Stunts Forum

Stunts - the Game => Stunts Related Programs => Topic started by: llm on August 01, 2020, 09:27:36 PM

Title: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 01, 2020, 09:27:36 PM
https://www.accursedfarms.com/forums/topic/2467-rosss-game-dungeon-test-drive-3/page/5/?tab=comments#comment-219733

Blender File:
http://dustinfischer.net/Pacific%20Yosemite.blend

Loaded in Blender
https://pasteboard.co/JkolyQp.png
Rendered:
https://pasteboard.co/JkonzCY.png

would be great to have something similar for Stunts - and then a Stunts Movie :)
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 01, 2020, 10:50:33 PM
Blender can load x3d file format, simple xml with per face coloring

https://www.web3d.org/x3d/content/examples/Basic/StudentProjects/
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 02, 2020, 01:59:52 AM
Wow!  The Blender file is great. I downloaded it and was rendering some pieces. There's a lot I still don't handle well in Blender. Like, when navigating on the space, I find it hard to move over large areas, as focus seems to stay at the same location and it's not always possible to focus on a particular object, like when the object is large. Also, I can see that this renders super fast even in Cycles, and does not produce noise, which means the person who did this knows how to optimise the engine when some things are more important to render than others, like in this case, no complex textures. I want to learn to do that well and rendering a Stunts track in motion should be easier than with Test Drive

Blender supports many formats. I've been researching on several of them. I'm already comfortable OBJ, which was what Duplode first suggested to me. It is powerful and simple and does not get too large even though it's text because materials are stored once and descriptors are usually one or two letters long (like "v" to define a vertex). Still, I'm always a fan of binary formats because they're so much easier to parse and most of the time, you won't be editing your model by writing text, but rather, you'll be going between the 3D editing program and the game renderer. I did take a look at x3d. It's good that these formats exist, because in some cases, you may want to just touch something specific and you can use a general xml parser. For my engine, I'll be using a dedicated binary format and I'll write a little program to convert between it and OBJ so I can communicate with Blender.

My original idea is to use plainly coloured triangles, the same as with Stunts, but I've been thinking I could also add the option of dynamic shading, meaning that, instead of having to define the colour for each triangle of, say, a car, you can say all these triangles are "blue" and then, they will be coloured on the fly depending on their orientation.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 02, 2020, 07:57:00 AM
X3d allows faces with single color - something that seem not possible with obj format and its easy to generate
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 03, 2020, 06:41:21 AM
Oh, but OBJ can do that too!  I mean, if it weren't so, I wouldn't have used it because that's essential for a project like mine. In OBJ, each face is defined with an "f" line and you can use "usemtl" at any point to set the current material for faces that come from that point onwards. Then, in the materials file, you can define the colour among other things. The red, green and blue components of the base colour are defined with a "Kd" line. If we're only using plain colours, that's the only line we need from materials.

Now, to name one thing that X3D does better than OBJ, I like it that, being xml-based, line ends are insignificant and everything is defined by tags. This is good because text files on different systems use different text file formats, including different end-of-line markers, so an OBJ file made in GNU will not work in Windows and vice-versa. With X3D, that problem does not exist.

Another format I liked from the ones that come for exporting by default in Blender is STL, but while it does support colour, Blender does not use this when exporting in STL, probably because it's not an "official" way of specifying face colour.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 03, 2020, 07:19:51 AM
I dont understand that GNU obj under windows problem, all that is needed is \r\n(windows), \n(linux) or \n\r(old macs?) awareness, same goes to xml
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 03, 2020, 10:36:46 AM
is the obj format capable to handle the texture stuff like the Background Image - i also got the feeling that parts of the race track pieces needs texturing - like tunnels?
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 03, 2020, 11:15:32 PM
I've built stressed.exe from source and extracted some car models
The models seem to have holes, is that a problem - i thought that models should be closed to ease rendering?
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 04, 2020, 01:19:05 AM
Well, yes, if you have a text file loading routine that's aware of different line endings, it will work, but most programs don't have that. This means that you have to make a binary parsing routine for text files if you want to make sure it'll support the files. For example, FreeBasic will write text files with different line endings depending on the platform, but when reading, it will assume the line ending for your OS, so if you're passed a file from another platform, it will not read it properly. This may have changed recently, but I don' t know, so I don't run the risk. Therefore, I create my own binary routines to read text files when I make multi-platform programs. Being able to ignore line endings makes everything pretty much simpler.

