Post by rordude on Jun 19, 2008 22:16:00 GMT -5
creating Trucks in the editor
<Name of vehicle>
globals
fileinfo(optional)
author(optional)
fileformatversion(optional)
engine
engoption(optional)
brakes(optional)(default is 30000)
nodes
beams
cameras
cinecam
shocks
wheels
hydros
commands(optional)
ties(optional)
ropes(optional)
ropables(optional)
forwardcommands(optional)
contacters(optional)
rollon(optional)
flares(optional)
props(optional)
submesh(optional but mostly used)
end(must have or file won't work)
[edit]Loads
<Name of load>
globals
author(optional)
fileinfo(optional)
fileformatversion(optional)
engine(optional)
nodes
beams
cameras(optional)
cinecam(optional)
shocks(optional)
wheels(optional)
commands(optional)
ties(optional)
ropes(optional)
ropables(optional)
importcommands(optional)
contacters(optional)
flares(optional)
props(optional)
submesh(optional but mostly used)
end(must have or file won't work)
[edit]Saving File Formats
Save truck files as: <Name of vehicle>.truck
Save load files as: <Name of load>.load
[edit]Usage
When creating the files, you may copy everything above, just take off the parenthesis with the notes inside them. Replace the <Name of vehicle> or <Name of load> with the actual name of your vehicle or load.
[edit]Installing the Editorizer
Obtain the Editorizer here: www.trailbusters4x4.org/rorEditor.zip
[edit]Getting to Know the Editorizer
If you need help special buttons or actions, just check out the Help at the top.
[edit]Blueprints
Check out the Blueprints page for resources.
[edit]Loading Blueprints
Open up RoR Editorizer
In the top toolbar, find Blueprints
Load in the corresponding blueprints you have
[edit]Adjusting Blueprints
Click on Place Blueprints on the far right
Place your blueprints in a desired position
[edit]Nodes
When you want to add nodes, just click on Add Nodes up in the right.
[edit]Special Nodes
To find out what are the special nodes are, check out the Truck Description File#Nodes
If you want to give your nodes these special options, just click on the Nodes tab, pick the one you want to change, and put the corresponding node option in the options part.
[edit]Beams
When you want to add beams, just click on the Add Beams up in the right.
[edit]Special Beams
To find out what the special beams are, check out the Truck Description File#Beams
If you want to give your beams these special options, just click on the Beams tab, pick the beam you want to change, and put the corresponding beam option in the options part.
[edit]Wheels
To add wheels, look at this example. Just click on the Wheels tab and add in the correct information in the correct spaces.
[edit]FRONT WHEELS(Steering wheels)
EXAMPLE: 0.5,0.1,12,33,34,9999,1,1,32,350.0,300000,4000, tracks/wheelface tracks/wheelband1
EXAMPLE2: 0.5,0.1,12,35,36,9999,1,1,31,350.0,300000,4000, tracks/wheelface tracks/wheelband1
[edit]REAR WHEELS
EXAMPLE: 0.5,0.1,12,12,13,14,1,1,10,350.0,300000,4000, tracks/wheelfaceb tracks/wheelband1
EXAMPLE2: 0.5,0.1,12,14,15,-12,1,1,9,350.0,300000,4000, tracks/wheelfaceb tracks/wheelband1
[edit]Scaling
To scale your vehicle if you find it a little bit too big, just go to the Visible Nodes tab at the very top. Click on Scale..., then put in decimal numbers from 0.01 to 0.99 in the X,Y,Z lines to scale it down, put in decimal numbers from 1.0 and up(experiment) to scale it up.
creating trucks in blender
This tutorial assumes you have already downloaded and installed the import/export plugin.
Blender can be very intimidating. And rightfully so; Blender is very powerful and versatile. When you first load blender you'll see a camera, a light source, and a 2x2 cube:
We don't want these. Right click an object to select it (it will have a pink outline when selected). Hit DEL and it will ask if you want to delete this object. Hit RETURN/ENTER to confirm. If you want to undo, use CTRL+Z.
[edit]Importing
Now that there is a clean working environment, we can import a file now. Assuming you correctly installed the plugin, go to FILE > IMPORT > ROR IMPORTER.
Navigate to where you installed Rigs of Rods (this will vary greatly, based on what operating system you're using) and find semi.truck in the </tt>data/trucks/</tt> folder. Use the middle mouse button to rotate the viewpoint based on where you clicked and hold SHIFT while using the middle mouse button to move the view point. Once you have the truck on display, hit a to select the truck. Below the coordinate grid you'll see . Click this and go to .
Now we have the truck in skeleton form. This view shows us the nodes, beams, and the parts that are covered in a submesh. We will return to the submesh later.
In this exercise we will simply lift the truck, and get into making new nodes and etc in part 2. If you want to skip straight to part 2 do so now. Realize that if you have no prior Blender experience, you should read this part first.
We're going to do something, yet silly. Now that we're in edit mode, we can move nodes around. Remember that if you make a mistake you can use CTRL+Z to undo, and CTRL+SHIFT+Z to redo. In this exercise, we will not be modifying the submesh, so if you end up moving a face you've picked the wrong node!
[edit]Modifying
Let's start with the rear axle. Because the semi truck uses axle rigidity it has a very basic rear axle set up. If you zoom in, you should be able to see where the suspension meets the axle. There are a total of 4 nodes in the axle. Right click one of the outermost nodes to select it. Hold SHIFT and right click the next innermost node to select multiple nodes at once. This can be done through submesh faces.
Now, while holding CTRL, drag the blue arrow downward. Holding CTRL snaps the nodes to the grid so you get nice even numbers, and consequently may take a bit of mouse movement depending how far zoomed in you are. If you find you've selected the wrong nodes, hit CTRL+Z and hold SHIFT and right click a node to deselect it. If you recall, the process of selecting/deselecting nodes is the same, but simply a toogle.
