XPacks Discussion

Brendon Pywell

Bob's Track Builder
Expansion Packs (XPacks)

BTB organises all Objects, Materials and Textures into Expansion Packs (XPacks). They are theme based so that the textures for the road surfaces, walls, trees and ground all look good together.

2eyaohs.jpg


By bunching objects, materials and textures together encourages a more aesthetic end result – although you will be free to use whatever XPacks you like!

This encourages two things:

1. People using your XPacks will create Tracks that are more aesthetic. That is the textures will look good together. Check how well objects from the Australia Rural XPack look against the road/ground textures.

2. Game performance will be increased by re-using the same objects/textures in creative ways rather than adding more objects from a number of XPacks. Good XPacks will reuse materials/textures, eg. the Texture for a house roof may be used on several House objects. When it comes to rendering performance, texture/material reuse is good.
These points will become even more important as the library of XPacks grow. Imagine having 12 different tree XPacks and trying to find some that match your terrain/theme.

Installation

Each XPack comes in the form of a Zip file. Additional XPacks will be created over time and installing them is a simple as dropping the Zip file into the BTB\XPacks folder. BTB reads directly from the Zip file, there is no need to extract the individual files/folders.

The initial BTB installation will not include much XPack material; they need to be downloaded from http://www.bobstrackbuilder.net/pro_users/XPacks.aspx .

Adding to your Venue

You use “File … Expansion Packs” to select which packs you want to be available in your Venue.

Each Venue (project) you create will exist in its own folder and all Textures and XPacks used in your project will be copied to an “XPacks” sub-folder. If you want to edit a Texture that you added to your project, you need to edit the one that gets copied to your Venue’s folder.

Updating XPacks

Over time XPacks will gain more Objects and Materials and you will want to get the latest one. Simply download again and drop into you BobsTrackBuilder\XPacks folder.
Your existing Venues will need to be manually updated by copying the XPack into the project’s XPacks folder and overwriting the existing one.

Creating XPacks

A new utility called XPacker is included to help you create your own XPacks. It will not build your objects or textures, but it does help you to organise them into the required XPack structure.
Press F1 for more XPacker help.

Creating a community of XPacks

I am not artistic in the slightest so it’s up to everyone here to help build a library of XPacks that everyone can use. My time will be focussed on coding more BTB/XPacker functions so I am relying on you guys to help out by submitting more material.
If you have textures, objects and materials that you think would be suitable, contact me ( bob at bobstrackbuilder.net ) and I’ll be happy to organise them into a suitable XPack. All work should be your own with all copyrights respected.

These are the current themes I have in mind:
- Alpine
- Desert
- City
- Rural Australia (Ennis)
- Coastal
- Forest
- Haywood Club (WeirdBeard)
- Jungle
- Racing (I need cones).
- Savannah Grasslands (Raceking)
- Snow
- Woodland
Feel free to come up with more (ideally along with your own contribution) or make suggestions on how to better categories these themes.

Object Import Format

The importing of objects can be done using either the Collada or 3ds formats.

I would encourage anyone looking to import objects to use the Collada format as it is far more robust and isn't plagued by the shortcomings of the 3ds format. For Max, you can get a free plugin for import/export from http://www.feelingsoftware.com/content/view/65/79/lang,en/ though I think you have to sign up before you can access the downloads.

I am happy to do the organising if you wish to send the XPacks my way ( bob@bobstrackbuilder.net ). Please feel free to give suggestions on how they should be structured or into what existing XPack you think they could be added. The textures should be your own work as I cannot use other people’s textures without their permission.

Advanced Editing

Creating Content

When adding one more object/material I always create a new XPack and test just that one item making sure it works ok in all games. Once it’s ready then I copy the contents of that XPack into the destination XPack and re-zip it.

This isolates the work so that I can test many times without the possibility of adding more materials/textures than required.

Editing Content

XPacks are just zip files. If you wish to change just one item of a project, it can be unzipped and so long as it keeps the same folder structure, BTB will use the unzipped version instead (restart BTB).

Say for instance you wish to change replace the colour of the Default\Barn object.

1. Locate the [yourVenue]\XPacks\Default.zip.
2. Extract the shed01_end.dds and shed01_side.dds so that they are in a folder [yourVenue]\XPacks\Default\Textures\Objects\Building\.
3. Replace the shed01_end.dds and shed01_side.dds file with your own.
4. Start BTB.

