Great Britain XPack

jay_p_666

100RPM
Mar 21, 2009
200
2
###############################################################################################

8|---------------------------|8
8|Great Britain Xpack for BTB|8
8|---------------------------|8

###############################################################################################

Index:

* Description
* Installation
* Known Bugs Limitation/Shortcomings
* Versions
* Special thanks to
* Disclaimer
* Download

#####################################################################################################
|---------------------------------------------------------------------------------------------------|
|Description : That is the first of a series of six RBR xpacks that I would like to release for BTB.|
| I start with this one because it have the most diversified database of objects. |
|---------------------------------------------------------------------------------------------------|
#####################################################################################################

*** Installation ***
----------------------

Just copy the .zip file to your
BobsTrackBuilder/Xpacks folder.
No needs to unzip.

########################################################

*** Known Bugs Limitation/Shortcomings ***
--------------------------------------------

- Using elevation on terrain when particular
SObjects has been applied will result in objects
not being perfectly stitching togethers anymore.

- Background Trees used as a SObject are made using
planes, and it's most probably possible that
flickering will occur in-game if you put them
on particular angles. *That will be fixed using
some negative values in a future BTB version.

- This Xpack is designed for BTB and Rx_plugin.
For the wallaby users purpose, one shortcoming
is that this xpack use more OTPO, OTPT & TTPO
than a normal track would utilize (I had no time
for that). One of my plan for future xpacks is that
I will pack and organize all textures to fit in one
OTPO, OTPT & TTPO. Maybe I will try to repack them
for this Xpack, but that is a lot of work as I need
to remap all theses Objects. Anyway, navigating
through thoses folders, you will notice that
majority of the Objects are on Harwood Forest plates.

Here is how thoses are designed :

01 : Harwood Forest
02 : Falstone
03 : Menu
04 : Shepherds Shield
05 : School
06 : Schoolyard

You can always remap some of them for your particular
needs regarding your 3dsmax project if you want.

I am fully dedicated to make it the best product,
So, if you are aware of any other bugs that occurs
using this xpack, please report me on forum in the
GB Xpack thread,

or by e-mailing me at:
jay_p_666@hotmail.com

########################################################

*** Versions ***
------------------

*Beta v0.8 release candidate 1 may '09

*Warning: Please note that this version will maybe
not compatible with future versions of this Xpack.

- Include all objects from RBR Great Britain country.
- Fixed lot of bugs from original objects that was there
in the final product of RBR, but not noticeable in-game.
- Sobjects availability.
- Modification of original objects to fit with
limitation of the SObject tool.
- Include custom objects made from scratch
using original RBR textures.
- Some objects vertex points coordinates standardised.

Later versions will include :

- A bunch of Road and terrain textures from Great Britain country.
- Better use of the Rx_plugin fog functionality regarding
background trees/far scenery.(available in later BTB version)
- Objects materials invisibility.(available in later BTB version)
- Merging of some vertice points, or stretching option
between different objects that are parts of a SObject.
*Don't know if that will be included in later BTB version.
- Negative SObjects xpacker values for background trees.
(available in later BTB version)¸
- Better use of OTPO, OTPT & TTPO.

*Please take note that it is bound to take a while to implement
such features as I'm not fully supporting the xpack anymore.
Don't expect it anytime soon. I rather want to concentrate on
other xpacks and my life (school, work, etc...)

######################################
|------------------------------------|
| * Special Thanks to ... |
| |
| - Piddy for his amazing product, |
| and all the effort he put in it.|
| - Black f. for the scripts, |
| plugins (Rx_). |
| - Vašek Šourek for his |
| contribution (Spectators) |
| and allow me to use them. |
| - Everyone in the community that |
| shows me interest & enthusiasm |
| in my effort to make this |
| available. |
|------------------------------------|
######################################

*** Disclaimer ***
--------------------

All objects converted/modified/fixed by me
and are copyright of their respective owners.

########################################################

I hope to see your projects take life using this xpack,
and looking forward to drive them. ;)

I wish you good luck,

Thank you !

Jamie


Great Britain Xpack v0.8
Release candidate 1 may '09
 

Attachments

4

42Cliff

Excellent! this should work well for oregon!

liquido: sad news, keep your spirits up, you will get it working again some day!
 

toergisch

25RPM
Apr 8, 2009
48
0
Hi, I'am new!

At topic:
Perhaps posting your game and plugin-folder helps you/us?

EDIT: Sorry, I miss liquido's post in this thread, I think I replied to the wrong thread..sorry! ;)
 

dosgraphix

50RPM
Mar 16, 2009
74
0
Thats is great, although i don't live in the UK I can sure do with those spectators!
Well done!

When are they coming!
 

jay_p_666

100RPM
Mar 21, 2009
200
2
Sorry, the xpack have suffer from many delays because I had no time and due to anticipation, I plan to release it for now without road/ground textures and anyway, it is better to use 3dsmax for mapping a BTB-made track for RBR. That said, otherwise I will release a later version of final product. All objects are done now, and I'm finishing last details like SObjects and tree collide columns. Work on it each days to release as soon as possible and share with you guys...