Once you have the nodes moved (the beams will follow), the truck should look pretty silly. This is OK, since we're just learning!
[edit]Exporting
Hit TAB to go back into . Make sure the truck is selected by making sure it has a pink outline. Just as we did in the first section, go to FILE > EXPORT > ROR EXPORTER and navigate to where you installed Rigs of Rods. Select the semi.truck file again. The import/export plugin automatically backs up the original file before overwriting, so do not worry about losing your old file. Open Rigs of Rods and load the Daf Semi:
Note that any node you moved has been changed. The Blender import/export cannot retain old values for modified nodes, so if you changed anything drastic (which you can see I did: I moved the roof which messed up the submesh and apparently moved some nodes in the front which altered the beam structure). If you made it this far without much trouble, congratulations! Time to move on to part 2.
Retrieved from "http://wiki.rigsofrods.com/index.php?title=Blender_Tutorial"
Terrain creating in blender
Why Blender
Blender is open source, cross platform, and free. You can also use it to generate meshes, truck and load files, someone who uses blender to make trucks is already familiar with the interface and can easily start making terrains. Plus blender can go into great detail with the terrain surface and allow the user to move individual modes at will. Blender can also export a 16bit grayscale image, which is required by RoR.
[edit]Requirements
Blender with exr support (v2.43+ maybe earlier)
ImageMagick with exr support (v6.3.4+)
[edit]Setting up the Environment
Start up blender, in linux use the -w switch to have blender use a managed window.
Press the a key to select all objects (all objects turn pink when selected)
Press the x key and a little dialog pops up under the cursor, click Erase Selected Object(s) to erase all the objects.
[edit]Making the Plane
[edit]Add a Plane
Press the numpad 7 key to look at the xy plane.
Press the spacebar and in the menu that appears select Add->Mesh->Plane
At this point you have a 2x2 BU (blender units) plane centered at 0,0,0 (see above image). What we want is a 3x3 BU plane centered at 1.5,1.5,0. this isn't needed but it sets up an easy conversion factor of 1BU = 1km. So when you look at the width on an edge a 0.001BU = 1 meter.
[edit]Scaling and moving the Plane
make sure you are in Edit Mode().
Press the s key to scale the plane, and hold down the the ctrl to snap to the grid.
In the lower left hand area of the panel you'll see the scale factor, move the cursor until the scale factor is 1.5000. Holding down the ctrl key will snap the scale factor to 0.1 units at a time, making 1.5000 easy.
Click the left mouse button (lmb) to make the scale change.
Still holding ctrl click-and-drag the plane using the right mouse button (rmb) until the lower left hand corner of the plane is at the axis. This is where the red and green lines cross.
Left click (lmb) to move the plane to it's new position.
This is how you're plane should look at this point:
[edit]Making the height Gradient
ok, now it gets trickier.
[edit]Add a Material
Open the Material Panel, to do this:
click on shading
then the materials button
click on the Add New Button to add a new material
under the material tab click on Shadeless button
[edit]Add a Texture
[edit]Texture Tab
Open the Texture Panel
click on shading
then the texture button
click on the Add New button to add a texture.
to change the name of the texture click on Tex.001 and type in a new name, in our case heightwould be appropriate
Next, select Blend from the Texture Type "pulldown" menu.
[edit]Colors Tab
Go under the color tab and click ont he Colorband button.
There is a Field labeledA with a value of 0.000, change the value to 1.000
Select the second color point by clicking on the white vertical band on the right of the colorband.
change the color of the second colorpoint to white by making the R value 1.000
[edit]Mapping the texture
Now go back to the Materials
under the Texture Tab make sure there is a check next to the name of the texture you just added.
go into the Map Input tab
in the lower left of this tab you'll see the mappings, select Z for all of mappings
Cricky this is taking a long time to write!! but at least the texture is done now.
[edit]Making the Camera
Go back into Object Mode ()
Under the View menu select View select View Properties
Under 3D Cursor change the x, y, z values to 1.50, 1.50, 5.00.
press spacebar and select Add -> Camera
hit {{key|f9} or click the editing button to and you'll see a camera tab.
click the Orthographic button
change the value of scale to 3.00
[edit]Setting up the rendering
press f10 to enter the scene panel
below the format tab change SizeX, and SizeY to 1025
under that, there is a menu for the formats, it defaults Jpeg. click on this pulldown and select OpenEXR
select the BW button below that
Phew!! good news is that at this point everything is basically set up! Save this file so you can use it as a starting point for future terrains.
For the lazy that just want to skip to this point here is a blender file saved at this point. Media:terntemplate.blend
[edit]Test Render
since everything is set up at this point lets do a test render. simply press f12 if a window pops up with some stats int he top with a gray image in the middle everything is working as it should.
[edit]Making Terrain
Make sure you're in Object Mode ()
Right click on the plane you've created to select it
Switch to Edit Mode ()
Press the w key and select Subdivide Multi from the menu
The value entered in this box determined how many subdivisions each side is cut up into. 5 is good for demo purposes. you should now have a plane that looks like this:
rotate you're view by holding down the middle mouse button (mmb) and moving the mouse. move the view to a point where you can easily distinguish all 3 axis.
Alternatively, you can rotate the view using the keypad numbers numpad 4, numpad 8, numpad 3, and numpad 2
Right click on a vertex (these are the pink dots) to select it.
Then clic-and-drag the blue array pointing, this is you're z axis and by doing this you move the selected nodes along that one axis.
You should end up with a picture similiar to this:
You now have a (Very) basic hill.
[edit]Generating the heightmap
[edit]Render the scene
Press f12 to bring up the render window:
Now press f3 to bring up the save dialog, save this to a file with the extension of .exr. I saved it to mymap.exr for this tutorial.
