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----How to export you car in Trackmania Sunrise---

OgrO
polycounter lvl 18
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OgrO polycounter lvl 18
As Trackmania Sunrise will hit the stores soon (April 6th 2005 in Europe), you'll be able to make you own custom cars (within the limitations).
I consider that the same as a "PPM" , but with a car mesh. Trackmania has a strong multiplayer component (and a great community), custom skins are already heavily used (especially in ltema leagues,etc...), I guess custom models will get the same interest.
It's simpler than a FPS PPM : no animation, just a mesh, UV and skins (easily done with the game's Painter ).
It's easy to share : play with it online, the P2P system will spread it to other players racing with you (if they enabled P2P of course).

you'll find needed files here :
TM-sunrise-3dskins.zip

And here, a shameless copy/paste of the .txt :

Trackmania Sunrise
Custom Car body Import

- Introduction -
the game considers the change of a Car body visual the same as a change of paintwork.

You just have to create your car in you favorite 3D modeler (following the instructions bellow), export it as a .3ds file, use the mini plug-in available in the launcher to convert it to a .solid.gbx file that will be used by the game to replace the orginal Car body.
Because of Gameplay reasons, surfaces used for collisions with the track can't be modified, as well as the real wheels positions.
So, you won't be able to import your favorite car without stretching it a bit (except some rare cars that might have the same wheels locations as the cars in TM Sunrise).



- Organisation of your .3ds file -

the .3ds file has a list of objects (named as specified bellow)
WITHOUT Materials
WITHOUT transformation (excepted translation)- 3ds Max users, don't forget a reset Xform
UV Coordinates should not overlap (at least for the skin, or the painter might not work correctly)


Wheels (they're taken centered and moved to the original's location)

WheelRRs // Rear Right - will use the skin material
WheelRRd // - will use the details material

WheelRLs // Rear Left
WheelRLd //

WheelFRs // Front Right
WheelFRd //

WheelFLs // Front Left
WheelFLd //

the body is split into 3 objects:

Skin // will use "Skin" material -diffuse.dds [Clear Coat]
Details // will use "Details" material -details.dds [Metalic shiny parts]
Glass // will use "Glass" material -details.dds [Transparent windows]

Autres

ShadowCast // Low res object, used for calculating shadows casted by the car.

lights :
the object's location is the only thing used, rotation isn't used.
the media tracker trails are generated from rear lights


LightRR // Rear Right
LightRL // Rear Left

LightFR1 // Front Right Big flare
LightFR2 // Front Right small flare 1
LightFR3 // Front Right small flare 2

LightFL1 // Front Left Big flare
LightFL2 // Front Left small flare 1
LightFL3 // Front Left small flare 2


- Export -


1/In the launcher , go to:

--->[Help]
---->[custom Data]
>[Car Geometry]

2/sselect a file NameOfTheFile.3ds, it will converted to a NameOfTheFile.solid.gbx

In the car skin's zip file, there can be 2 car body versions:
-MainBody.Solid.Gbx : normal version (low poly), used for opponents.
-MainBodyHigh.Solid.Gbx : high detail version, used for the player's car and in replays

NameOfTheFile.solid.gbx has to be renamed MainBody.Solid.Gbx or MainBodyHigh.Solid.Gbx if it's the highdetail version, and placed in the skin's zip file.

a full 3D skin is a zip file containing:


[NameOfYourSkin.zip]
-MainBody.Solid.Gbx
-MainBodyHigh.Solid.Gbx
-Diffuse.dds
-Details.dds
-Icon.dds
-Horn.wav

Minimum files needed for a skin to work : Icons.dds and Diffuse.dds

- constraints -

- Size :
same for both versions,
the car must fit in a box:
Min : (-1.5,-0.2,-3)
Max : (1.5,2.5,3)
see MaxBox.3ds

- amount of vertices authorized :

MainBody.Solid.Gbx : 2500 verts
MainBodyHigh.Solid.Gbx : 20000 verts

- Notes -

-You don't have to replace everything, you can just change the car body, or just the wheels. What hasn't been modified by the skin will stay as in the original car.
-if a single piece of the car body is changed (just one material), the whole body is replaced.
-Do not forget making layers compatibles with your ar : wheels, prelight, details, etc...
-to help graphic cards, we suggest you lower the amound of materials used in the low version (MainBody.Solid.Gbx) : only the detail material for the wheels, and only details an skins for the body.
-Do no hesitate to optimize a lot the shadowcaster, only the main shape is important, not the details.


Enjoy!

OgrO

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