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Author Topic: Tutorial : Part1 - Model a racetrack in Silo  (Read 2513 times)

« on: May 19, 2011, 01:20:35 PM »
I know I made a similar tutorial on racetracks, but this is better since the complexity on the track can be almost unlimted without angle problems in the curves.

This will be in 5 parts

You an probably do similar with other tools but these are the ones used here :

- Silo2 - http://nevercenter.com/
- Ultimate Unwrap 3D - http://www.unwrap3d.com
- Giles - http://www.frecle.net/index.php?show=giles.download (free)
- 3D Rad - http://www.3drad.com (free)

Part 1 - Model the racetrack - http://www.3drad.com/forum/index.php?topic=7185.0
Part 2 - Texture and UV the track. - http://www.3drad.com/forum/index.php?topic=7186.0
Part 3 - Add the City and apply simple buliding textures.
Part 4 - Lightmap everything using ambient occusion lightmap (radiosity)
Part 5 - Setup in 3D RAD, and some tips.

This is Part 1

1. Start Silo



2. Hit 5 to get top View
3. Select from menu : Create->Edge Tool
4. Draw a racetrack path like this (PS! Use about same distance between vertices looks better when tetxuring)



5. Hit 1 to get to Perspective View, select the Vertex selection tool (bottom left) and adjust the track so you lift the road where it crosses :



6. Hit C two times to subdivide the path, then SHIFT+C to refine mesh.

7. Click the Edge selection tool at the bottom buttons, and hit CTRL+A to select everything.

8. Then Click Extrude from the left menubar and extrude along Y just abit like this :



9. Select the Face selection tool from the bottom buttons.

10. CTRL+A to select all faces

11. Then Click Extrude from the left menubar and extrude left or right, it should look like this :



12. Then delete the selected faces by pressing delete two times. As you see you have now 2 tracks on top of eachother :



13. Then delete the top track by selecting two faces (use shift to select two), and click Select Loop (from the left menu) to mark rest.

14. Your now left with one track like this :



15. Select the Object Selection Mode from the bottom buttons and then from the top menu
Create->Extrusion Object [opt] (click opt)
Fill in

Height : 0.1
Section : 1

Click Create

It should look like this now :



16. Create edges on track, by select 2 faces on one side, Select Loop and extrude. Repeat on the other side.



17. Select 2 faces on each top side, Select Loop and then extrude, like this :



18. Save as .obj (racetrack.obj)

« Last Edit: May 19, 2011, 02:18:49 PM by shadmar »

fourdee

« Reply #1 on: May 19, 2011, 04:25:16 PM »
Thanks Shadmar,

Its a different method to the Path Extrusion iam currently using, but very clean and simple. No room for Silo Path extrusion errors ! :D



« Reply #2 on: May 21, 2011, 01:38:00 PM »
that's cool and is simple
before i saw this, i was trying and failing with the path extrusion tool

i have also found out that if you use the same concept, but change a few steps, it works in wings3d too

Currently using 7.22
« Reply #3 on: May 21, 2011, 01:49:19 PM »
 :) Thank you Shadmar

I think I can follow it with Hexagon so far.

And I'm waiting for the step by step of the Giles Part and your parameters for lightmap. :D

Have a happy sunday.
new forum search:
http://www.google.com/ site:www.3drad.com searchword  ( <-- copy )
3DRad is now in the same Brain-Area like my old C64 and Amiga Memories!
« Reply #4 on: January 21, 2013, 04:33:58 AM »
Hi,

I was trying this out and had no problem creating a sample track using Silo. My problem is what to do with the obj file after its created. Do I just copy and paste it to the terrain (index) folder in 3DRAD? Because that's what I did and I can't access it when trying it on our game.

Please help. Thanks in advance.

fourdee

« Reply #5 on: January 21, 2013, 07:49:24 PM »
Hi,

I was trying this out and had no problem creating a sample track using Silo. My problem is what to do with the obj file after its created. Do I just copy and paste it to the terrain (index) folder in 3DRAD? Because that's what I did and I can't access it when trying it on our game.

Please help. Thanks in advance.

- You need to convert the .OBJ to .X (eg: blender/fragmotion).
- Then move the file into the skinmesh folder (looking at the current directory layout as a method)
- then create a newobjectname.jpg (which matches your folder name that contains the skinmesh file) and add to skinmesh/index folder

See here : http://www.3drad.com/importing.php
and here http://www.3drad.com/forum/index.php?topic=1991.0
« Reply #6 on: January 22, 2013, 02:51:54 AM »
Thanks for such quick answer. We're trying it out now and will post the result soon.

Thanks again!  ;D
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