Author Topic: Daytona Sandown UK Track (WIP)  (Read 5010 times)

Ozzy_UK

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Re: Daytona Sandown UK Track
« Reply #15 on: July 29, 2014, 05:50:58 PM »
here is another few shots of the work in progress....

Oz.

Ozzy_UK

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Re: Daytona Sandown UK Track
« Reply #16 on: July 29, 2014, 05:51:26 PM »
another...

Ozzy_UK

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Re: Daytona Sandown UK Track
« Reply #17 on: September 02, 2014, 11:29:11 AM »
sorry for the lack of updates, had some family problems that have taken my time away from this little project...

here is some updates...

Ozzy_UK

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Re: Daytona Sandown UK Track
« Reply #18 on: September 02, 2014, 11:30:09 AM »
and another

LauZzZn

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Re: Daytona Sandown UK Track
« Reply #19 on: September 02, 2014, 01:18:34 PM »
sorry for the lack of updates, had some family problems that have taken my time away from this little project...

here is some updates...

No Need for Grid positions, they will ne Generated in tracked later


Custom Track work

Ozzy_UK

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Re: Daytona Sandown UK Track
« Reply #20 on: September 03, 2014, 09:20:24 AM »
sorry for the lack of updates, had some family problems that have taken my time away from this little project...

here is some updates...

No Need for Grid positions, they will ne Generated in tracked later

OK, cool, can you define the length/how many are generated?
also is there a polygon limit on tracks/scenes?

LauZzZn

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Re: Daytona Sandown UK Track
« Reply #21 on: September 03, 2014, 09:41:34 AM »
sorry for the lack of updates, had some family problems that have taken my time away from this little project...

here is some updates...

No Need for Grid positions, they will ne Generated in tracked later

OK, cool, can you define the length/how many are generated?
also is there a polygon limit on tracks/scenes?

No, no polygon limit.

You can manually generate them.. From 0 to 999.. Its easy, nothing to think about now!


Custom Track work

Ozzy_UK

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Re: Daytona Sandown UK Track
« Reply #22 on: September 09, 2014, 01:32:59 PM »
realistically what can the engine handle poly count wise?

what are the max texture sizes (would like to use some 8192 square textures if i can...)

thanks
Oz.

LauZzZn

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Re: Daytona Sandown UK Track
« Reply #23 on: September 09, 2014, 01:46:50 PM »
realistically what can the engine handle poly count wise?

what are the max texture sizes (would like to use some 8192 square textures if i can...)

thanks
Oz.

Max texture size is 4096, there isnt really a poly limit. The highest poly count I had yet was 350k I think.


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Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #24 on: December 29, 2014, 06:04:44 PM »
Hi all
Quick apology for all of you following this...
Birth of child number 3 somewhat killed any free time, along with work going mentally busy (most of my work on this was in my lunch breaks which are now non-existent).

I hope to get back on this in the new year! Until then, I plan to go drive the circuit for some up to date data!

Happy Christmas and new year all!

Ozzy.

Max Tadd

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Re: Daytona Sandown UK Track (WIP)
« Reply #25 on: December 29, 2014, 06:08:51 PM »
:) congrats on the child and cant wait to see this project continued some time in the new year
Senior TKM
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Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #26 on: January 13, 2015, 10:01:19 AM »
Been beavering away on this when I am up in the night with my new born on my lap :)

Should be ready to do a beta 0.1 export soon to start play testing this. However i only have max 2015, 2014,2013 and 2012.

Anyone able to export his for me? Or is there a Newer version of max exporter yet? Thanks!

Cory_Hayes

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Re: Daytona Sandown UK Track (WIP)
« Reply #27 on: January 13, 2015, 10:18:10 AM »
There is the fbx to edf exporter that comes with the track tools.
Obviously, you just export your track as an FBX, open the converter/exporter load the FBX into it, and then pick a place to save it, and hit ok.

Some times it might crash, but if it does, keep trying and it should work :)

Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #28 on: January 13, 2015, 06:28:00 PM »
does max support fbx, does all the texturing info and data work correctly too? does it support normal or bump maps, transparancy maps etc?

only ever used the directx exporter before from max... most game tools we have work from within max/maya for working with our frostbite game engine (or unity or UE4).

many thank
Oz.

LauZzZn

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Re: Daytona Sandown UK Track (WIP)
« Reply #29 on: January 13, 2015, 07:05:23 PM »
Max supports fbx. Yes textures come with it but for bump and shaders you need to use the "piboso format". Take a look at the track creation rules


Custom Track work