Step 5 - Switch to Edit mode.
Blender starts in Object mode, where you edit Objects. As I explained in previous steps, Objects are just envelopes, but they affect the contained mesh's position, rotation and scale. This means when you stretch the cube in Object mode, you will see the mesh...
Step 4 - Align the camera using the Gizmo
Blender's "Gizmo" is the colored XYZ axis indicator in the top right corner of the 3D Viewport window. Click and drag with mouse to rotate camera. Click the letters to align camera view along that axis. Click -Z for "front orhographic" view.
Step 2 - Rename the object
Blender always starts up new project with a cube called "Cube". We'll make the character out of this cube, but we want to name it differently. In Blender, an "Object" is a container, an envelope of sorts, which holds one or more scene elements (meshes, lights...
I'm finishing up development of a new feature - 100% moddable rorbot: https://github.com/RigsOfRods/rigs-of-rods/pull/2942. Like other mods, character mods are ZIPs or directories under 'Documents/My Games/Rigs of Rods/mods' with resources and a *.character file. The file format documentation is...
step25. Create another road by Duplicating the existing one. This will also duplicate the mesh and the modifiers.
Go to Object mode, deselect all objects (hotkey: Alt+A). Select the "quick_and_lazy_road" object. Press Shift + D to duplicate it. This will activate Grab mode on the new object...
step18. Fix the mesh placement. After some testing I concluded this is an oddity in the game and I must work it around. Correct me if I'm mistaken.
First, make sure you always export with the "Swap axis" set to "xz-y" aka "ogre standard".
Second, add -90 degree rotation to the TOBJ line, see the...
Good guess but I'm well aware of this catch and I was careful not to do any object-mode transformations. There's a warning about this at step4.
Anyway this is good to note to Blender users: If you've been careless and you've made some object-mode transforms (position/rotation/scale) mixed with...
step13. configure blender2ogre addon
manual: https://github.com/OGRECave/blender2ogre#installing
Note that you need to have Rigs of Rods installed to get the necessary tools.
step14. rename the object and mesh - OGRE exporter will use the mesh name (the green triangle icon)
step15. Perform...
step10. Finally let's clean up the mess using the Smooth tool
step11. Time to plan roads. Roads will be meshed separately but now it's the time to figure where they will go and use the Flatten tool to prepare the ground.
step12. Time to test the mesh in game. We'll install...
Hello.
I decided to try to create new terrain from scratch, just to see how much time it takes if you don't try too hard.
I'll call it "Quick & Lazy"
I'll go for a tiny, like 600x600meters, meshed terrain because I can't work with any heightmapping tools, but I can work with Blender (although...
I just tried with simple2 map. Seems to be working just fine. You position it using interactive reset mode (hold Backspace key for 2 seconds). It's written in the repo instructions.
Repo link: https://forum.rigsofrods.org/resources/kone-goliath-crane.340/
@Vido There's a different thread for details about the engine simulator: https://forum.rigsofrods.org/threads/opensource-engine-simulation.3702/
Yes, synthesizing engine sound based on it's physical properties is the ultimate solution, but the engine simulator is too heavyweight to be used as...
Hello everyone.
Editorizer is a classic editor for vehicles, but AFAIK the source code was never public, so it cannot be updated: https://forum.rigsofrods.org/resources/editorizer.20/. However, replicating it's features directly within the game should not be a big deal. I already have some code...
As far as I know, OpenGL is considered the standard and DirectX is considered the "weird guy".
Blender is an early adopter of OpenGL, so it makes sense to use it's approach.
I was under impression that OGRE renderer always uses the OpenGL approach, but I can't find any written mention of it...
First, I think what could be improved about your post and beneficial to many forum readers would be to turn off the bold text. :-/
Anyway, you're right about the sound limitations. To reiterate what you suggested:
More trigger sources in .soundsources file: Yes, we could use triggering by...
We have a decently-capable scripting environment, and it will get expanded in a close future. This thread should be a catch-all introductory spot.
Credit is due: the scripting subsystem, along with a race manager script, was developed by former member 'neorej16' in circa 2010 - correct me if I'm...
A generic flashlight. To use, spawn using the selector, enter via top menubar and activate using hotkey N.
Please note the screenshot below was taken from development build.
Marked CC-0, the ".blend" file is included.