POV-Ray : Newsgroups : povray.binaries.images : From TORCS to POV : From TORCS to POV Server Time
5 Nov 2024 03:19:51 EST (-0500)
  From TORCS to POV  
From: Jaime Vives Piqueres
Date: 14 Oct 2009 06:09:21
Message: <4ad5a351@news.povray.org>
Hi:

     I did it again: I started a new project without finishing first the old
ones... well, at least this time I had the decency to finish one of them
before going further (the Eagle3D tutorial).

     Years ago, when I found The Open Racing Car Simulator (www.torcs.org), I
was looking for an open source racing game which will let me export the
tracks to POV-Ray, so I could render some realistic road traffic 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 then abandoned the project and started to get addicted to racing
with TORCS... it's really fun!

     But recently I figured out a way to get the track spline into POV-Ray,
via Wings3D. The method is bit convoluted, but consists basically in
reducing the track to a single face with hundreds (or thousands) of
vertices, which once exported can be transformed easily into an array, and
then into a spline.

     I still have some problems, but the results are starting to look good:

     http://www.ignorancia.org/en/index.php?page=torcs2pov

     And there is still a lot of room for improvement: I think I can replace
the terrain mesh with an isosurface of the same shape, and the fake trees
with "POV-Trees".

     Regards,

--
Jaime


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