[edit]Convert to raw format
Note: this process can vary depending on the platform.
open a command line and navigate to where the saved .exr file is saved.
execute the following:convert mymap.exr -depth 16 -size 1025x1025 -endian LSB gray:mymap.rawSetup the .tern and .cfg as described in Terrain Formats.
whola! the resulting file is a usable heightmap for RoR.
This is the resulting image for the heightmap, your's should look somewhat similar:
[edit]Where to go from here
Well there are all kinds of guides on making terrains, some tools for it too.
These are the resources I used to make this tutorial.
Creating a Heightmap from a Plane
Mountains Out Of Molehills
Making Landscapes with heightmaps
InnerWorld terrain generator
In particular if you want to learn more general blender I highly suggest reading the Blender 3D: Noob to Pro book on wikibook.
[edit]Troubleshooting
[edit]Heightmap isn't the proper size
Make sure the X and Y size of the render is 1025x1025.
Terrain creating in L3DT
L3DT Map Making
From Rigs of Rods Wiki
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I can't remember where exactly I found this program, but I think it was on the old forum. I know that the volcano map was made with this program.
L3DT is great because it does most of the mapping for you. You draw in a 16x16 pixel elevation map of sorts, then apply erosion, terraces, plateau, and all kinds of other effects. Then you hit calculate, and it spits out a fully formed map. This is great if you don't have either a lot of time, or an exact idea of what you want. The program takes a sketch of the place and turns it into a fully formed map. This sucks when the program spits out something you don't want, because it's almost impossible to wrestle it into what you do.
First, go to [1] and download L3DT 2.5 SE, or the free version. Install the program and open it.
Click the button titled "new map". You will get a pop-up asking how you want to make your map. In this case, I will be using Design/Inflate. You can start with the blank one if you want. After selecting one, click okay. The next window, number 2 of four, is titled "Design map size". set the map size to 16x16. This means a 1024x1024 RAW, so there will be minimal change after exporting. After you set the map size, make sure to change the Heightfield resolution to 3 meters. You will see the map size change from 10kmx10km to 3.1x3.1. That's around the size RoR uses.
Next up is design map parameters. There's a bunch of sliders controlling a bunch of different stuff. Change the sliders to what you want, or just randomly. Don't forget to change the default climate. Hit next when done.
Finally is the box Calculation Que. Make sure you have only checked "Design Map", other wise the program won't give you a chance to see what you may be getting. Hit OK.
Soon after, you should get a green and brown and blue design map. Lighter colours means higher up. If you want to play with your map, and you probably do, click the pencil tool on the tool bar up top. Play with the tools and make some changes. I was satisfied with what it gave me. Once you're done playing with your design map, hit the calc button up top. It's three green arrows. After you hit it, calculation queue should come up again. Check "Hightfield" and hit OK. The little box comes up that flashes colours and moves around, saying stuff at the top. This is one of the longest processes. It's making you your hightmap. When it's done you'll get a B&W map with contour lines on it. And no, I have no idea what those little green and red and blue lines mean.
If you like the way your heightfield looks, hit the calc button again. If not, go to View -> Show Map -> Design Map, make changes and calculate the heightfield again. Do so until it looks good. If it looked good, you hit the calc button. Your good friend the Calculation Queue comes up again. At this point, I just check all the remaining boxes, because they won't make a huge change any ways. I leave the water flooding panel alone. Hit next. I don't know what water table modelling is. Hit next. Light mapping I leave alone, because it's minor. Hit next. Next again for page 2 of light mapping. Next for page three of light related stuff. For texture settings, the only thing I usually change is the high res texture option. I almost always set it to 2. Hit OK. The box pops back up, and you wait. I usually walk away from the computer and get something to drink. Texture always takes quite a while to get.
At the end, it displays your texture map.
Once the map is created, go to file->save->save project as and enter a name for your map. Once that's done, open the program that installs with L3DT, L3DTVi2. Select your map file, and you can now explore it in full 3D, texture and all.
--------------------------------------------------------------------------------
[edit]Exporting to RoR
To convert your map to the RoR format, you will have to first copy the files from the aspen map, aspen.cfg, aspen.jpg, aspen.raw, and aspen.terrn. I put these in a new folder, and renamed them mymap1.xxx. Go into the mymap.terrn, and remove everything. Replace with:
Code: My map mymap.cfg 0.93, 0.86, 0.76 1828,15,2198.75, 1964,15,2140, 1818,15,2200 end
yes, I did get that from bonehead's tutorial. If he minds, I'll make my own. After that's done, open mymap.cfg in your favourite text editor. I use notepad++ (http://notepad-plus.sourceforge.net/uk/site.htm) Find the lines circled in Red, and replace those with what is shown. The part circled in green is the total height of the map. To get the green number, I go into L3DT and go to operations->height Field-> change vert scale. Take the non-negative version of the min altitude and add it to the max altitude. Replace the number circled in green in the cfg file and replace it with this value. That makes sure your map isn't stretched or anything.
At this point, all we have to do is make a .raw and a texture file, then put them into RoR!
To make a RAW, in L3DT go view->show map->Height field. Next to go to file->export->active map. You get a pop-up. Change file format to RAW, and hit the re-size button. Change 1024 to 1025. Because L3DT is so awesome, for the name hit browse and select your renamed aspen.raw file. It'll rewrite it with this one, so you don't have to move anything. Hit save, then OK. You now have a working .raw file.
To get your texture map, go to view->show map-> texture map. then file->export->active map. Tell it to export as a .jpg, then use browse to find your old texture. hit OK.
Move all of these files back into your data/terrains/ folder. You now should have a working version of your map, in RoR. You may have to change the spawn locations of your character and your cars, b/c they could be spawning in the ground. Do this in your mymap.terrn folder. Change the second and third strings of numbers, specifically the second number in the string.
