POV-Ray : Newsgroups : povray.binaries.images : From TORCS to POV : Re: From TORCS to POV Server Time
31 Jul 2024 12:22:48 EDT (-0400)
  Re: From TORCS to POV  
From: Carlo C 
Date: 14 Oct 2009 10:35:00
Message: <web.4ad5e117b11482566d94c3260@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> 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

Very promising, though I imagine that in this scene you're not looking for
photorealism.(?)
(I say this after having seen, of course, your *autobahn*).
:-)


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