Texture would look good in triangles for a future renderer. I first want to do this with plain colours, because I don't want to add an extra problem to my project right now, but eventually, I'd like to add texture. I've been thinking that, if I want to add textures in the future, I'd first switch from a triangle-based renderer to a quad-based one. It's much easier for UV texture mapping.

Hey, I've been trying to build stressed from source and always have problems. Did you build it for GNU?  My problem is that it requires qmake and when I try to install Qt development, it turns out it's no simple task and I get lost. How did you get this done?  Or does your GNU distribution already have it installed?
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 04, 2020, 07:22:06 AM
Quote from: Cas on August 04, 2020, 01:19:05 AM
Well, yes, if you have a text file loading routine that's aware of different line endings, it will work, but most programs don't have that. This means that you have to make a binary parsing routine for text files if you want to make sure it'll support the files. For example, FreeBasic will write text files with different line endings depending on the platform, but when reading, it will assume the line ending for your OS, so if you're passed a file from another platform, it will not read it properly. This may have changed recently, but I don' t know, so I don't run the risk. Therefore, I create my own binary routines to read text files when I make multi-platform programs. Being able to ignore line endings makes everything pretty much simpler.

i work multiplatform on daily basis and never real got problems with that - but maybe im just pampered with enough helper code :)

Quote from: Cas on August 04, 2020, 01:19:05 AM
Hey, I've been trying to build stressed from source and always have problems. Did you build it for GNU?  My problem is that it requires qmake and when I try to install Qt development, it turns out it's no simple task and I get lost. How did you get this done?  Or does your GNU distribution already have it installed?

its was my first time i build stressed at all, using VS2019 and Qt 5.15 (currently latest) under Win7/x64 - that needed changes to get it working - i think dstien uses the windows ports of gnu tools like mingw or something

i've installed VS2019 community (want to try the new compiler for fun), installed Qt 5.15 using the Qt maintainance tool (no interest in building Qt myself for hours), git clone the source, runned qmake in the folder, then nmake (fix some problems: https://github.com/dstien/gameformats/pull/1) all in all and around 20min later i was able to use a freshly build stressed :)

i think it works out of the box under linux (because its dstien default environement) - just install qt and build tools, git clone source, qmake - i think its stright forward - but never tested it
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 04, 2020, 08:34:38 AM
Ah!  I'm afraid it is not so, ha, ha. I'm using GNU/Linux and I've had a hard time trying to build Stressed more than once. First two times, Duplode in the end did it for me. I failed in Xubuntu, then in Kubuntu and now I'm on Mint and I still can't do it.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 04, 2020, 11:07:29 AM
need to try it myself - but im familiar with all the needed tools :)
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 04, 2020, 01:27:41 PM
HowTo:

worked on first try - ~30min

maybe u missed some packages?
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 04, 2020, 11:56:45 PM
In reality, my biggest problem was that I didn't know the names of the packages, how to find out which dependencies there were, what they were called, where to get them from, etc.

