POV-Ray : Newsgroups : povray.binaries.images : Cars Server Time
8 Aug 2024 06:20:53 EDT (-0400)
  Cars (Message 14 to 23 of 23)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: Dre
Subject: Re: Cars
Date: 20 Oct 2005 18:23:49
Message: <435818f5@news.povray.org>
"scott" <sco### [at] spamcom> wrote in message news:43560dd1@news.povray.org...
> Dre wrote:
> > "scott" <sco### [at] spamcom> wrote in message
> > news:4355098a$1@news.povray.org...
> >> Recently I've been working on converting the 3D models in my current
> >> favourite game to POV format.  The files are stored in some binary
> >> format that is quite complex, and the textures are in .dds format.
> >> Anyway, I've been writing some C++ code to write out a POV file.  As
> >> you can see the geometry is done, but I'm still working on getting
> >> the textures converted automatically.
> >>
> >> This model has ~10k triangles.
> >>
> >>
> >>
> >
> > Thats incredible!  Are you at all thinking about releasing that
> > program??
>
> You can get it from my website:
>
> www.scottboham.co.uk/sw
>
> Any problems give me a shout as I haven't really tested it properly, I
just
> got it working last night.
>
>
Nice!  Thanks very much!

I also went and checked out the LFS page, is this game a free game or am I
missing something???

Cheers Dre


Post a reply to this message

From: Dre
Subject: Re: Cars
Date: 20 Oct 2005 22:03:54
Message: <43584c8a@news.povray.org>
"scott" <sco### [at] spamcom> wrote in message news:43560dd1@news.povray.org...
> Dre wrote:
> > "scott" <sco### [at] spamcom> wrote in message
> > news:4355098a$1@news.povray.org...
> >> Recently I've been working on converting the 3D models in my current
> >> favourite game to POV format.  The files are stored in some binary
> >> format that is quite complex, and the textures are in .dds format.
> >> Anyway, I've been writing some C++ code to write out a POV file.  As
> >> you can see the geometry is done, but I'm still working on getting
> >> the textures converted automatically.
> >>
> >> This model has ~10k triangles.
> >>
> >>
> >>
> >
> > Thats incredible!  Are you at all thinking about releasing that
> > program??
>
> You can get it from my website:
>
> www.scottboham.co.uk/sw
>
> Any problems give me a shout as I haven't really tested it properly, I
just
> got it working last night.
>
>
Well thank you very much, I unzipped and ran your program and within 2
minutes had an awesome car on my screen!  (textureless atm)

No problems so far, I'm really really impressed!

Cheers Dre


Post a reply to this message

From: Dre
Subject: Re: Cars
Date: 20 Oct 2005 22:26:34
Message: <435851da$1@news.povray.org>
"scott" <sco### [at] spamcom> wrote in message news:43560dd1@news.povray.org...
> Dre wrote:
> > "scott" <sco### [at] spamcom> wrote in message
> > news:4355098a$1@news.povray.org...
> >> Recently I've been working on converting the 3D models in my current
> >> favourite game to POV format.  The files are stored in some binary
> >> format that is quite complex, and the textures are in .dds format.
> >> Anyway, I've been writing some C++ code to write out a POV file.  As
> >> you can see the geometry is done, but I'm still working on getting
> >> the textures converted automatically.
> >>
> >> This model has ~10k triangles.
> >>
> >>
> >>
> >
> > Thats incredible!  Are you at all thinking about releasing that
> > program??
>
> You can get it from my website:
>
> www.scottboham.co.uk/sw
>
> Any problems give me a shout as I haven't really tested it properly, I
just
> got it working last night.
>
>
I think I may have spoken too soon, I have managed to get a textureless
render, but for some reason when I try a textured render, only a small
amount of the textures show.  I have all the image maps in the same folder
as the pov file but they just dont work.

Any ideas?

Cheers Dre


Post a reply to this message

From: scott
Subject: Re: Cars
Date: 21 Oct 2005 03:54:36
Message: <43589ebc$1@news.povray.org>
>> You can get it from my website:
>>
>> www.scottboham.co.uk/sw
>>
>> Any problems give me a shout as I haven't really tested it properly,
>> I just got it working last night.
>>
>>
> I think I may have spoken too soon, I have managed to get a
> textureless render, but for some reason when I try a textured render,
> only a small amount of the textures show.  I have all the image maps
> in the same folder as the pov file but they just dont work.
>
> Any ideas?

That's because the main car body skins are in the data/skins folder inside
LFS.  Choose one of these to use, make sure it is for the right car (the
first three letters tell you).  Then, you have to manually change the
texture declaration inside POV to tell it to use this texture.

Look for this line in the pov code:
// this is the texture for skinning the body

And then change the following texture #declare to something like:

texture{
 pigment{ uv_mapping iamge_map{ jpeg "FXR????.jpg" interpolate 2 } }
}

That should do the trick.

Perhaps I should make it grab one of the skins by default to generate the
POV code?


Post a reply to this message

From: scott
Subject: Re: Cars
Date: 21 Oct 2005 04:13:41
Message: <4358a335$1@news.povray.org>
> I also went and checked out the LFS page, is this game a free game or
> am I missing something???

