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Author Topic: Big Racing Track  (Read 482 times)

« on: February 12, 2014, 01:47:05 AM »
Hi.

I want make Big racing track (The Long Road) that make increase polygon. I need Guide that how can import the big racing track into 3drad. for this work must splite it to some part and then import or there is another way? if must split it, how can make no decrease fps?

Thanks.
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #1 on: February 12, 2014, 01:16:52 PM »
You can try make the track, and separate in parts and make a group of every part (if you use Sketchup) and then export to 3drad the separated parts of the tracks. And in game you can use level of detail, when the player is close to a part of the track and hide the part of the track when is not in camera anymore.
See my web:
« Reply #2 on: February 13, 2014, 05:37:10 AM »
Quote
And in game you can use level of detail, when the player is close to a part of the track and hide the part of the track when is not in camera anymore.

I Use 3ds max for make track.
for import into 3drad I should make track as RigidBody and no skin mesh. right? now how can use LOD in rigidbody?
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #3 on: February 13, 2014, 10:36:21 AM »
Ah you didn't said that on the topic, but the idea was for the skinmesh so... ;D
See my web:
« Reply #4 on: February 13, 2014, 10:51:05 AM »
You want a big race track?
Lego enthusiast, 3d game developer, and animator.
« Reply #5 on: February 13, 2014, 11:24:54 AM »
Quote
Ah you didn't said that on the topic, but the idea was for the skinmesh so... ;D

yes your idea is for skinmesh. ;)
Thanks Facujk101 for your help.

can anyone help me?
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #6 on: February 13, 2014, 04:31:20 PM »
Quote
now how can use LOD in rigidbody?

that question shows you have no idea about LOD and why it would be implemented...

first of all... it would be best to use a rigidbody as a non visual element for physics interaction in this circumstance... which would prompt one to wonder, why would you need to implement LOD for a non visual element...

you're not thinking this one through B...  noone can help you with that...


--Mike
« Last Edit: February 13, 2014, 04:35:36 PM by Mike Hense »
« Reply #7 on: February 13, 2014, 04:57:48 PM »
Quote
first of all... it would be best to use a rigidbody as a non visual element for physics interaction in this circumstance... which would prompt one to wonder, why would you need to implement LOD for a non visual element...

Hi Mike
I can't Understand your mean "non visual element" can you explain more clearly?
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #8 on: February 13, 2014, 05:55:15 PM »
non visual  means you don't see it...

--Mike
« Reply #9 on: February 14, 2014, 02:47:20 AM »
Quote
non visual  means you don't see it...

--Mike
I know  :D

I need explain more clearly about Rigidbody that why is non visual element and can't implement LOD for it? I know Rigidbody use for Physics and can't see it, but my model have big size and much polygon (About 25000-30000 polygon) and might decrease FPS. you say don't Need use LOD for it. can you give a little explanation? and if I make my mode as Rigidbody in 3drad is correct?

Thanks.
« Last Edit: February 14, 2014, 04:07:53 AM by behdadsoft »
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #10 on: February 14, 2014, 09:14:13 AM »
Quote
I know 
you know??!!  then why'd you ask in the first place...

Quote
I can't Understand your mean "non visual element" can you explain more clearly?
i answered exactly what you asked...

hey, i'm gonna assume that this is a language thing, and continue... 

first, a simple explanation from wikipedia...

Quote
Level of detail
From Wikipedia, the free encyclopedia
In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.

second, ask yourself the following...

if LOD is implemented for a large scale rigidbody track... when will the second stage of the LOD implementation be activated... if it's a single big track, when will it ever be far enough from the viewer to have the second stage of LOD pop in...


what you are talking about makes no sense whatsoever...


--Mike



« Reply #11 on: February 14, 2014, 10:24:33 AM »
Quote
you know??!!  then why'd you ask in the first place...
I know the Mean "non visual" is  "means you don't see it"

Quote
hey, i'm gonna assume that this is a language thing, and continue... 
Right, I don't good Explain what is my mean.

Quote
Level of detail
From Wikipedia, the free encyclopedia
In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.

Right, LOD make decrease quality of a 3D model according distance.

Quote
second, ask yourself the following...

if LOD is implemented for a large scale rigidbody track... when will the second stage of the LOD implementation be activated... if it's a single big track, when will it ever be far enough from the viewer to have the second stage of LOD pop in...

I don't understand. ???

I no knowledge about some things so I ask the questions and thank you for your answers. sometimes your answer is very hard to understand and Makes me confused because I don't have Previous knowledge about it.

I need know some things before made tracks. but still I can't understand your answer. if Possible take the time to answer my questions, thank you Mike. ;)

I understood :
LOD make decrease quality of a 3D model according distance. and can't implementation for Rigidbody because Rigidbody is non visual.

Now need understand for use track in 3drad I should make it as Rigidbody. right? I think can't make as skin Mesh because the Cars can't be placed on it.
if your answer is yes, I want know split one track to some objects is the right way? however I can't implementation LOD for it.

And what do you suggest for non decrease FPS after import big track into 3drad?

Thanks
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #12 on: February 14, 2014, 10:59:59 AM »
Quote
I understood :
LOD make decrease quality of a 3D model according distance. and can't implementation for Rigidbody because Rigidbody is non visual.

exactly... LOD best used to make complex models simpler when far away so cpu/gpu has less work to do...


Quote
Now need understand for use track in 3drad I should make it as Rigidbody. right? I think can't make as skin Mesh because the Cars can't be placed on it.
if your answer is yes, I want know split one track to some objects is the right way? however I can't implementation LOD for it.

this is going to require a bit of thought...  always best to think out the logic first, before developing and coding... determine a logical approach base on what you want to do, then see if you can do it in 3DRad...

ok... your requirement is for a BIG track... so that'll determine the approach you wanna take...  you're gonna need to implement physics and cars, so rigidbodies are a given...  so, you'll need to figure out the best way to make a BIG track using RBs...

first, some questions:  (1)how big a track... (2)straight track or track with curves...

--Mike


« Last Edit: February 14, 2014, 11:04:04 AM by Mike Hense »
« Reply #13 on: February 14, 2014, 11:52:11 AM »
1- I want create track in jungle like Jungle racer game. with maximum 25000 - 30000 polygon.

2 - my track have straight and curves.
My Game : Star Wars 1.0

http://behdadgame.com/index.php?topic=3.0

possible way, if we found will make a way.
« Reply #14 on: February 14, 2014, 11:59:44 AM »
what does your track look like?
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