODE react on model animations.
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Cube_
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Re: RoadCreator

Post by Cube_ »

ok...
Well I was watching the Havok demo videos some time ago...
and one is a bridge that is blown up, looks really cheesy.
^^*
But....
Not a clue how one would achieve that... (bullet)
oh well..
"this is not the bottleneck you are looking for"
Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Re: RoadCreator

Post by Brainsaw »

A new version is available:

- added option to control direction of basement and walls indepentent of each other
- added clone option for segments
- fixed annoying bug which could cause gaps beween segment and connection walls

The file format changed (wall/basement normal mode), but the old format is imported correctly.
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Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Re: RoadCreator

Post by Brainsaw »

A new version is available online: fixed a bug in the texture settings: scale and offset of the textures are now working again.
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