This is a city and landscape layout complete with track, city, textures and UV work all in the Direct X format.
The files included include models of the individual components.
You can rearrange or build it the way you want to or use the pre-built model as it is. In any case you will receive all of the models and pieces in the download, and you can use them in any way that you choose, commercial or personal with no further obligation/cost and without mention.
All variations come with this purchase. The truck is an original old-time farm truck designed in Open FX Modeler and rendered in Direct X for use as a game ready model. The directory that contains your purchase contains all of the files in single formats or a zip file. All are yours to download and do as you please with, commercial or personal.
I showed the frame in one of the images below, and as you can see it can be rendered without the truck body as it was designed with a full Tube-Frame.
Building and UV work for a road piece This is a start to finish video showing a road segment build that I ultimately used to design the new city streets module in Rad Sandbox. This is built entirely in Ultimate Unwrap, from model to UV work. I don’t own Ultimate Unwrap but it is an awesome piece of software that can model as well as do UV work. #uv #3dmodels #radsandbox #Learningtomodel #buildingamodel #ultimateUnwrap #3d #openFXmodeler #gamer
Using the off road Military trucks as a race platform. The main/drivable truck is also using the new P-Car module (Physics Car) as opposed to the older Car module. Much more realistic, drivable, many more variables you can sit to emulate all types of vehicle mechanics/physics. #Physics #Car
I downloaded an open source race game, Super Racing about a year ago and finally had time to look it over. It is a little buggie but inspiring. I liked the Ogre graphics engine, the fact that it uses MESH instead of Direct X as I am using now. (I found out today there is code for a ASIMP library it can use and so import anything in the ASIMP library). That means 3ds, for me, no building, then doing the UV work, Exporting to something else. The 3DS format has a few drawbacks, but nothing I would be concerned with and the reduction in file size compared to Direct X is great.
When I found Super Racing I was dealing with an older version of Ogre and chasing it down took me to Sourceforge where the old project is hosted. I assumed that was all there was, somehow I missed that the new version had been moved to GitHub. Even so the old version was still impressive, I have been using RAD and lately Unreal 4 because it was obvious that none of these guys who say they are going to work on 3D RAD are, or they share results with a few guys. I like the RAD layout, I’ve used RAD for almost twenty years, that seems impossible but I have.
So I was going to jump to Unreal 4. I downloaded it in fact, set it up, even invested in a few blueprints to get rolling, but I didn’t really like the work flow, compared to RAD. Of course if I had quit RAD long ago I would be used to something else now, so that’s on me.
In any case I downloaded the new Ogre version, the source code, Rigs Of Rods. I have Crazy Eddies GUI system from the older game, I like that, and this version of Ogre is good. I downloaded the mesh viewer, all the source code, the modeler and the terrain generator which looks a lot like GMTE, and works a lot like GMTE. All in all, pretty impressive and there are more than a few game demos out there made with Ogre to give you direction, and plenty of documentation. So, I’m hooked in one day, the engine is nice, well documented and the code is right there, along with custom built editors as well…