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New Mods In The Works?


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#1 simmer

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Posted Apr 24 2020 - 09:13 AM

I was just wondering what I should start thinking or wishing foe (about)

#2 Cookie

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Posted Apr 24 2020 - 10:28 AM

We have threads here:
https://srmz.racesimcentral.net/inde...=20#entry142831

#3 MK3424

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Posted Apr 26 2020 - 09:27 AM

There's a 1937 mod in the works: https://srmz.racesimcentral.net/inde...=80#entry147627

#4 ginetto

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Posted Apr 26 2020 - 02:18 PM

View PostMK3424, on Apr 26 2020 - 09:27 AM, said:

Well, not really in the works :rolleyes:; let's say is sitting for a few years now, waiting for some good souls to work their butt off for several  months at least and finish it. ;)

On this topic; anyone with some skills in 3do editing or graphic design that is seriously willing to help out? :)

#5 pseudopod52

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Posted Apr 28 2020 - 07:00 AM

View Postginetto, on Apr 26 2020 - 02:18 PM, said:

Well, not really in the works :rolleyes:; let's say is sitting for a few years now, waiting for some good souls to work their butt off for several  months at least and finish it. ;)

On this topic; anyone with some skills in 3do editing or graphic design that is seriously willing to help out? :)

The only 3do editing tool is a very early one written by Dave Noonan. Anything newer. If there is a tool that allows conversion of 3do to other formats then we are in business.

Joe

#6 ginetto

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Posted Apr 28 2020 - 07:14 AM

The tool used for GPL 3do editing was made by Paul Hoad but I think is the one you are referring. :)
Attached File  GPL Editor.jpg   37.45K   52 downloads

Guru 10 years ago was building a new much cooler tool but he stop and never went back to it.
We recently contacted him and he is not interested anymore.

An idea was to get in contact of some skilled programmer and ask to create such a tool. :think:

#7 GrandPrixYannick

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Posted Apr 28 2020 - 09:36 AM

Would it be of any use if someone (one of our devs here would be best, I reckon) would e.g. go down to a place as RaceDepartment starting a topic they're looking for people who are interested to help?

#8 pseudopod52

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Posted May 11 2020 - 12:52 PM

Hi Ginetto,

I downloaded doodat which I used to extract a 3do file. I am able to import and view this using Noonan's 3dsimed program.
What is one willing to help expected to do with it?

Joe

#9 jgf

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Posted May 11 2020 - 01:47 PM

Rather than design a dedicated 3D editor for GPL from scratch, might it not be easier to create a utility to convert GPL files back and forth to a format used by existing editors?

#10 ginetto

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Posted May 11 2020 - 05:40 PM

I know nothing about programing and such but I read that GPL 3do format is quite different from others.
The closest converter is ASE23DO (still used nowadays to import 3DSmax projects into GPL) but it makes a lot of errors that then need to be fix manually.
I think the best one to talk about this is Rob aka Royale since he creates 3D cars in max then import in GPL. :rolleyes:

#11 Border Reiver

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Posted May 12 2020 - 05:25 AM

I have also been thinking about something along those lines recently too, and realised that converter tools might well be the way to go if they can do the meshing properly.

There are loads of CAD formats out there based on different sorts of methods of geometry definitions and it might be that there would be a better or more efficient mechanism to be able to work in 3DS Max or another modelling or CAD package for the functionality that software offers and then export to an alternative format which is maybe more suited to what GPL wants and so convert from that different intermediate into GPL?

Again this would need a load of programming to achieve and experimentation on CAD file formats etc., but it would avoid re-inventing the wheel with creating a complete graphical 3D modelling package for a very niche output file type dedicated only to GPL. If there happened to be a convenient and generally used CAD file standard that would allow 3DS Max, Blender, FreeCAD or any other 3D modelling program to be used according to builder's choice, export to a suitable intermediate file type that works across CAD platforms even and can then finally also get converted into 3do files then that might be a solution? For track editing and particularly for TSO creation then that also might prove to be a convenient option too?

Just thinking out loud really, but as Ginetto says, the GPL 3do format is very non-standard and we do have a converter from a file type to that at least, even if it is non-ideal. Like a lot of things though the problem is finding someone with the time, interest and talent to figure out how to make such a file convertor and the inclination to do so.

Rob

Edited by Border Reiver, May 12 2020 - 05:30 AM.


#12 Royale

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Posted May 12 2020 - 07:00 AM

View Postginetto, on May 11 2020 - 05:40 PM, said:

I know nothing about programing and such but I read that GPL 3do format is quite different from others.
The closest converter is ASE23DO (still used nowadays to import 3DSmax projects into GPL) but it makes a lot of errors that then need to be fix manually.
I think the best one to talk about this is Rob aka Royale since he creates 3D cars in max then import in GPL. :rolleyes:

Thanks to Phil, Rory, Luna, MECH, Richard, Lee, Ginetto and others who laid the the ground work for GPL, Shaun Collins and I have the capability to produce 3d models for Grand Prix Legends. These models are offered in finished race sets through the mod group as free extensions for the GPL Racing Simulator.