Any of the files can be replaced using this method.
 
No body has uploaded any XPacks yet.. Well, that's actually good, the download is in beta and if all goes well, it's permanent next week.. I'll do some uploading from the community archives starting from my own packs but it would be decent for someone to share some of the work.. There are a lot of really necessary packs like object poland, ennis etc.. that needs to be in the RD downloads.

It's not the uploading that's gonna be hard but there is a lot of descriptions to do... Huge work ahead so i need help!

EDIT two XPacks had slipped in to the archives, both were for licensed users and can be downloaded from BTB website... The list is legal now.. Next week anyone basically can download a pack from my archives and upload it to RD downloads. Anyone who has packs there and want to upload them themselves, please PM me and i remove those XPacks from the archives. Also if you upload a pack from archives, PM or reply here and i'll remove them one by one. I'll keep the full archive as a backup in somewhere safe.and give a link when enough XPacks are uploaded in RD. The link removal is also so that i can redirect traffic to it's rightful place, the old address will redirect automatically to RD once the process is complete.
 
Hi every.

Maybe this is the first Xack with animated plug and play object for Rfactor... ready to work, you only have to place it and do not rotate.

Animated Windmill Xpack:

http://www.mediafire.com/?9m4yrq58gyonuvv

ehrlec help me to give the motion... I don't kown anything about animated objects inside Rfactor, so ehrlec fit the model, add one more mesh and the commands inside Xpack to set animation along "X"edje

You can do what you want with that stuff, modify, copy, post in other places.... you are free to make any change on model or textures, we made it using Blender software, and here is the link for the blender, DDS and 3ds files.

DDS, 3ds and Blender files:

http://www.mediafire.com/?87xt0w3ybqsqjj4


enjoy.

I
Hi every.

Maybe this is the first Xack with animated plug and play object for Rfactor... ready to work, you only have to place it and do not rotate.

Animated Windmill Xpack:

http://www.mediafire.com/?9m4yrq58gyonuvv

ehrlec help me to give the motion... I don't kown anything about animated objects inside Rfactor, so ehrlec fit the model, add one more mesh and the commands inside Xpack to set animation along "X"edje

You can do what you want with that stuff, modify, copy, post in other places.... you are free to make any change on model or textures, we made it using Blender software, and here is the link for the blender, DDS and 3ds files.

DDS, 3ds and Blender files:

http://www.mediafire.com/?87xt0w3ybqsqjj4


enjoy.



Wish I could figure out how to do this. I want to make a light that rotates (around Y axis?) for my lighthouse in Lake Superior but I haven't a clue how to do it.
 
I



Wish I could figure out how to do this. I want to make a light that rotates (around Y axis?) for my lighthouse in Lake Superior but I haven't a clue how to do it.

Yes around Y axis (BTB rules) :) but you can´t do it only with BTB Xpacker..... you need to change by hand some parameters inside your Xpack to make it works

ligthouse.png

create your model inside a tranparent box covering the ligth.... like my capture, the ligth and the ligthouse must be diferents 3d models, you can make it separated or join them inside complex objetc.

If you create a complex objetc both definitions must have a moveable set "true"

in bold are the definitions you need to change inside your Xpack to make it work.
in blue you have relevant info about that complex object (animated windmill) wich is really close that you want to make in your ligthouse.
--------------------------------------------
<?xml version="1.0"?>
<Object>
<Description>Complex object separated blades</Description>
<IsComplexObject>True</IsComplexObject>
<Hierarcy>
<HierarcyObject>
<BObjectPath>Aeoli04</BObjectPath> * this is the base of the windmill
<Scale x="1" y="1" z="1" />
<Rotation x="0" y="0" z="0" />
<Translation x="0" y="0" z="0" />
</HierarcyObject>
<HierarcyObject>
<BObjectPath>Beoli01</BObjectPath> *these are the animated 3d blades
<Scale x="1" y="1" z="1" />
<Rotation x="0" y="0" z="0" />
<Translation x="0" y="0" z="0" />
</HierarcyObject>
</Hierarcy>
<Collisions>False</Collisions>
<Moveable>True</Moveable>
<MoveablePart>SignRotateX</MoveablePart>
<ShadowReceiver>True</ShadowReceiver>
<ReceiveLighting>True</ReceiveLighting>
<LODIn>0</LODIn>
<LODOut>1000</LODOut>
<SeparationGroup>Building</SeparationGroup>
<SeparationMinDistance>100</SeparationMinDistance>
<PolyLists />
</Object>
--------------------------------------------------------------------

