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MikeShinodaSLR

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#150105   2018-10-08 20:58          
That's not a problem to export splines from 3ds max into any binary or text data via maxscript. Here's for example Invictus' .spl export script

As you can see we can easily get every control point coordinates and both it's normal vectors too, all the maths here just converts 3ds max into SLRR coordinates system, but other things were done by standard maxscript methods. We also can parse for example lines' names for additional data like speed, turn type etc. Is that data enough to create not .trc, but at least some intermediate file for importing into your tool? Cause I could try to do some kind of export script when I got the time :)

Yeah, I red that article, when you published it I realized that we have a lot more possibilities for modding this game. And it still is really useful :) But I think that C# sources could get a bit more love so they started to look more like actual API. Hope to do that in some future, but can't promise :D

As for me SLRR is the unique racing game for modding because of scripting possibilities (can also name MTA here but I guess that's all), so yeah, still can't quit playing with it since all these years. And that's really great that you opened a new modding level for all of us.

And little P.S. I'm not the one who interested in .trc files, after seeing the traffic on Alps my mate got an idea to create another city for the game (and we actually did the prototype with races and stuff) but it is really hard to make proper traffic paths yet, cause we both more familiar with 3ds max