The challenge is that GPL is not technically a game engine, it is a precompiled racing simulator, as such it does not directly support new content. Hence the constant battle as seen in figure one. We use 3dmax as the best way to get a car into GPL and it's demanding GPL graphics engine.

Since 2006 we have built 175 cars in this project. All cars are constructed from scratch specifically for GPL, the resulting geometry is exported from 3DsMax in sections, the sections are converted to 3do format and `grafted` onto the original GPL physics engine using a "binary tree", this tree is responsible for the order in which car sections are drawn to the screen.

Optimisation requires the base model is first split into component parts as seen in the other figures. These parts are contained within a selection set labelled `cutGrp`, each object in the cutGrp is "optimised" individually to remove extraneous vertices, the build script is then used to apply a "template" for slicing the cutGrp into sections. There are 6 export templates labelled from sliceGrp_a01 to sliceGrp_b03, these represent different criteria for the exporter, binary tree and final draw-order.

We now are also able to automate the conversion process. The struggle is the last 5% to make the cars and the mods look and work - through editng - as well as the best of our tracks :D That's where committed skilled manpower is key.

Stay well, Bob

Attached Files

  • Attached File  a.jpg   104.3K   104 downloads
  • Attached File  b.jpg   82.37K   117 downloads
  • Attached File  d.jpg   86.22K   117 downloads
  • Attached File  c.jpg   88.46K   113 downloads
  • Attached File  e.jpg   84.18K   107 downloads
  • Attached File  h.jpg   76.64K   105 downloads
  • Attached File  g.jpg   85.55K   98 downloads

Edited by Royale, May 12 2020 - 07:11 AM.


#13 pseudopod52

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Posted May 12 2020 - 07:42 AM

Bob,

Thanks for the detailed explanation. Optimizing a 3d model is not the most difficult part as there are a lot of optimization or so called polygon crunching programs out there. The difficulty is the incorporation of the optimized model into GPL.
Manpower I can supply but skilled? Don't think so.
Thank you for the hard work being done so far.

Joe

#14 Lee200

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Posted May 12 2020 - 07:57 AM

Thanks Bob.  Sounds easy enough.  :huh2:

#15 Saiph

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Posted May 12 2020 - 08:48 AM

As we can see from Bob's illustrations, GPL's 3D modellers are a cut above the rest. ;)

#16 Royale

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Posted May 12 2020 - 09:45 AM

View PostSaiph, on May 12 2020 - 08:48 AM, said:

As we can see from Bob's illustrations, GPL's 3D modellers are a cut above the rest. ;)

As are GPL racers :D  
Shaun is a graphics pro who I've worked with since 2006. Even after all these years I'm only an amateur. :book:
The frustrating aspect is having finished cars that work and not immediately sharing them.
But today's an exception. :shh:  Here the work sheet on the Ferrari 156 and the car. :wizard:
It is for Italy and all our friends in this challenging time.
It should work in any Ferrari slot BUT it is a WIP. For example a tach that still needs to be aligned, a proper dash, and It lacks some suspension details that we have on all our other GPL formula cars. You can see the problem once you move beyond original GPL structures...etc etc etc

Attached Files


Edited by Royale, May 12 2020 - 09:51 AM.


#17 Royale

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Posted May 12 2020 - 09:50 AM

View PostLee200, on May 12 2020 - 07:57 AM, said:

Thanks Bob.  Sounds easy enough.  :huh2:

hahaha.
Now we're even, because I'm still completely baffled by XML's not to mention other stuff that goes on !

Edited by Royale, May 12 2020 - 09:57 AM.


#18 gliebzeit

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Posted May 12 2020 - 10:00 AM

Oh, thank you Bob !!!

We have a beautiful red-headed shark for our driving pleasure.  
The one that I got seems to have oblong wheels/tires.  ;)

Edited by gliebzeit, May 12 2020 - 10:23 AM.


#19 JonnyA

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Posted May 12 2020 - 10:10 AM

I'd like to say a GREAT BIG THANK YOU to everyone who creates these fantastic 3D models for GPL. Having messed around creating a few skins, I know very well the skins are the easy bit. Thank you all!

#20 Royale

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Posted May 12 2020 - 10:13 AM

View PostJonnyA, on May 12 2020 - 10:10 AM, said:

I'd like to say a GREAT BIG THANK YOU to everyone who creates these fantastic 3D models for GPL...

It's the mod group !  always plotting !

Edited by Royale, May 12 2020 - 01:38 PM.





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