Posted: 26 Dec 2015, 13:50
Hello,
Newbster aspiring Re-Volt track developer here.
I see there's a lot of effort put towards giving inspired designers the power to create our own "extreme" tracks, but I can't help but feel it's very misdirected because there appears to be no access able and cohesive pipeline to do so. I've been searching through various forums, tutorials and (mostly antiquated) programs/plugins for several days and have managed to find almost no cohesive information about creating extreme tracks or assets (beyond information below).
Even if the information and software is there and accessible while I'm just too blind to find my own information, that still means that the average designer (who doesn't usually have the capability to sift through extensive forums) hasn't/won't be able to follow the necessary steps either, and I think it's fair to say that's a problem.
Now wait, surely I missed jigebren's Blender plugin right? No, I didn't miss that and I'm excited to say that plugin will end this problem once and for all, and I'm willing to do anything within my power to accelerate the development of it. That said, the plugin has been in development for over 4 years with no indication of any public beta planned (as according to this forum and jigebren's website) and unless multi-language scripting is way easier than I think it is, it's going to take a LOT more work to finish the plugin to beta-release-requirements and according to a recent post jigebren is busy adulting and won't be able to commit as much to the project anymore (I'd like to make it clear that I'm not trying to guilt-trip jigebren into rushed development, but there's definitely an issue to address).
It's worth noting that jigebren's project has so much charisma that RV-Frontend's track creation "tutorial" simply instructs to go and ask jigebren for his plugin, and assumes you're simply able to obtain it...
So all that out of the way (*phew*), is there any current asset development pipeline which allows conversion of UV'd (when appropriate) meshes to Re-Volt's formats? (PRM/W/HUL) Including texture-sheet index assignment, and preferably able to go into a world file, instance OR dynamic object. Note I've already tried ZModeler1 which appears to have the options to import/export PRM despite not actually doing so.
Any direction would be much appreciated, along with any information I may not know about internet resources.
Thanks in advance,
-Asdam
Newbster aspiring Re-Volt track developer here.
I see there's a lot of effort put towards giving inspired designers the power to create our own "extreme" tracks, but I can't help but feel it's very misdirected because there appears to be no access able and cohesive pipeline to do so. I've been searching through various forums, tutorials and (mostly antiquated) programs/plugins for several days and have managed to find almost no cohesive information about creating extreme tracks or assets (beyond information below).
Even if the information and software is there and accessible while I'm just too blind to find my own information, that still means that the average designer (who doesn't usually have the capability to sift through extensive forums) hasn't/won't be able to follow the necessary steps either, and I think it's fair to say that's a problem.
Now wait, surely I missed jigebren's Blender plugin right? No, I didn't miss that and I'm excited to say that plugin will end this problem once and for all, and I'm willing to do anything within my power to accelerate the development of it. That said, the plugin has been in development for over 4 years with no indication of any public beta planned (as according to this forum and jigebren's website) and unless multi-language scripting is way easier than I think it is, it's going to take a LOT more work to finish the plugin to beta-release-requirements and according to a recent post jigebren is busy adulting and won't be able to commit as much to the project anymore (I'd like to make it clear that I'm not trying to guilt-trip jigebren into rushed development, but there's definitely an issue to address).
It's worth noting that jigebren's project has so much charisma that RV-Frontend's track creation "tutorial" simply instructs to go and ask jigebren for his plugin, and assumes you're simply able to obtain it...
So all that out of the way (*phew*), is there any current asset development pipeline which allows conversion of UV'd (when appropriate) meshes to Re-Volt's formats? (PRM/W/HUL) Including texture-sheet index assignment, and preferably able to go into a world file, instance OR dynamic object. Note I've already tried ZModeler1 which appears to have the options to import/export PRM despite not actually doing so.
Any direction would be much appreciated, along with any information I may not know about internet resources.
Thanks in advance,
-Asdam