Cheers !
 
4

42Cliff

this was posted at BHMS, maybe its some help to people (as stated though you need to do your own physics for them):

-----------------------------------------------------------------------
wixi Joined: 06 Oct 2004
Posts: 18
Posted: Sat May 17, 11:36 2008

here

www.werbedesignneumann.de/wrc/all_rbr_textures.rar

you get all original rbr road textures for btb (beta version) including all folders with xml files and preview thumbnails - but without special material.rbr

135 x usa
117 x uk
63 x australia (new australia as damp and wet)
28 x japan
18 x france
13 x finland

thanks to hmaster for helping me at the xml files
 

Lamda

75RPM
Mar 22, 2009
85
4
it is great to make a uk xpack, thanks for that. but every must consider, that makes no sense to share all of individual work. first is the problem with differen method of operation. second is, if i share, some time later, many new tracks look same as my track. So it makes no sense to share for example houses or other objects with special design. But not special, for example spectators, spectator cars or so on should be share as possible.

The best way to push trackbuilding is to share all knowledge, how berglez did. Big thanks for that, i learn very much from the videos. It ´s take some time to make a good tutorial (i begun one to, but its take to much time, which i need for the germangarage track).

My share will be to help if ican in this forum.

But for all they will build new tracks, BTB helps you to create a track much faster and with less knowledge about 3dsmax. But for professional tracks you must spend very much time more, as a simple track (one surface, one border, objects from an other xpack...). i spend much more than 1000 hours since june 2008. if you don´t have this time, let it be, you will be angry of yourself to spend so much time.....

looking forward

Lamda
 

jay_p_666

100RPM
Mar 21, 2009
200
2
Yep I know that. I started also a special for RBR and take care of making good polygons size. I've made also lot of testing during one week with Berglez, for mapping import/export wallaby, etc.

I don't want every track look the same. But I think only people determined will map in max and export from wallaby, so if they are almost patient to do that, then it's only thoses persons who will take care of making custom objects for their tracks, because they really mind about making an ambitious project rather than making for fun. So, I think in the end, we will have anyway only good quality tracks that are exported from wallaby.

I think making xpacks encourage people of creating tracks and help Piddy keep BTB alive. That is why I convert original objects. In fact, I make that more for others to enjoy than me in the beginning.

Btw, Lamda, you can check out new precise way I found to map textures randomness to roadsides. Video tutorial I made is up on website. Enjoy :)

It is important to share our knowledge...I think that too.

Cheers !

Jamie
 

Lamda

75RPM
Mar 22, 2009
85
4
please explain much more, wherefore i need it (BTB imported track - mapping)? it look very complex (and the video is to fast for me old man :act-up:)

with uvw unwrapping i can choose all polygone, which i want and map on all place of my texture. with copy/paste uvw map i can remap all verry fast.....

share the original objects and textures is good idea. so everyone have base (germangarage Wixi share groundmesh texture a long time ago). If someone want, so every can test and decide whether spend more time for a good own project.

we have testing all last year (mapping wallaby export and so on) if you have any questions to 3dsmax and wallaby, maybe i can help (and reduce your testing phase). for special questions please write a PM to me.

Lamda
 

jay_p_666

100RPM
Mar 21, 2009
200
2
Thanks for your help, I will ask if I need... I'm working since three days in a row at making the sobjects. I needed to make a lot of modifications to original objects and sometimes create new ones. I'm busy now making trees as sobjects. I think today sobjects will be finished. Thoses trees are very complex to make as sobject to make them fit. I need to mirror parts, flip faces, detach, clone/rotate, weld vertices, make sure all of them are at the same height and width etc. It's crazy, it's like a puzzle. Before importing final sobjects, I need to test everything, and I redone lot of them 2/3 times ''frustration''. It doesnt seems like that, but I work almost 6-7hours a day, so that is much more work than people think sometimes. Maybe i'm too much perfectionist, but it will be good. Still have to wait for beta v0.7 to add tree collide columns. Maybe I will have time to make ground textures... don't know.
 

marque

10RPM
Mar 16, 2009
16
0
i like your perfectionism, we dont see it a lot around here!!!

quality beyond quintaty!!!

take your time!! and make it the best xpack!!!
 

E.Zelaieta

100RPM
Apr 1, 2009
158
51
Hey Jay_P:dance2:

What's up? Im trying search you in MSN but not sucessfully :wink2:

I wan't know about your progress in G.B Xpack, if you have some news for

us ...

Whe did you think you can go to release it for BTB users?

Thanks for your answer :laugh2:

Have a nice day.
 

jay_p_666

100RPM
Mar 21, 2009
200
2
Almost everything is done now. It will be finished before end of this week, but I'm waiting for Piddy to fix tree collide columns/background LOD and after this, I upload final version, share with community and take a small vacation break and go somewhere on a lost island.:airplane::island:
 

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