The last thing you need is a mymap-mini.png. It's a 256x256 scaled down version of your texture file.
I got it in game, no problems.
--------------------------------------------------------------------------------
[edit]Update 5/12
To get water into the map at it's sea level, add this line into your file:
Code: mymap.cfg [glow=red,2,300]w 101[/glow] 0.93, 0.86, 0.76
replace the number highlighted in red with the min altitude from the vertical heightfield scale box.
Written by iriquois.plisken here: forum.rigsofrods.com/index.php/topic,497.0.html
Retrieved from "http://wiki.rigsofrods.com/index.php?title=L3DT_Map_Making"
Terragin terrain
Creating a terrain
From Rigs of Rods Wiki
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This page describes how to create a terrain from scratch using Terragen 0.9
First, before we begin: You need a registered version of Terragen to make this tutorial.
[edit]Digital Elevation Maps
The best terrains are made with real DEM (digital elevation map) of real terrain. The problems with real-world DEM are:
They are rarely precise enough for RoR (that requires 3 meters horizontal resolution DEM). The only sub-10m DEM I know of is the DEM of Saint Helens volcano. What is interesting in high-resolution DEMs is that you will find that major road leveling is visible in it, and will help you to lay roads in mountains.
A real-world 3km x 3km terrain features few interesting features (you usually want several valleys and peaks, and they generally do not fit in 3km.
There is an easy solution for both these problems: scale down the terrain, for example scale a 10km x 10km 10m DEM to a 3km x 3km 3m DEM. It is not realistic, but it won't be visible too much because of the fractal nature of mountains.
[edit]Adjusting Size
Load your terrain in Terragen.
In the landscape window, click "size" and set:
Terrain grid points: 1025x1025 (if its not already)
Landscape area: 3000x3000 meters
Still in the landscape window, click "modify": you will see the "set height range" setting. If your terrain is a scaled-down real-world DEM, it may be a little too flat, and you want probably more height range. It depends on the nature of the terrain, but between 250 and 500 meters of range makes a fun-yet-realistic terrain. So set the range from Zero to the height you chosen, then click on "set height range". Remember the height you set there (write it down on a paper), you'll need this value for the .cfg file later. Then close the window.
Now you can export the heightmap in raw format for RoR. In the landscape window, click "Export." Select the format "Raw 16 bits Intel Byte-Order" and save the .raw file.
[edit]Terrain Texture
The simplest way is to use a Terragen world file, that will set all the necessary parameters (texture colors, light parameters, rendering parameters). You can download the two world files I use: Desert.tgw and Bandland.tgw.
To use one of these, click the menu "World File->OpenWorld...". Of course you can experiment and change things. The only setting that should not be changed is the sun position (heading -60, altitude 25).
Now setup the camera: in the Rendering control window, click "Camera settings", check "orthographic", fill 3000,m in "view width", and click "Auto Setup". Your camera is ready to make a texture.
Review the rendering options, especially the image size. It must be square and a power of two. Best size is 1024x1024. For a better quality, I render 2048x2048, then I downscale with GIMP to 1024x1024 to smooth-out small artifacts.
You are ready! Press "Render Image", and wait... Once finished, save it to bitmap (.bmp), this is your terrain texture.
Now you can do you miniature map by downsizing the terrain texture.
Create a .cfg file, and remember to fill the correct max terrain height in it.
Create a .terrn file to find a spot to spawn your truck use the View/sculpt tool, but remember the y coordinate in Terragen is the z coordinate in RoR, and is reversed (your z is 3000-y)), and you are set!
Retrieved from "http://wiki.rigsofrods.com/index.php?title=Creating_a_terrain"
Creating a terrain in earth sculter
Earthsculptor tutorial
From Rigs of Rods Wiki
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This is the way I make maps, hope it helps those who want to make their own.
This is also the first tutorial I've ever made so it might get a bit messy...
click on the images to make them bigger
[edit]STEP 1
Also open 'mymap.terrn' and remove everything inside and then put this there...
My map
mymap.cfg
0.93, 0.86, 0.76
1828,15,2198.75, 1964,15,2140, 1818,15,2200
end
The first line is name of your map, second line is what cfg file to use, and the rest.. Well experiment a bit.. You can alternatively add water by typing this ust below the 'mymap.cfg' line...
w x
x being a number consisting of 1-3 digits indicating the water height (bigger number, higher water)
[edit]STEP 2
Now you need to get Earthsculptor, the program we're going to use to shape the map. You can download this excellent software at the official site: www.earthsculptor.com/EarthSculptor0.25Setup_old.exe After you're done downloading, install it and start it.
Colored circles like this (A red 'o') means that that text got something to do with the things circled in red.
1
2
3
4
5
Now before we go to step 3 we need to get a program called ImageMagick, with this you can convert the previously exported heightmap png file to a .RAW file, which can be used by RoR as a terrain. Firstly download Imagemagick from their site: www.imagemagick.org/script/binary-releases.php#windows, you preferably want the Q16-windows-dll.exe version. Install it and you're ready to continue..
[edit]STEP 3
You now need to go to start->run, and then locate your imagemagick folder and select the convert.exe, then add the rest of the line below
~\ImageMagick-6.3.2-Q16\convert.exe mymap.png -resize 1025x1025 -endian LSB -flip gray:mymap.raw
You should now have a mymap.raw in your imagemagick folder, move 'mymap.raw' into your...
~\RoR-0.31\data\terrains\
...folder and make sure you press yes if it asks for permission to overwrite the old mymap.raw already there.
STEP 3 DONE!
Now if you've done everything correctly and I haven't screwed the tutorial up somewhere you should get something like this when you start RoR....
And.. This..
I'm not going to cover how to make a decent texture for the map in this tutorial, I however attached a texture suitable for a desert.
