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Author Topic: Sketchup Trackbuilder  (Read 5359 times)

« on: March 24, 2012, 05:48:17 AM »
OK - for those that want something very simple for making racetracks for 3DRad - I give you this.

The SU Trackbuilder tool for Google Sketchup.

Very simple to use - open the starting grid file, and then import the next section of track you want to lay down. Drop it into your Sketchup area - then using the move tool - grab a corner and 'snap' it to your previous piece. Make the track of your dreams.

Export rigid body and skinmesh using your Sketchup to Rad plugin and drive away. No need to resize or anything. It really is that simple.

This is a product that is currently in testing, so any feedback/criticism/suggestions are more than welcome.

In the V0.2 folder are 16 track pieces to get started, just some simple sections + 2 sample basic tracks. The top picture shows everything that's included. These sketchup files obviously work on both PC and Mac versons of Google Sketchup. The product was made using Google Sketchup 8.

I will be adding to this over time, with expansion packs. This will include roads, crossovers, elevated sections, banked curves, tunnels, and bridges.

Hope some of you find it useful - no excuse not to give it a try and jump into the Rotary Gaming challenge in my sig.  ;)

Dart also has another version of something similar around the forum - it's well worth a look.

Enjoy.







There are a couple of issues with the view through the fence mesh at the moment but I'm working on that.
« Last Edit: March 26, 2012, 06:13:56 AM by Grimbarian »
« Reply #1 on: March 24, 2012, 06:03:28 AM »
looks good, @ library now, but when im home ill give it a go! thanks. :)
« Reply #2 on: March 24, 2012, 08:44:17 AM »
Why not put it in the sketchup warehouse.
« Reply #3 on: March 24, 2012, 09:35:38 AM »
Why not put it in the sketchup warehouse.

I've not done it as a single sketchup file with all the bits in. And I didn't want to flood Google with lots of different pieces.

Each road piece is a standalone sketchup file. You just hit file and import for the next piece you want. Drop it on the canvas, then grab a corner and they snap together.

It allows people to build their own track layouts and put them on the warehouse if they want. Or their website. Anywhere really.

My idea at the moment is to keep building it up with a series of expansions (road signs, street furniture, etc) all of which shall be made by me.

I think I'll put it up on the Rotary Gaming Website for download too - but I need to talk to cypermethrin first.
« Reply #4 on: March 24, 2012, 10:17:59 AM »
cool.
« Reply #5 on: March 24, 2012, 03:05:00 PM »
You can import all the pieces into a single file and then upload it to warehouse as long as the filesize is under 10MB
"This town is infested with Killer Cockroaches!"

You have 3 options: Good, Fast, and Cheap. Pick TWO.
« Reply #6 on: March 24, 2012, 03:29:29 PM »
You can import all the pieces into a single file and then upload it to warehouse as long as the filesize is under 10MB

Yeah cheers DolphinLover30, I had looked.

At the moment though it's looking like it's going to be quite a useful tool - but not small.

I have 65 segments of road at the time of writing this and more coming. That weighs in at 11MB.

This is covering all eventualities though - when people use it they shouldn't have to rotate pieces or anything. Literally drag and snap.

I'm just about to structure all the file system better (more organised) and include a read me for use in the zip file.

I'll just keep updating the opening zip file as I go.
« Reply #7 on: March 24, 2012, 07:09:49 PM »
Another helpful Sketchup tip ... as you model things, even when you decide against a texture it will remain in the file increasing the size with each new one you add. Sometimes deleting parts of the file also leave "ghosting" that keeps the size larger than it truly is.
 To reduce this problem and file size, when you are sure you have completed the design and added all you want to add, export the file in .3ds format. Close Sketchup and reopen it ... import the new .3ds file you made and then save it as a new Sketchup file and notice how much smaller the file is, and all the needless parts have been dumped. The plugins for import and export of .3ds are free if not already included with your version so either go to Sketchucation and get them or I can upload them in a zip file here, they work on both free and pro versions.
 If you want a full explaning of how to reduce filesize and have a great model let me know and I will make a full tutorial for it and upload all the free plugins available to help make better models.
"This town is infested with Killer Cockroaches!"

You have 3 options: Good, Fast, and Cheap. Pick TWO.
« Reply #8 on: March 25, 2012, 01:26:42 AM »
Cheers DolphinLover30 - handy to know for some larger models.

Each of the trackbuilder tiles are only 180kb (ish )each - it's just the sheer scale of numbers that makes the files size up.

I might have a look at putting a 'lite' version on the warehouse though, just to see if people like it.

V0.2 is almost ready - I just need to sort out the read me file and throw together another sample track.

This version has more corners, elevated sections, crossovers, and a better looking grass and barrier system.

All things export perfectly for 3DRad use (right size, etc) and can be used for 2d or 3d racetracks.

I'll update the opening post with the new version later today - but more will follow too.
« Reply #9 on: March 25, 2012, 04:02:27 AM »
Great work!
« Reply #10 on: March 25, 2012, 05:18:07 PM »
Updated the opening post with V0.2. This is getting close to the standard starter pack I want to release for everyone.

There are a few issues in Rad with the view through the fence skinmesh that I need to address. I'm going to check out how it looks in other game engines too - I think it could be suitable for a few when exported correctly.

Everything has been optimised a lot more in this folder now. When I have it so people are happy with it on here - I will upload it to the Google Warehouse too.

I'm working on a "Read Me" instruction file to include in the folder - and also a YouTube tutorial video on how to use it.

Anyway - enjoy. Give feedback, make suggestions, all the usual.  8)
« Reply #11 on: March 26, 2012, 01:44:51 AM »

There are a few issues in Rad with the view through the fence skinmesh that I need to address. I'm going to check out how it looks in other game engines too - I think it could be suitable for a few when exported correctly.


I've seen a few that work perfectly with all models. When is that problem with 3D Rad going to be fixed?
« Reply #12 on: March 26, 2012, 03:29:41 AM »
@dogsofknowledge

I don't think it's a 'problem' with 3DRad - more how I've made the models.

Over the course of the week I will be going over each model individually and making sure that they load perfectly (visuals/shadows/collision) in 3DRad, as well as in other game engines. (Initially - Blender, Unity, Gamecore. Then seeing how it is in some 2D engines like Construct 2, Stencylworks.)

I'm uploading these alpha versions here for testing purposes at the moment. So any comments/suggestions/feedback would be greatly appreciated.

I've updated the original post to indicate the pre-release status of this product.  8)
« Reply #13 on: March 26, 2012, 04:28:16 AM »
Even that model worked perfectly when I imported it to Unity.
« Reply #14 on: March 26, 2012, 04:34:17 AM »
Even that model worked perfectly when I imported it to Unity.

That's good to know. Any chance you could post a screenshot of it in the Unity Engine for me please?

I've PM'd you with further requests to keep this topic On-Rad.
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