Now, Mint is quite similar to Ubuntu, so I expected it would work to just copy your steps... and it probably would, but I stopped at the apt upgrade and pulled out a list of what would be upgraded. Tons of things that don't need to be upgraded, including the VLC player. I have a philosophy of "If it ain't broke, don't upgrade it", ha, ha... so I thought I'd first try without that step. Apt reported I already had the newest version of Build essential and Mesa. Qt5 installed like charm. Git was already installed and it cloned well. Qmake, good. When I tried to make, a file requested by the source was not found so it failed. It was a header file, I think. So well, probably I do have to upgrade something, but I don't want to upgrade every pending package. How can I find out what needs to be upgraded and do it selectively?  And once I get everything to run, is there a way I can make myself portable binaries?  That is, a copy-and-run package.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 05, 2020, 07:28:16 AM
Strange, stressed is a very clean, simple - minimal dependencies program

Quote
How can I find out what needs to be upgraded and do it selectively?  And once I get everything to run, is there a way I can make myself portable binaries?

you can build all libs statical - will get you a huge executable or hope that other system got the needed dependencies, its not that easy under Linux - and the huge mass of little differences between the distros, much more easy under windows

QuoteWhen I tried to make, a file requested by the source was not found so it failed.
Post the exact error message, its always the best you can do
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 05, 2020, 10:58:15 PM
Yep. I have the feeling that if I do the upgrade, it'll work, but I just want to do everything I can to avoid it. It's a lot of disk space and time downloading stuff that I don't need and that might break because of the upgrade. I'll get you the exact message when I finish today's work and I'll post it here.

I think it's OK to build it static. Nowadays, disk drives are large and binary portability is a strong reason to use that space. Even in the times of DOS, that's exactly what was done. Besides, different programs usually depend on different versions of the same library. I don't see why all this trend toward sharing object code. The smallest hard drives are 2T large!  So I think I'll do just that :)
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 06, 2020, 01:02:44 AM
Here. This is the error I get. After qmake (which works well), make beings doing many things that seem to work fine and then suddenly comes up with this:

g++ -c -pipe -O2 -fPIC -D_REENTRANT -Wall -W -DQT_NO_DEBUG -DQT_OPENGL_LIB -DQT_WIDGETS_LIB -DQT_GUI_LIB -DQT_CORE_LIB -I. -I.. -isystem /usr/include/x86_64-linux-gnu/qt5 -isystem /usr/include/x86_64-linux-gnu/qt5/QtOpenGL -isystem /usr/include/x86_64-linux-gnu/qt5/QtWidgets -isystem /usr/include/x86_64-linux-gnu/qt5/QtGui -isystem /usr/include/x86_64-linux-gnu/qt5/QtCore -I. -isystem /usr/include/libdrm -I. -I/usr/lib/x86_64-linux-gnu/qt5/mkspecs/linux-g++ -o shapeview.o shapeview.cpp
shapeview.cpp:19:10: fatal error: QGLWidget: No such file or directory
#include <QGLWidget>
          ^~~~~~~~~~~
compilation terminated.
Makefile:503: recipe for target 'shapeview.o' failed
make[2]: *** [shapeview.o] Error 1
make[2]: Leaving directory '/home/lucas/gameformats/stunts/stressed/src/shape'
Makefile:179: recipe for target 'sub-shape-make_first-ordered' failed
make[1]: *** [sub-shape-make_first-ordered] Error 2
make[1]: Leaving directory '/home/lucas/gameformats/stunts/stressed/src'
Makefile:44: recipe for target 'sub-src-make_first' failed
make: *** [sub-src-make_first] Error 2
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 06, 2020, 06:21:03 AM
I have no idea what version you've got and how they were installed, based on what of your restrictions :), with package manager, from source,pre builds from the qt guys ... so im just guessing