Tutorial written by Bonehead. Topic and discussion here: forum.rigsofrods.com/index.php/topic,168.0.html
<Name of vehicle>
globals
fileinfo(optional)
author(optional)
fileformatversion(optional)
engine
engoption(optional)
brakes(optional)(default is 30000)
nodes
beams
cameras
cinecam
shocks
wheels
hydros
commands(optional)
ties(optional)
ropes(optional)
ropables(optional)
forwardcommands(optional)
contacters(optional)
rollon(optional)
flares(optional)
props(optional)
submesh(optional but mostly used)
end(must have or file won't work)
[edit]Loads
<Name of load>
globals
author(optional)
fileinfo(optional)
fileformatversion(optional)
engine(optional)
nodes
beams
cameras(optional)
cinecam(optional)
shocks(optional)
wheels(optional)
commands(optional)
ties(optional)
ropes(optional)
ropables(optional)
importcommands(optional)
contacters(optional)
flares(optional)
props(optional)
submesh(optional but mostly used)
end(must have or file won't work)
[edit]Saving File Formats
Save truck files as: <Name of vehicle>.truck
Save load files as: <Name of load>.load
[edit]Usage
When creating the files, you may copy everything above, just take off the parenthesis with the notes inside them. Replace the <Name of vehicle> or <Name of load> with the actual name of your vehicle or load.
[edit]Installing the Editorizer
Obtain the Editorizer here: www.trailbusters4x4.org/rorEditor.zip
[edit]Getting to Know the Editorizer
If you need help special buttons or actions, just check out the Help at the top.
[edit]Blueprints
Check out the Blueprints page for resources.
[edit]Loading Blueprints
Open up RoR Editorizer
In the top toolbar, find Blueprints
Load in the corresponding blueprints you have
[edit]Adjusting Blueprints
Click on Place Blueprints on the far right
Place your blueprints in a desired position
[edit]Nodes
When you want to add nodes, just click on Add Nodes up in the right.
[edit]Special Nodes
To find out what are the special nodes are, check out the Truck Description File#Nodes
If you want to give your nodes these special options, just click on the Nodes tab, pick the one you want to change, and put the corresponding node option in the options part.
[edit]Beams
When you want to add beams, just click on the Add Beams up in the right.
[edit]Special Beams
To find out what the special beams are, check out the Truck Description File#Beams
If you want to give your beams these special options, just click on the Beams tab, pick the beam you want to change, and put the corresponding beam option in the options part.
[edit]Wheels
To add wheels, look at this example. Just click on the Wheels tab and add in the correct information in the correct spaces.
[edit]FRONT WHEELS(Steering wheels)
EXAMPLE: 0.5,0.1,12,33,34,9999,1,1,32,350.0,300000,4000, tracks/wheelface tracks/wheelband1
EXAMPLE2: 0.5,0.1,12,35,36,9999,1,1,31,350.0,300000,4000, tracks/wheelface tracks/wheelband1
[edit]REAR WHEELS
EXAMPLE: 0.5,0.1,12,12,13,14,1,1,10,350.0,300000,4000, tracks/wheelfaceb tracks/wheelband1
EXAMPLE2: 0.5,0.1,12,14,15,-12,1,1,9,350.0,300000,4000, tracks/wheelfaceb tracks/wheelband1
[edit]Scaling
To scale your vehicle if you find it a little bit too big, just go to the Visible Nodes tab at the very top. Click on Scale..., then put in decimal numbers from 0.01 to 0.99 in the X,Y,Z lines to scale it down, put in decimal numbers from 1.0 and up(experiment) to scale it up.
creating trucks in blender
This tutorial assumes you have already downloaded and installed the import/export plugin.
Blender can be very intimidating. And rightfully so; Blender is very powerful and versatile. When you first load blender you'll see a camera, a light source, and a 2x2 cube:
We don't want these. Right click an object to select it (it will have a pink outline when selected). Hit DEL and it will ask if you want to delete this object. Hit RETURN/ENTER to confirm. If you want to undo, use CTRL+Z.
[edit]Importing
Now that there is a clean working environment, we can import a file now. Assuming you correctly installed the plugin, go to FILE > IMPORT > ROR IMPORTER.
Navigate to where you installed Rigs of Rods (this will vary greatly, based on what operating system you're using) and find semi.truck in the </tt>data/trucks/</tt> folder. Use the middle mouse button to rotate the viewpoint based on where you clicked and hold SHIFT while using the middle mouse button to move the view point. Once you have the truck on display, hit a to select the truck. Below the coordinate grid you'll see . Click this and go to .
Now we have the truck in skeleton form. This view shows us the nodes, beams, and the parts that are covered in a submesh. We will return to the submesh later.
In this exercise we will simply lift the truck, and get into making new nodes and etc in part 2. If you want to skip straight to part 2 do so now. Realize that if you have no prior Blender experience, you should read this part first.
We're going to do something, yet silly. Now that we're in edit mode, we can move nodes around. Remember that if you make a mistake you can use CTRL+Z to undo, and CTRL+SHIFT+Z to redo. In this exercise, we will not be modifying the submesh, so if you end up moving a face you've picked the wrong node!
[edit]Modifying
Let's start with the rear axle. Because the semi truck uses axle rigidity it has a very basic rear axle set up. If you zoom in, you should be able to see where the suspension meets the axle. There are a total of 4 nodes in the axle. Right click one of the outermost nodes to select it. Hold SHIFT and right click the next innermost node to select multiple nodes at once. This can be done through submesh faces.
Now, while holding CTRL, drag the blue arrow downward. Holding CTRL snaps the nodes to the grid so you get nice even numbers, and consequently may take a bit of mouse movement depending how far zoomed in you are. If you find you've selected the wrong nodes, hit CTRL+Z and hold SHIFT and right click a node to deselect it. If you recall, the process of selecting/deselecting nodes is the same, but simply a toogle.
