Thursday, January 12, 2017

Friday, December 30, 2016

TUTORIAL: export from Blender to Wallaby (Update 2017.04.24)


Hi, this is last my tutorial, which I promised him self, in his year.
Last part is dedicated how export from Blender to Wallaby RBR game exporter.
This is main tips and settings, what I use in my projects...
Also, I added Wallaby manual files and you can >>>DOWNLOAD<<< it here...

Some Wallaby TIPS:

When you have huge project with massive numbers of objects and Wallaby goes slowing, thi few my tips, to solve this problem:
    • First to first, when you need move you camera in project, you can hide your "General" mesh from view (hide it in vew section).  
    • Second - reduce texture size, usual help in this situation.In my projects, I usually use 4096 or 2048 texture size, of course is to heavy for Wallaby, but after I reduce size by twice, all works going fine..
    • Add cameras, in important points of you track, and can fast jump with cameras editor. Just don't forget wrote, somewhere cameras, ID, for fast find it...
    • When you work with 0.29 b version, can remove "General" mesh at all and put you pace notes or muveable objects much faster. After import all "General" mesh data again...
    • Sometimes, when you work on heavy weight over 200 Mb Collision mesh, huge and long track, Wallaby can't export Collision mesh and call error. Solution: you can remove general mesh and save LBS. Then, reopen project and try export again. If it don't help, also you can remove ground mesh, save, reopen project and try again - will work...
    If you have question, always welcome ;)

    Carvalho de Rei No 17 - Long way to go


    Hi, every body.
    I have some short news, before New Year coming, about this project. Yes, as I mentioned in my early posts, now I don't have enough time for this, but I dedicated half one day in week, to proceed this track too. So here is my progress...

    Good luck and happy New Years
    RallyG

    Thursday, October 13, 2016

    Carvalho de Rei No 16 - Step two

    Hello every one. Short new line from my work station. So as you can see in video, I'm little move forward and have nice update in this Portugal project. Not too much, because Im busy and have another huge project, but all works still moving... 




    Thursday, September 22, 2016

    Carvalho de Rei No 15 - Small step forward


    Hi, all. As I mentioned before. Travanka was just small piece of all 8.7km  project. Work not stops, I have small progress here, because now I have very interesting and huge commercial project. So now, all my attention here, but I decide for him self, not lose Carvalho too. And find hour or more in a week for making progress here too. It will let me refresh my mind and use some ideas in both preojects.
    So, all now, and take few my screen of progress...


    Friday, September 9, 2016

    Carvalho de Rei No 14 - Travanca do Monte - Final v1.0


    Well, well, well, boys nad girls, I really happy to say virtual rally stage: Travanca do Monte v1.0 - on table! Not a lot can comment it - leaving all this things for you, here is two videos which represent all job what I did here. So, I hope, you like it. It's just short part of whole Carvalho de Rei project. All big things is waiting. Any way, you can se, how its must to look and also, dont forget support my creation, without you my works is for nothing... 
    Download link is in right side download panel




    Thursday, August 18, 2016

    Carvalho de Rei No 13 - Travanca do Monte - Alfa

    Hi all ,last week was very hard for me, I try push this project forward and first stage from this track is close to finish. I'm waiting shadows, bug fixing and need to prepare different road surfaces...
    I hope you like it. Realize soon.

    Tuesday, August 2, 2016

    Carvalho de Rei No 12 - Travanca do Monte


    Hi, after few weeks of silence, some news from my workstation.
    This is small part of my latest work "Carvalho de Rei". Only 2,2 km as shakedown mode. I hope you like it and enjoy, after I finish it...
    Video represent only main stage configuration and main objects location, but also required different surface physics, moveable objects, different collision and so on. A lot works still waiting and need to do. It will free ofline license in all RBR plugins... Stay tuned, bye