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From Torcs to POV-RayHi All:
Years ago, when I found TORCS, I was looking for an open source racing game which will let me export the tracks and cars to POV-Ray, so I could render some realistic road scenes. TORCS looked like a very good candidate, and indeed it was possible to export the geometry to POV-Ray via Blender, but I didn't find any automatic way to get a spline for the track path (so that I could place the cars and camera). I abandoned the project and started to get addicted to race with TORCS... But recently I figured out a way to get the track spline into POV-Ray, via Wings3D. The method is bit convoluted, and I still have some problems, but the results are starting to look good: http://www.ignorancia.org/en/index.php?page=torcs2pov The page is still blank, it contains just the images... I will put there a little tutorial about the process, ASAP. Comments are welcome, and the TORCS Team are free to use any of these images for any purpose. Regards, -- Jaime Vives Piqueres La Persistencia de la Ignorancia http://www.ignorancia.org ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Torcs-users mailing list Torcs-users@... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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Re: From Torcs to POV-RayGreat, very nice ! I see that you're always a fan of the Citroën GS :)
Eric. Jaime Vives Piqueres a écrit : > Hi All: > > Years ago, when I found TORCS, I was looking for an open source > racing game which will let me export the tracks and cars to POV-Ray, so > I could render some realistic road scenes. TORCS looked like a very > good candidate, and indeed it was possible to export the geometry to > POV-Ray via Blender, but I didn't find any automatic way to get a > spline for the track path (so that I could place the cars and camera). > > I abandoned the project and started to get addicted to race with > TORCS... > > But recently I figured out a way to get the track spline into > POV-Ray, via Wings3D. The method is bit convoluted, and I still have > some problems, but the results are starting to look good: > > http://www.ignorancia.org/en/index.php?page=torcs2pov > > The page is still blank, it contains just the images... I will put > there a little tutorial about the process, ASAP. Comments are welcome, > and the TORCS Team are free to use any of these images for any purpose. > > Regards, > > ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Torcs-users mailing list Torcs-users@... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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Re: From Torcs to POV-RayOn Wed, 14 Oct 2009 07:40:06 +0200
Eric Espie <eric.espie@...> wrote: > Great, very nice ! Thanks! > I see that you're always a fan of the Citroën GS :) Well... just because it's the only real car I modelled with success. ;) BTW, the other non-torcs cars on the images are free models from DMI (dmi.chez-alice.fr). Regards, -- Jaime Vives Piqueres La Persistencia de la Ignorancia http://www.ignorancia.org ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Torcs-users mailing list Torcs-users@... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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Re: From Torcs to POV-RayThe white van in the picture is pretty cool:
http://www.ignorancia.org/uploads/torcs2pov/wips/alpine-2-09.jpg
On Wed, Oct 14, 2009 at 12:12 PM, Jaime Vives Piqueres <jaime@...> wrote: On Wed, 14 Oct 2009 07:40:06 +0200 ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Torcs-users mailing list Torcs-users@... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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Re: From Torcs to POV-RayHi Jaime
This look very nice, great work:-) Best regards Bernhard > Hi All: > > Years ago, when I found TORCS, I was looking for an open source > racing game which will let me export the tracks and cars to POV-Ray, so > I could render some realistic road scenes. TORCS looked like a very > good candidate, and indeed it was possible to export the geometry to > POV-Ray via Blender, but I didn't find any automatic way to get a > spline for the track path (so that I could place the cars and camera). > > I abandoned the project and started to get addicted to race with > TORCS... > > But recently I figured out a way to get the track spline into > POV-Ray, via Wings3D. The method is bit convoluted, and I still have > some problems, but the results are starting to look good: > > http://www.ignorancia.org/en/index.php?page=torcs2pov > > The page is still blank, it contains just the images... I will put > there a little tutorial about the process, ASAP. Comments are welcome, > and the TORCS Team are free to use any of these images for any purpose. > > Regards, > ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Torcs-users mailing list Torcs-users@... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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Re: From Torcs to POV-RayOn Wed, 21 Oct 2009 20:56:01 +0200
Bernhard Wymann <berniw@...> wrote: >> http://www.ignorancia.org/en/index.php?page=torcs2pov > > This look very nice, great work:-) Thanks! BTW, I've added a few more shots to the page now, to show the real intent of my experiment. I'm using trackeditor and trackgen as tools to generate roads for POV-Ray. I have now a POV-Ray scene which takes the track geometry and the terrain elevation map, and populates it with trees, huts and other road scenery... I'm still adding more things like ads, birds, and anything that I can think of. ;) Regards, -- Jaime Vives Piqueres La Persistencia de la Ignorancia http://www.ignorancia.org ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Torcs-users mailing list Torcs-users@... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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Re: From Torcs to POV-RayHi,
I think that those images are really amazing, I wouldn't distinguish most of them from a real photo. Just a small suggestion: looking at http://www.ignorancia.org/uploads/torcs2pov/wips/alpine-2-10.jpg you can see those low-poly lines, and they aren't very realistic: I suggest you try adding the following line into the xml file, at the definition of each segment: <attnum name="profil steps" val="45"/> That defines the number of poligons; it won't slow down so much trackgen or the final render. Bye, Ocirne P.S.: I'm eager to see your tutorials ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Torcs-users mailing list Torcs-users@... https://lists.sourceforge.net/lists/listinfo/torcs-users |
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