Once you have the nodes moved (the beams will follow), the truck should look pretty silly. This is OK, since we're just learning!
[edit]Exporting
Hit TAB to go back into . Make sure the truck is selected by making sure it has a pink outline. Just as we did in the first section, go to FILE > EXPORT > ROR EXPORTER and navigate to where you installed Rigs of Rods. Select the semi.truck file again. The import/export plugin automatically backs up the original file before overwriting, so do not worry about losing your old file. Open Rigs of Rods and load the Daf Semi:
Note that any node you moved has been changed. The Blender import/export cannot retain old values for modified nodes, so if you changed anything drastic (which you can see I did: I moved the roof which messed up the submesh and apparently moved some nodes in the front which altered the beam structure). If you made it this far without much trouble, congratulations! Time to move on to part 2.
Retrieved from "http://wiki.rigsofrods.com/index.php?title=Blender_Tutorial"
Terrain creating in blender
Why Blender
Blender is open source, cross platform, and free. You can also use it to generate meshes, truck and load files, someone who uses blender to make trucks is already familiar with the interface and can easily start making terrains. Plus blender can go into great detail with the terrain surface and allow the user to move individual modes at will. Blender can also export a 16bit grayscale image, which is required by RoR.
[edit]Requirements
Blender with exr support (v2.43+ maybe earlier)
ImageMagick with exr support (v6.3.4+)
[edit]Setting up the Environment
Start up blender, in linux use the -w switch to have blender use a managed window.
Press the a key to select all objects (all objects turn pink when selected)
Press the x key and a little dialog pops up under the cursor, click Erase Selected Object(s) to erase all the objects.
[edit]Making the Plane
[edit]Add a Plane
Press the numpad 7 key to look at the xy plane.
Press the spacebar and in the menu that appears select Add->Mesh->Plane
At this point you have a 2x2 BU (blender units) plane centered at 0,0,0 (see above image). What we want is a 3x3 BU plane centered at 1.5,1.5,0. this isn't needed but it sets up an easy conversion factor of 1BU = 1km. So when you look at the width on an edge a 0.001BU = 1 meter.
[edit]Scaling and moving the Plane
make sure you are in Edit Mode().
Press the s key to scale the plane, and hold down the the ctrl to snap to the grid.
In the lower left hand area of the panel you'll see the scale factor, move the cursor until the scale factor is 1.5000. Holding down the ctrl key will snap the scale factor to 0.1 units at a time, making 1.5000 easy.
Click the left mouse button (lmb) to make the scale change.
Still holding ctrl click-and-drag the plane using the right mouse button (rmb) until the lower left hand corner of the plane is at the axis. This is where the red and green lines cross.
Left click (lmb) to move the plane to it's new position.
This is how you're plane should look at this point:
[edit]Making the height Gradient
ok, now it gets trickier.
[edit]Add a Material
Open the Material Panel, to do this:
click on shading
then the materials button
click on the Add New Button to add a new material
under the material tab click on Shadeless button
[edit]Add a Texture
[edit]Texture Tab
Open the Texture Panel
click on shading
then the texture button
click on the Add New button to add a texture.
to change the name of the texture click on Tex.001 and type in a new name, in our case heightwould be appropriate
Next, select Blend from the Texture Type "pulldown" menu.
[edit]Colors Tab
Go under the color tab and click ont he Colorband button.
There is a Field labeledA with a value of 0.000, change the value to 1.000
Select the second color point by clicking on the white vertical band on the right of the colorband.
change the color of the second colorpoint to white by making the R value 1.000
[edit]Mapping the texture
Now go back to the Materials
under the Texture Tab make sure there is a check next to the name of the texture you just added.
go into the Map Input tab
in the lower left of this tab you'll see the mappings, select Z for all of mappings
Cricky this is taking a long time to write!! but at least the texture is done now.
[edit]Making the Camera
Go back into Object Mode ()
Under the View menu select View select View Properties
Under 3D Cursor change the x, y, z values to 1.50, 1.50, 5.00.
press spacebar and select Add -> Camera
hit {{key|f9} or click the editing button to and you'll see a camera tab.
click the Orthographic button
change the value of scale to 3.00
[edit]Setting up the rendering
press f10 to enter the scene panel
below the format tab change SizeX, and SizeY to 1025
under that, there is a menu for the formats, it defaults Jpeg. click on this pulldown and select OpenEXR
select the BW button below that
Phew!! good news is that at this point everything is basically set up! Save this file so you can use it as a starting point for future terrains.
For the lazy that just want to skip to this point here is a blender file saved at this point. Media:terntemplate.blend
[edit]Test Render
since everything is set up at this point lets do a test render. simply press f12 if a window pops up with some stats int he top with a gray image in the middle everything is working as it should.
[edit]Making Terrain
Make sure you're in Object Mode ()
Right click on the plane you've created to select it
Switch to Edit Mode ()
Press the w key and select Subdivide Multi from the menu
The value entered in this box determined how many subdivisions each side is cut up into. 5 is good for demo purposes. you should now have a plane that looks like this:
rotate you're view by holding down the middle mouse button (mmb) and moving the mouse. move the view to a point where you can easily distinguish all 3 axis.
Alternatively, you can rotate the view using the keypad numbers numpad 4, numpad 8, numpad 3, and numpad 2
Right click on a vertex (these are the pink dots) to select it.
Then clic-and-drag the blue array pointing, this is you're z axis and by doing this you move the selected nodes along that one axis.
You should end up with a picture similiar to this:
You now have a (Very) basic hill.
[edit]Generating the heightmap
[edit]Render the scene
Press f12 to bring up the render window:
Now press f3 to bring up the save dialog, save this to a file with the extension of .exr. I saved it to mymap.exr for this tutorial.
