Thanks.. The "pro version" will have: - Open and Close tracks. - Interpolation Cambers (left and right) in degrees and percentage. - Correct Spline mapping. - Spline vertex Clipboard - Auto detection select Spline and vertex (select a cross spline and get cambers and widths in real-time) the track generate the mesh on the fly it uses the modifiers stack. Only when have the track finish collapse the stack. Soon i made a video to show the complete process and features.
what price will your "pro Version" package of scripts be at? I would buy it, if you can adjust the width of the track for a defined crosssection. Many tracks have a broader Start/finish straight and narrower rest of the track
I tried opening and running this script from the Hammer tools menu, Nothing happens, also tried putting the file in Scripts, Startup but still nothing works, Im running Max 2009!...Help!
This is a Macro script just drag and drop in viewport and go to “customize user interface” and look in “Category:MMtools” and drag into a menu or toolbar.
Hi, Mario. I want to re do Toban's roadmesh completely, I've imported the center line with your Gmaterial tool and now I want to use this script to create a new roadmesh. Everything ok 'till here, my problem comes when I try to apply the material over the road, it doesn't appear to change the texture, I still see the default one. What can this be? Do you know how to fix it? Thanks
Apply UV map after Collapse Spline_Track. Spline map need a UVW X-form modifier to scale uvw map. Then need somes touchs ( align vertex) in unWrap. I'm trying a script to making all automatic but no time :-(
Thanks Mario for the tips but i need more practice on this, it's very frustraiting for me because i did in one time and then couldn't repeat it,
The register system is under development but will soon do tests. The registration system will be online and every single person will have a unique register key and can not use on another computer. This tool will meet who have CAD plans or other information of a real circuit. about the price is not yet set. Accepted serious proposals for a right price The Registering is a way to ensure that my work is adequately rewarded. I do not intend to get rich!
i do have CAD plans of a real circuit. About the price: i would pay you between 5 to 10 Euros for this. BTW: Have you thought about making an "optimize" tool for this? I think of a tool, that adapts the length of the polys according to the curvature of the center line. You could pick thresholds (a maximum poly length and a minimum poly length) and then choose, at what change of direction the tools will produce another vertex. For an example: you could choose that polys should be between 1m and 5m long. and you could choose, that the tool places another vertex, when the centerline has changed it's direction 2 degrees compared to the last vertex point. I hope you understand what i mean Maybe another way of explaining: you start at one vertex point on the spline. this point has the normalized (the length is 1) tangent vector t. then you proceed along the spline, until the new normalized tangent vector of the spline - lets call it s - is at the angle to the vector t, which the user has chosen. the angle is evaluated as follows: angle=arccos(t*s) . Arccos is the inverse funktion of cosinus, t*s is the scalar product of the two vectors, and the evaluation only works for normalized vectors. Now every time that angle goes over the value, that the user has chosen, the tool places a vertex on the spline, which in the end defines the length of the poly at that point. however the tool never lets the distance between to vertices get bigger or smaller than the threshholds, which the user has chosen. This would be a great addition to your tool. This way we could quickly optimize the polycount of the racesurface.
interesting can you do a image to see the vectors to explain better? The poly count is create by the surface modifier. currently have tried to optimize the turns to avoid problems in UVmap
View attachment 5188 Did it in good old Paint The black line is your center-spline. The green arrow is the first vector, coming from the first red dot. the red dots are the vertices. In the first vertex, the direction of the spline is tangent to the green vector. Your script would now go along the spline, in maybe 0.1 m steps, and analyse the direction of the spline in that new point. In my picture the direction in the new point is the blue arrow. now your script would go further in these 0.1 m steps, until the angle between the vectors - in my picture represented through the orange arc - would be bigger than a value, which the user defined. At that point, the script places a vertex on the spline. now the polygon would start at the first vertex and end at the second (at least thats the case when you Loft a track, and set the path steps to "0" ) That way you could define a "resolution" at which curves are modeled in your track mesh. For an example, if the user says, that the angle between two polygons should be 2 degrees, the track mesh would divide a 90 degree turn into 45 polygons. That way your poly count would be optimized, if the user knows, what angles between polygons can be felt and seen in RF2 - you would never see strange angles in corners, and you would never feel angles in elevation changes, but the poly count would still be low.