There a binary and developer packages, so there are several packages that are named qt* but most of them are not the one stressed needs

these are my current installed qt packages right after doing the VM/stressed build test (http://forum.stunts.hu/index.php?topic=3592.msg76041#msg76041)
Quote
linux@linux-virtual-machine:~$ apt list --installed "qt*"
Listing... Done
qt5-default/focal,now 5.12.8+dfsg-0ubuntu1 amd64 [installed]
qt5-gtk-platformtheme/focal,now 5.12.8+dfsg-0ubuntu1 amd64 [installed,automatic]
qt5-qmake-bin/focal,now 5.12.8+dfsg-0ubuntu1 amd64 [installed,automatic]
qt5-qmake/focal,now 5.12.8+dfsg-0ubuntu1 amd64 [installed,automatic]
qtbase5-dev-tools/focal,now 5.12.8+dfsg-0ubuntu1 amd64 [installed,automatic]
qtbase5-dev/focal,now 5.12.8+dfsg-0ubuntu1 amd64 [installed,automatic]
qtchooser/focal,now 66-2build1 amd64 [installed,automatic]
qttranslations5-l10n/focal,focal,now 5.12.8-0ubuntu1 all [installed,automatic]

i've read a post with installing libqt5-opengl-dev could help - but this packages is not part of my installation...
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 06, 2020, 11:41:22 PM
Well... this is what I get:

~$ apt list --installed "qt*"
Listing... Done
qt5-default/bionic-updates,bionic-security,now 5.9.5+dfsg-0ubuntu2.5 amd64 [installed]
qt5-gtk-platformtheme/bionic-updates,bionic-security,now 5.9.5+dfsg-0ubuntu2.5 amd64 [installed]
qt5-qmake/bionic-updates,bionic-security,now 5.9.5+dfsg-0ubuntu2.5 amd64 [installed,automatic]
qt5-qmake-bin/bionic-updates,bionic-security,now 5.9.5+dfsg-0ubuntu2.5 amd64 [installed,automatic]
qt5-style-plugins/bionic,now 5.0.0+git23.g335dbec-2build5 amd64 [installed]
qt5ct/bionic,now 0.34-1build2 amd64 [installed]
qtbase5-dev/bionic-updates,bionic-security,now 5.9.5+dfsg-0ubuntu2.5 amd64 [installed,automatic]
qtbase5-dev-tools/bionic-updates,bionic-security,now 5.9.5+dfsg-0ubuntu2.5 amd64 [installed,automatic]
qtchooser/bionic,now 64-ga1b6736-5 amd64 [installed,automatic]
qttranslations5-l10n/bionic,bionic,now 5.9.5-0ubuntu1 all [installed]


I will try installing that one when I finish today's work and we'll see if it works!  Once I get it working, I'd like to make it static
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 07, 2020, 01:58:35 AM
Seem to be ok, i will also try a fresh ubuntu 18.04 installation tomorrow

Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 07, 2020, 02:58:12 AM
Yeah, it won't let me install libqt5-opengl-dev. It says it's unable to locate it even though I did the apt update. Looks like I'm forced to do the apt upgrade. If I could just at least put exceptions so that some packages were not upgraded....
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 07, 2020, 03:44:01 AM
So... I did the apt upgrade. Took about half an hour... Then I did everything again and no, it's still giving me the same error :(
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 07, 2020, 06:18:07 AM
Very strange

At least you got a updated system with updated bugs ;)

What mint version: 19.3 or just 19? Cinnamon, mate,xfce edition? 64bit i think
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 07, 2020, 08:50:41 AM
It's Linux Mint 19.3 with Cinnamon, but I'm using OpenBox
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 07, 2020, 09:02:29 AM
i've tried to install Mint 19.0 with xfce in a VM and even the very first apt update/upgrade broked down with too many errors?
very good start Mr. Mint, very good start

now im trying out 19.3/Cinnamon/x64

i don't like these ubuntu derives because everytime i tried it something does not work as expected
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Daniel3D on August 07, 2020, 11:16:07 AM
Quote from: llm on August 07, 2020, 09:02:29 AM
i've tried to install Mint 19.0 with xfce in a VM and even the very first apt update/upgrade broked down with too many errors?
very good start Mr. Mint, very good start

I tried to update my mint installation this morning and got the same error.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 07, 2020, 12:50:50 PM
@Daniel3D: yeah, got the same error with my Mint 19 VM :(

@Cas: found the missing package: libqt5opengl5-dev (its not needed for more current qt5 versions - mine ist 5.12.8 )

HowTo:

or just "sudo apt install libqt5opengl5-dev" and make
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 07, 2020, 09:30:59 PM
Great. I'll try that one. How can I compile Stressed statically so that in the future, I can just keep the binaries in a flash drive?