[edit]Convert to raw format
Note: this process can vary depending on the platform.
open a command line and navigate to where the saved .exr file is saved.
execute the following:convert mymap.exr -depth 16 -size 1025x1025 -endian LSB gray:mymap.rawSetup the .tern and .cfg as described in Terrain Formats.
whola! the resulting file is a usable heightmap for RoR.
This is the resulting image for the heightmap, your's should look somewhat similar:
[edit]Where to go from here
Well there are all kinds of guides on making terrains, some tools for it too.
These are the resources I used to make this tutorial.
Creating a Heightmap from a Plane
Mountains Out Of Molehills
Making Landscapes with heightmaps
InnerWorld terrain generator
In particular if you want to learn more general blender I highly suggest reading the Blender 3D: Noob to Pro book on wikibook.
[edit]Troubleshooting
[edit]Heightmap isn't the proper size
Make sure the X and Y size of the render is 1025x1025.
Terrain creating in L3DT
L3DT Map Making
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I can't remember where exactly I found this program, but I think it was on the old forum. I know that the volcano map was made with this program.
L3DT is great because it does most of the mapping for you. You draw in a 16x16 pixel elevation map of sorts, then apply erosion, terraces, plateau, and all kinds of other effects. Then you hit calculate, and it spits out a fully formed map. This is great if you don't have either a lot of time, or an exact idea of what you want. The program takes a sketch of the place and turns it into a fully formed map. This sucks when the program spits out something you don't want, because it's almost impossible to wrestle it into what you do.
First, go to [1] and download L3DT 2.5 SE, or the free version. Install the program and open it.
Click the button titled "new map". You will get a pop-up asking how you want to make your map. In this case, I will be using Design/Inflate. You can start with the blank one if you want. After selecting one, click okay. The next window, number 2 of four, is titled "Design map size". set the map size to 16x16. This means a 1024x1024 RAW, so there will be minimal change after exporting. After you set the map size, make sure to change the Heightfield resolution to 3 meters. You will see the map size change from 10kmx10km to 3.1x3.1. That's around the size RoR uses.
Next up is design map parameters. There's a bunch of sliders controlling a bunch of different stuff. Change the sliders to what you want, or just randomly. Don't forget to change the default climate. Hit next when done.
Finally is the box Calculation Que. Make sure you have only checked "Design Map", other wise the program won't give you a chance to see what you may be getting. Hit OK.
Soon after, you should get a green and brown and blue design map. Lighter colours means higher up. If you want to play with your map, and you probably do, click the pencil tool on the tool bar up top. Play with the tools and make some changes. I was satisfied with what it gave me. Once you're done playing with your design map, hit the calc button up top. It's three green arrows. After you hit it, calculation queue should come up again. Check "Hightfield" and hit OK. The little box comes up that flashes colours and moves around, saying stuff at the top. This is one of the longest processes. It's making you your hightmap. When it's done you'll get a B&W map with contour lines on it. And no, I have no idea what those little green and red and blue lines mean.
If you like the way your heightfield looks, hit the calc button again. If not, go to View -> Show Map -> Design Map, make changes and calculate the heightfield again. Do so until it looks good. If it looked good, you hit the calc button. Your good friend the Calculation Queue comes up again. At this point, I just check all the remaining boxes, because they won't make a huge change any ways. I leave the water flooding panel alone. Hit next. I don't know what water table modelling is. Hit next. Light mapping I leave alone, because it's minor. Hit next. Next again for page 2 of light mapping. Next for page three of light related stuff. For texture settings, the only thing I usually change is the high res texture option. I almost always set it to 2. Hit OK. The box pops back up, and you wait. I usually walk away from the computer and get something to drink. Texture always takes quite a while to get.
At the end, it displays your texture map.
Once the map is created, go to file->save->save project as and enter a name for your map. Once that's done, open the program that installs with L3DT, L3DTVi2. Select your map file, and you can now explore it in full 3D, texture and all.
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[edit]Exporting to RoR
To convert your map to the RoR format, you will have to first copy the files from the aspen map, aspen.cfg, aspen.jpg, aspen.raw, and aspen.terrn. I put these in a new folder, and renamed them mymap1.xxx. Go into the mymap.terrn, and remove everything. Replace with:
Code: My map mymap.cfg 0.93, 0.86, 0.76 1828,15,2198.75, 1964,15,2140, 1818,15,2200 end
yes, I did get that from bonehead's tutorial. If he minds, I'll make my own. After that's done, open mymap.cfg in your favourite text editor. I use notepad++ (http://notepad-plus.sourceforge.net/uk/site.htm) Find the lines circled in Red, and replace those with what is shown. The part circled in green is the total height of the map. To get the green number, I go into L3DT and go to operations->height Field-> change vert scale. Take the non-negative version of the min altitude and add it to the max altitude. Replace the number circled in green in the cfg file and replace it with this value. That makes sure your map isn't stretched or anything.
At this point, all we have to do is make a .raw and a texture file, then put them into RoR!
To make a RAW, in L3DT go view->show map->Height field. Next to go to file->export->active map. You get a pop-up. Change file format to RAW, and hit the re-size button. Change 1024 to 1025. Because L3DT is so awesome, for the name hit browse and select your renamed aspen.raw file. It'll rewrite it with this one, so you don't have to move anything. Hit save, then OK. You now have a working .raw file.
To get your texture map, go to view->show map-> texture map. then file->export->active map. Tell it to export as a .jpg, then use browse to find your old texture. hit OK.
Move all of these files back into your data/terrains/ folder. You now should have a working version of your map, in RoR. You may have to change the spawn locations of your character and your cars, b/c they could be spawning in the ground. Do this in your mymap.terrn folder. Change the second and third strings of numbers, specifically the second number in the string.