It's free to download and play, but you will only have access to 3 cars and
1 track.  YOu need to pay for it online before you get access to all the
other cars and tracks (well worth it!).


Post a reply to this message

From: ts
Subject: Re: Cars
Date: 23 Oct 2005 10:25:00
Message: <web.435b9c7cdb3e2e695869f810@news.povray.org>
"scott" <sco### [at] spamcom> wrote:

> > Thats incredible!  Are you at all thinking about releasing that
> > program??
>
> You can get it from my website:
>
> www.scottboham.co.uk/sw
>
> Any problems give me a shout as I haven't really tested it properly, I just
> got it working last night.

you say on your site that one must download the meshes.
which download? CMX Viewer S2N?
with dialup I'm not in a position to guess. ;)

thanks
-ts-


Post a reply to this message

From: Dre
Subject: Re: Cars
Date: 23 Oct 2005 18:54:30
Message: <435c14a6$1@news.povray.org>
"scott" <sco### [at] spamcom> wrote in message news:43589ebc$1@news.povray.org...
> >> You can get it from my website:
> >>
> >> www.scottboham.co.uk/sw
> >>
> >> Any problems give me a shout as I haven't really tested it properly,
> >> I just got it working last night.
> >>
> >>
> > I think I may have spoken too soon, I have managed to get a
> > textureless render, but for some reason when I try a textured render,
> > only a small amount of the textures show.  I have all the image maps
> > in the same folder as the pov file but they just dont work.
> >
> > Any ideas?
>
> That's because the main car body skins are in the data/skins folder inside
> LFS.  Choose one of these to use, make sure it is for the right car (the
> first three letters tell you).  Then, you have to manually change the
> texture declaration inside POV to tell it to use this texture.
>
> Look for this line in the pov code:
> // this is the texture for skinning the body
>
> And then change the following texture #declare to something like:
>
> texture{
>  pigment{ uv_mapping iamge_map{ jpeg "FXR????.jpg" interpolate 2 } }
> }
>
> That should do the trick.
>
> Perhaps I should make it grab one of the skins by default to generate the
> POV code?
>
Thanks for the info, I actually got to that point over the w/e :)

The thing I'm having trouble with now are things like skining the
wheels/tires etc, I cant seem to make my cars as nice as the one you put up
here!

Cheers Dre


Post a reply to this message

From: scott
Subject: Re: Cars
Date: 24 Oct 2005 04:07:29
Message: <435c9641$1@news.povray.org>
> The thing I'm having trouble with now are things like skining the
> wheels/tires etc, I cant seem to make my cars as nice as the one you
> put up here!

You just have to play about with all the texture #declares.  For example,
with the tyres you probably want to make the diffuse amount lower, like 0.1
or 0.2 to make them appear black rather than light grey.  You also should
add a "finish" statement to the main body texture, so that you can add some
specular and reflection amounts.

I just used trial and error to work out which other textures affected
different parts of the car, and modified them accordingly.  In the POV
source there should be comments before each texture saying what the texture
skin file name is, so that should be a bit of the clue.

You can also make some quite funky skins by just using built-in POV SDL code
for the textures rather than bitmaps, like colour gradients, stripes,
patterns etc.


Post a reply to this message

From: scott
Subject: Re: Cars
Date: 24 Oct 2005 04:07:30
Message: <435c9642$1@news.povray.org>
ts wrote:
> "scott" <sco### [at] spamcom> wrote:
>
>>> Thats incredible!  Are you at all thinking about releasing that
>>> program??
>>
>> You can get it from my website:
>>
>> www.scottboham.co.uk/sw
>>
>> Any problems give me a shout as I haven't really tested it properly,
>> I just got it working last night.
>
> you say on your site that one must download the meshes.
> which download? CMX Viewer S2N?
> with dialup I'm not in a position to guess. ;)

Yes, the CMX Viewer S2N zip file.  This includes the meshes for all the
cars, but no textures.  It will work fine with my program, you'll just get a
plain grey car to skin yourself in POV!


Post a reply to this message

From: Dre
Subject: Re: Cars
Date: 24 Oct 2005 18:38:56
Message: <435d6280@news.povray.org>
"scott" <sco### [at] spamcom> wrote in message news:435c9641$1@news.povray.org...
> > The thing I'm having trouble with now are things like skining the
> > wheels/tires etc, I cant seem to make my cars as nice as the one you
> > put up here!
>
> You just have to play about with all the texture #declares.  For example,
> with the tyres you probably want to make the diffuse amount lower, like
0.1
> or 0.2 to make them appear black rather than light grey.  You also should
> add a "finish" statement to the main body texture, so that you can add
some
> specular and reflection amounts.
>
> I just used trial and error to work out which other textures affected
> different parts of the car, and modified them accordingly.  In the POV
> source there should be comments before each texture saying what the
texture
> skin file name is, so that should be a bit of the clue.
>
> You can also make some quite funky skins by just using built-in POV SDL
code
> for the textures rather than bitmaps, like colour gradients, stripes,
> patterns etc.
>
>

Ok, great stuff, thanks very much for the info!

Cheers Dre


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.