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Re: RoadCreator

Posted: Fri Aug 19, 2011 8:47 pm
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.

Re: RoadCreator

Posted: Sat Aug 20, 2011 7:50 pm
by Brainsaw
Fix a bug in the RoadCreator: aligning a segment to a scene node does now also work for rotated scenenodes.

Re: RoadCreator

Posted: Wed Aug 31, 2011 7:09 am
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).

Re: RoadCreator

Posted: Mon Nov 21, 2011 6:50 am
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.

Re: RoadCreator

Posted: Mon Nov 21, 2011 7:52 am
by Cube_
sounds nice... I might actually have use for this...

Re: RoadCreator

Posted: Mon Nov 21, 2011 12:02 pm
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.

Re: RoadCreator

Posted: Wed Nov 23, 2011 12:05 am
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)

Re: RoadCreator

Posted: Wed Nov 23, 2011 7:02 am
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

Re: RoadCreator

Posted: Wed Nov 23, 2011 5:53 pm
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.

Re: RoadCreator

Posted: Wed Nov 23, 2011 9:05 pm
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))

Re: RoadCreator

Posted: Thu Nov 24, 2011 6:57 am
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.

Re: RoadCreator

Posted: Thu Nov 24, 2011 1:52 pm
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..

Re: RoadCreator

Posted: Mon Dec 12, 2011 7:18 am
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.

Re: RoadCreator

Posted: Fri Dec 16, 2011 10:16 pm
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.