About Mint. I didn't feel much interest in it before. Whenever I update my system, I tend to try something different, but just slightly. I had been using Xubuntu before and then had tried Kubuntu. Both Xfce and KDE were OK to me. And I read that there was a new version of Xfce being used by the new Xubuntu, so I tried to install that one, but when I ran the live image, the desktop environment was producing unbearable glitches and I couldn't even see which menu option I was clicking on. Curious thing is the greeter worked fine and the splash screen did too. I didn't want to run the risk of very surely having the same situation once the OS was installed, so I went for Mint instead and tried Cinnamon, which I had never tried before. It works fine. No problem. But it's kind of too Window-like. Then I starting researching about OpenBox and I installed it on top of Mint. It's what I'm using now, although I still use Cinnamon when I'm working. I have a user for work and another for everything else, to have it all clean.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 08, 2020, 08:49:55 AM
i don't know how to build it complete statical - never tried it

but i would just compile it if needed :)

there are many dependencies thats need to be fullfilled - could
become a very large executable


ldd ./src/app/stressed
linux-vdso.so.1 (0x00007fff9edfa000)
libGLU.so.1 => /usr/lib/x86_64-linux-gnu/libGLU.so.1 (0x00007fc413f96000)
libQt5OpenGL.so.5 => /usr/lib/x86_64-linux-gnu/libQt5OpenGL.so.5 (0x00007fc413d3f000)
libQt5Widgets.so.5 => /usr/lib/x86_64-linux-gnu/libQt5Widgets.so.5 (0x00007fc4134f8000)
libQt5Gui.so.5 => /usr/lib/x86_64-linux-gnu/libQt5Gui.so.5 (0x00007fc412d8f000)
libQt5Core.so.5 => /usr/lib/x86_64-linux-gnu/libQt5Core.so.5 (0x00007fc412644000)
libGL.so.1 => /usr/lib/x86_64-linux-gnu/libGL.so.1 (0x00007fc4123b8000)
libpthread.so.0 => /lib/x86_64-linux-gnu/libpthread.so.0 (0x00007fc412199000)
libstdc++.so.6 => /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (0x00007fc411e10000)
libm.so.6 => /lib/x86_64-linux-gnu/libm.so.6 (0x00007fc411a72000)
libgcc_s.so.1 => /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x00007fc41185a000)
libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x00007fc411469000)
libpng16.so.16 => /usr/lib/x86_64-linux-gnu/libpng16.so.16 (0x00007fc411237000)
libharfbuzz.so.0 => /usr/lib/x86_64-linux-gnu/libharfbuzz.so.0 (0x00007fc410f99000)
libz.so.1 => /lib/x86_64-linux-gnu/libz.so.1 (0x00007fc410d7c000)
libicui18n.so.60 => /usr/lib/x86_64-linux-gnu/libicui18n.so.60 (0x00007fc4108db000)
libicuuc.so.60 => /usr/lib/x86_64-linux-gnu/libicuuc.so.60 (0x00007fc410523000)
libdouble-conversion.so.1 => /usr/lib/x86_64-linux-gnu/libdouble-conversion.so.1 (0x00007fc410312000)
libdl.so.2 => /lib/x86_64-linux-gnu/libdl.so.2 (0x00007fc41010e000)
libglib-2.0.so.0 => /usr/lib/x86_64-linux-gnu/libglib-2.0.so.0 (0x00007fc40fdf7000)
/lib64/ld-linux-x86-64.so.2 (0x00007fc41446b000)
libGLX.so.0 => /usr/lib/x86_64-linux-gnu/libGLX.so.0 (0x00007fc40fbc6000)
libGLdispatch.so.0 => /usr/lib/x86_64-linux-gnu/libGLdispatch.so.0 (0x00007fc40f910000)
libfreetype.so.6 => /usr/lib/x86_64-linux-gnu/libfreetype.so.6 (0x00007fc40f65c000)
libgraphite2.so.3 => /usr/lib/x86_64-linux-gnu/libgraphite2.so.3 (0x00007fc40f42f000)
libicudata.so.60 => /usr/lib/x86_64-linux-gnu/libicudata.so.60 (0x00007fc40d886000)
libpcre.so.3 => /lib/x86_64-linux-gnu/libpcre.so.3 (0x00007fc40d614000)
libX11.so.6 => /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x00007fc40d2dc000)
libxcb.so.1 => /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x00007fc40d0b4000)
libXau.so.6 => /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x00007fc40ceb0000)
libXdmcp.so.6 => /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 (0x00007fc40ccaa000)
libbsd.so.0 => /lib/x86_64-linux-gnu/libbsd.so.0 (0x00007fc40ca95000)
librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x00007fc40c88d000)
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 08, 2020, 07:13:01 PM
Now it did work!  Thanks. My concern is that, what you did to find out what was missing, where to get it and how, I just don't know, so in the future, with another distro, I may have the same problem again. I really wasn't needing to use stressed right now, but because I had been trying to open it, I wanted to get to do it.

