Big Rigs Online
Big Rigs Map Viewer
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Khalad
Download: BigRigsMapviewer1.0
Source code : Source


Big Rigs map viewer is completely stand alone meaning you shouldn't have to install anything else to get it working. Unfortunately this is also why it is 50 megabytes decompressed.

Big Rigs Mapviewer v1.0 FINAL

New Features:
- There are now ugly checkboxes so that you can choose to attach a trailer to Thunder and Thunderbull


Usage:
Extract the .rar to your Big Rigs Racing folder. Make sure that you have Carz.res unzipped. Open the map viewer folder
and double click mapviewer.exe. Select OpenGL from the dropdown menu and change fullscreen to "no" if you wish. Select your
rig and track. It will take some time to load (usually around 20 seconds). Move your rig with the awsd keys.

 Use the F key to switch to camera free mode. Use the arrow keys to move the camera. Use your mouse to rotate the camera.
Press F to attach the camera to the rig again.

Esc or Alt-F4 quits. Print Screen will capture a screenshot and store it in the map viewer folder as a png.


Bugs/Future version fixes:

- Some trees don't get placed on the ground correctly

Email me at: charpe6@gmail.com

The source code depends on the following libraries:

- Pythonware Image Library
- PythonOgre 1.6.1
- Python 2.5
- py2exe if you want to distribute a binary
Khalad
Try putting this http://www.mediafire.com/?sharekey=94b361de3735ba1936df4e8dca141969e04e75f6e8ebb871 (cg.dll) into the mapviewer folder. It looks like I forgot to include the dll. Let me know if it works and i'll upload the whole thing again.

Edit: I just reuploaded the whole thing again anyways
Khalad

--- Quote from: RIGS_ARE_WINNER on 18-07-2009, 13:39:58 PM ---
It works now. This is great

Other than what you described above I'm not experiencing any problems.

--- End quote ---

Glad to hear it. I'll get around to those issues soon. The hard part was getting it to where it is now, the rest should be easier.
O-ZONE
hall of fame material
ZIGS_ARE_WINNER
First of all, stellar work my friend (pun intended). But what's the deal with the trees?

http://i25.tinypic.com/24pgbpk.jpg
ZIGS_ARE_WINNER
Disregard my previous post, I suck cocks
O-ZONE
don't be so hard on yourself
Thunder
SWEET MOTHER OF GOD THIS IS AWESOME! I'm not downloading until you have an export feature, though.
Thunder

--- Quote from: RIGS_ARE_WINNER on 18-07-2009, 15:52:06 PM ---

--- Quote from: Thunder on 18-07-2009, 15:46:23 PM ---
SWEET MOTHER OF GOD THIS IS AWESOME! I'm not downloading until you have an export feature, though.

--- End quote ---

Don't pressure the man, I'm sure it took 40 days and 40 nights' nonstop work just to produce this amazing piece of software.

--- End quote ---
Khalad, are you OK?
Khalad

--- Quote from: Thunder on 18-07-2009, 15:46:23 PM ---
SWEET MOTHER OF GOD THIS IS AWESOME! I'm not downloading until you have an export feature, though.

--- End quote ---

Thunder I thought I explained to you that exporting the terrain as one mesh and texture wouldn't work. The texture would be gigantic (over 400 megs easily with mipmapping). The Id Tech 5 engine might be able to pull it off when it comes out because of its megatexturing technology, but currently I just don't see a way to do it. 
bjorno the hedgehog
good work mr Khalad, I appreciate your dedication to this project.
YOU'RE WINNER !
Cirus
If you want any webspace for this let me know.
Thunder
As far as the texturing goes: Forget mip levels. Why not just have a 1024x1024 PNG?
Khalad

--- Quote from: RIGS_ARE_WINNER on 18-07-2009, 17:59:58 PM ---
Out of curiosity, how simply is the placement of individual models in the maps (EG buildings) determined? You did say it was in the SCO file itself, would the position likely be determined by one set of co-ordinates for the whole model, for example, or is each vertex given an individual set of co-ordinates and the models placement is determined for those?

--- End quote ---

You're close. All the vertices specified in the sco model are in world coordinates. What this means is that if a vertex position in the sco file is 13000, 20, 9000 then that vertex will be placed in the game at 13000, 20, 9000.  The way I figured this out is I loaded each model from map 5 into lightwave and noticed that I basically had imported the entire map since they are already placed at the correct position in world coordinates.


--- Quote from: Cirus on 18-07-2009, 18:02:08 PM ---
If you want any webspace for this let me know.

--- End quote ---

Thanks I might take you up on that soon.


--- Quote from: Thunder on 18-07-2009, 18:05:35 PM ---
As far as the texturing goes: Forget mip levels. Why not just have a 1024x1024 PNG?

--- End quote ---

Because the terrain is 25650 by 25650 units. If you stretch a 1024x1024 texture over this then it would look like crap. If I exported one big texture and wanted to keep the texture resolution that you see in the map viewer the size would be 51200x51200. A texture this size wouldn't even fit into the memory of your video card because I think the max these days is 4096x4096.
Thunder
Did you read what I said?
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