The last thing you need is a mymap-mini.png. It's a 256x256 scaled down version of your texture file.
I got it in game, no problems.
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[edit]Update 5/12
To get water into the map at it's sea level, add this line into your file:
Code: mymap.cfg [glow=red,2,300]w 101[/glow] 0.93, 0.86, 0.76
replace the number highlighted in red with the min altitude from the vertical heightfield scale box.
Written by iriquois.plisken here: forum.rigsofrods.com/index.php/topic,497.0.html
Retrieved from "http://wiki.rigsofrods.com/index.php?title=L3DT_Map_Making"
Terragin terrain
Creating a terrain
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This page describes how to create a terrain from scratch using Terragen 0.9
First, before we begin: You need a registered version of Terragen to make this tutorial.
[edit]Digital Elevation Maps
The best terrains are made with real DEM (digital elevation map) of real terrain. The problems with real-world DEM are:
They are rarely precise enough for RoR (that requires 3 meters horizontal resolution DEM). The only sub-10m DEM I know of is the DEM of Saint Helens volcano. What is interesting in high-resolution DEMs is that you will find that major road leveling is visible in it, and will help you to lay roads in mountains.
A real-world 3km x 3km terrain features few interesting features (you usually want several valleys and peaks, and they generally do not fit in 3km.
There is an easy solution for both these problems: scale down the terrain, for example scale a 10km x 10km 10m DEM to a 3km x 3km 3m DEM. It is not realistic, but it won't be visible too much because of the fractal nature of mountains.
[edit]Adjusting Size
Load your terrain in Terragen.
In the landscape window, click "size" and set:
Terrain grid points: 1025x1025 (if its not already)
Landscape area: 3000x3000 meters
Still in the landscape window, click "modify": you will see the "set height range" setting. If your terrain is a scaled-down real-world DEM, it may be a little too flat, and you want probably more height range. It depends on the nature of the terrain, but between 250 and 500 meters of range makes a fun-yet-realistic terrain. So set the range from Zero to the height you chosen, then click on "set height range". Remember the height you set there (write it down on a paper), you'll need this value for the .cfg file later. Then close the window.
Now you can export the heightmap in raw format for RoR. In the landscape window, click "Export." Select the format "Raw 16 bits Intel Byte-Order" and save the .raw file.
[edit]Terrain Texture
The simplest way is to use a Terragen world file, that will set all the necessary parameters (texture colors, light parameters, rendering parameters). You can download the two world files I use: Desert.tgw and Bandland.tgw.
To use one of these, click the menu "World File->OpenWorld...". Of course you can experiment and change things. The only setting that should not be changed is the sun position (heading -60, altitude 25).
Now setup the camera: in the Rendering control window, click "Camera settings", check "orthographic", fill 3000,m in "view width", and click "Auto Setup". Your camera is ready to make a texture.
Review the rendering options, especially the image size. It must be square and a power of two. Best size is 1024x1024. For a better quality, I render 2048x2048, then I downscale with GIMP to 1024x1024 to smooth-out small artifacts.
You are ready! Press "Render Image", and wait... Once finished, save it to bitmap (.bmp), this is your terrain texture.
Now you can do you miniature map by downsizing the terrain texture.
Create a .cfg file, and remember to fill the correct max terrain height in it.
Create a .terrn file to find a spot to spawn your truck use the View/sculpt tool, but remember the y coordinate in Terragen is the z coordinate in RoR, and is reversed (your z is 3000-y)), and you are set!
Retrieved from "http://wiki.rigsofrods.com/index.php?title=Creating_a_terrain"
Creating a terrain in earth sculter
Earthsculptor tutorial
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This is the way I make maps, hope it helps those who want to make their own.
This is also the first tutorial I've ever made so it might get a bit messy...
click on the images to make them bigger
[edit]STEP 1
Also open 'mymap.terrn' and remove everything inside and then put this there...
My map
mymap.cfg
0.93, 0.86, 0.76
1828,15,2198.75, 1964,15,2140, 1818,15,2200
end
The first line is name of your map, second line is what cfg file to use, and the rest.. Well experiment a bit.. You can alternatively add water by typing this ust below the 'mymap.cfg' line...
w x
x being a number consisting of 1-3 digits indicating the water height (bigger number, higher water)
[edit]STEP 2
Now you need to get Earthsculptor, the program we're going to use to shape the map. You can download this excellent software at the official site: www.earthsculptor.com/EarthSculptor0.25Setup_old.exe After you're done downloading, install it and start it.
Colored circles like this (A red 'o') means that that text got something to do with the things circled in red.
1
2
3
4
5
Now before we go to step 3 we need to get a program called ImageMagick, with this you can convert the previously exported heightmap png file to a .RAW file, which can be used by RoR as a terrain. Firstly download Imagemagick from their site: www.imagemagick.org/script/binary-releases.php#windows, you preferably want the Q16-windows-dll.exe version. Install it and you're ready to continue..
[edit]STEP 3
You now need to go to start->run, and then locate your imagemagick folder and select the convert.exe, then add the rest of the line below
~\ImageMagick-6.3.2-Q16\convert.exe mymap.png -resize 1025x1025 -endian LSB -flip gray:mymap.raw
You should now have a mymap.raw in your imagemagick folder, move 'mymap.raw' into your...
~\RoR-0.31\data\terrains\
...folder and make sure you press yes if it asks for permission to overwrite the old mymap.raw already there.
STEP 3 DONE!
Now if you've done everything correctly and I haven't screwed the tutorial up somewhere you should get something like this when you start RoR....
And.. This..
I'm not going to cover how to make a decent texture for the map in this tutorial, I however attached a texture suitable for a desert.
Tutorial written by Bonehead. Topic and discussion here: forum.rigsofrods.com/index.php/topic,168.0.html