<?xml version="1.0"?>
<Object>
<Description>Aeoli04</Description> * base of windmill
<Collisions>False</Collisions>
<LODIn>0</LODIn>
<LODOut>1000</LODOut>
<PolyLists>
<PolyList>
<Material Path="Objects\Aeoli04\mat0" />
<Vertices>
<Positions><![CDATA[-1.394701 7.4791 2.77217 ]]></Positions>
<UV0><![CDATA[0.913379 -0.009015 0.921405 -0.968954 ]]></UV0>
</Vertices>
<FaceIndices><![CDATA[0 1 2 0 3 1 2 4 0 2 5 4 6 5 7 ]]></FaceIndices>
</PolyList>
</PolyLists>
</Object>

--------------------------------------------------------------------------

<?xml version="1.0"?>
<Object>
<Description>Beoli01</Description> * animated blades
<Collisions>False</Collisions>
<LODIn>0</LODIn>
<LODOut>1000</LODOut>
<Moveable>True</Moveable>
<MoveablePart>SignRotateX</MoveablePart>
<PolyLists>
<PolyList>
<Material Path="Objects\Beoli01\mat0" />
<Vertices>
<Positions><![CDATA[6.32422 11089 161.3515 0.1674867 ]]></Positions>
<UV0><![CDATA[0.061171 -0.93783 -0.944142 ]]></UV0>
</Vertices>
<FaceIndices><![CDATA[6 1 0 1 2 0 274 ]]></FaceIndices>
</PolyList>
</PolyLists>
</Object>

-----------------------------------------------------------------------------



As you said, you need to use this parameter to make work your light house.

<MoveablePart>SignRotateY</MoveablePart>

Good luck and enjoy this Xpack with an animated chopper that spins along the scene with 0,0,0 as the center of the radius.

I need to make a template to finish that new Xpack, wich is made by ElBettia... he knows great things about animations in Rfactor1, he also made a rally start light.

http://www55.zippyshare.com/v/89693005/file.html


http://www.servimg.com/image_preview.php?i=80&u=16085290


and there is a link of the originial post in our spanish forum.

http://foro.simracing.es/bobs-track-builder/1894-recursos-xpacks-3d-etc-11.html#post94849
 
the truth is that it is not hard to do, once you know how to do it, I've uploaded the other Xpack to see another example of animation to do in BTB, the helicopter moves around the stage while changing the textures of the blades.

BTB could give more options for animated objects, as we are seeing is not difficult to make Xpack with animated objects .... these parameters "SingRotateY" and "RotateY_3" would be easy to implement in Xpacker.

The theme of the animations with textures is a bit confusing in the BTB, I have not known how to make animations with textures.
 
I've just uploaded some of the moderately sized XPacks I have:

Speakers for spectators:
http://www.mediafire.com/download.php?db9bhy9pwp969ya

Gday R Soul,
Could you let me know where I can find your speakers please?
Ive been searching everywhere I can think of (both here at RD & on my own PC) & although Im sure I remember downloading them before I just can no long find them....
I tried the link above but it came up as 'invalid or deleted file'...
Thank You!

[edit] Actually, it's all good, I managed to get them...
They look bloody brilliant too & fit in well with the classic track Im working on!
Thank you.
 
Hi there,
I usually don´t post but follow with attention :)

Since I like to make road courses (or just plain roads) I had this time consuming problem, and it was putting all the road posts in place.
Until now, I´ve been using the "European road Elements" xpack, but it was a hassle to put every single post in place, then turn it around to face the road the right way, then give it lighting etc.
So I got brave and made my own road post with sketchup, then make it face the right way and get light, and then xpack it as an SObject, so you only have to choose between left side or right side and use it around the track.
I am testing them in a track I´m making and they look fine and go along the track as they´re supposed to.







I used 50mts between posts, which looks fine and works fine. In any case, please report any bugs, suggestions, etc
This xpack is pretty useful for rally stage making and open road too, it will save a lot of time.

DOWNLOAD LINK:

http://www.mediafire.com/?k07xtg25ozs0hqm


I hope is useful for someone besides me
wink.gif
 

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