I really don't mind a large executable. If I take into account the fact that I've already installed in my system all the libraries just to use stressed, libraries that I wasn't using for anything else... then why not have them in the executable?
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on August 08, 2020, 07:56:59 PM
Building it on another debian/ubuntu base distro will be equaly complex, i took around 15min to find the answer the rest was installation due to no existing linux on my system, but i will have a look how to build statical, but could be that you need to install another bunch of static libs before compilation...
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on August 23, 2020, 03:32:43 AM
Well, that's fine anyway. I am not a heavy stressed user. I have never created a car, but I wanted to learn how it was done last time. And now I wanted to understand the importing and exporting formats and look at the palette. Besides, I've already been able to more or less dominate the 3SH format to load shapes.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Daniel3D on August 23, 2020, 10:32:10 AM
Maybe a W10PE is a solution for stressed.
You can run it from usb.
http://windowsmatters.com/ (http://windowsmatters.com/)

Just a thought.

(I'm on holiday at the moment)
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: llm on September 14, 2020, 10:22:18 AM
building is simple enough - even for non programmers
and there are still bugs that getting fixed and i don't like using old versions :)
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Ryoma on February 10, 2021, 10:16:22 AM
I work on the dashboard of the Diablo. Which version you prefer ?
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: KyLiE on February 10, 2021, 11:54:15 AM
I like the original Test Drive III artwork (Bottom left) however I think that the others better suit the Stunts aesthetic.  Because of this, I prefer the one on the bottom right, although I think that the air vents should be the same resolution as the rest of the artwork.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Ryoma on February 10, 2021, 12:46:48 PM
Something like that ?

I think the palette of td3 is difficult to use with stunts
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Daniel3D on February 10, 2021, 01:50:36 PM
Pallet is easy. Take a existing one with similar colours en open that in Photoshop. Paste the test-drive version (scaled to the same size) in it and it will alter the colour to the nearest value in the pallet.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: Cas on February 11, 2021, 03:01:44 AM
I like it. The steering wheel looks a little "narrow", though. But I figure if you stretch it, interpolation will make it look strange, so it's probably better that way.
Title: Re: someone wrote a Blender Export for TestDrive 3
Post by: KyLiE on February 11, 2021, 09:26:15 AM
Quote from: Ryoma on February 10, 2021, 12:46:48 PM
Something like that ?

Yes, except I think the right air vent should point down as well and the steering wheel is definitely too narrow.