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 Post subject: 2 bridges
PostPosted: Fri Nov 12, 2004 9:13 am 
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Hello, I'd like to make two models of bridges. I've practiced a bit with BinEdit to get used to the program and the way models are build-up. My next goals is to make two bridges:

Image

and

Image

Could anyone give me a few tips of how to start? I mean, should I create all those poles in BinEdit or sould I take a decent photo of these bridges and paste it on the model? I suppose the first way will look better than the last one, but will take more work.


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PostPosted: Fri Nov 12, 2004 12:28 pm 
Hi! :)

Do you want to drive on the bridge, or only see it from a distance? If you want to drive on it then make it as 3D as possible, otherwise I think you could make it more simple.

To drive on the blue bridge:

If we are looking for a true replica I think the main structure of the bridge would best be done in simple 3D, while the top and the white railings should be done with flat, transparent 2D panels.

I would make a texture that looks a bit like this:

<center><img src=http://mtm2.com/~trackville/pics/bluex.gif></center>

The idea being that you apply 3D shadows on the texture so the square beams look more like structural steel. Then you could make simple rectangular beams, map them to your texture, then assemble a bunch of them in BinEdit, joining the vertices. Hey, I hope you are using the latest version on BinEdit, it's amazing.

Somewhat like this:

<center><img src=http://mtm2.com/~trackville/pics/bluex.jpg></center>

The steel beams in that example are not placed correctly, but I think you get the idea. A single upright beam is basically a classic "parallelogram" geometric shape. I think by using such shape and joining them together you might end up using less vertices for the whole bridge. Note how the upright pieces are narrower than the top and bottom beams, that way they can fit inside the bigger beams and still look good. I think this design is highly optimised while still providing a proper look.

Overall, the idea is that you make one or two beams, then just keep inserting them over and over, rotating and translating them as needed, which BinEdit does very nicely now (applying operations only to selected vertices). You can then move key vertices and "merge" them to optimise the model.

The texture you make might look something like this:

<center><img src=http://mtm2.com/~trackville/pics/bluex2.jpg></center>

The piece at the upper left is used on the beams. You would probably have a bigger one, in a couple of different shapes perhaps, with rivits and seams, perhaps. It's just an idea.

The cross piece at the bottom (my example is too big) could be used for flat transparent panels for the top of the bridge (black can be made transparent). These panels would be stretched across the top vertices of the upper beams.

Likewise the white railings could be used as flat, transparent panels. While the long white section could provide the texture for an upright 3D beam that the railings connect to.

I think I would make the bottom sections of the bridge seperate from the top, using yet another texture. Then insert them in sections, end to end, to provide a driving surface.

These are just some ideas that I hope will help you plan this out. I also hope someone else will come along and share their ideas and help. It was very easy to make my examples thanks to the new BinEdit, and Paint Shop Pro, but making a whole bridge would certainly take some time. You could even check out some scrapyards to find some existing models to edit. Good luck!

Bye for now. ;)


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PostPosted: Fri Nov 12, 2004 12:52 pm 
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Wow, thanks for explaining this! :D

Yes, the bridge is supposed to be driven on. I'm afraid I'm not using the latest BinEdit. I've downloaded it, but somehow I can't use the Texture Pool. When I hit Shift + T nothing happens. That's why I'm using BinEdit 2 and not v.2.0.0.23. I don't know how to solve that problem.

While reading your guidelines, I realize that I'm not quite good with BinEdit yet. As usual, I want to make something I probably can't make yet. Still I intend to try and see how much I can do. :)


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PostPosted: Fri Nov 12, 2004 12:56 pm 
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Looks cool! heh, heres a chalange for you bridge nuts? Try making the golden gate bridge LOL

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PostPosted: Fri Nov 12, 2004 12:57 pm 
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LOL :D It doesn't have to look exactly like the picture, as long as you can see it's that bridge.

Btw, should I make this bridge the size it should be in the game, or should I make it smaller and resize it later?

Ps: I just found out that I can get the Texture Pool by hitting Ctr T instead of Shift T. :)


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 Post subject:
PostPosted: Fri Nov 12, 2004 1:03 pm 
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> should I make this bridge the size it should be in the game.

I would just make it to look in proportion in binedit then when it's finished you can easily resize it to fit your track.


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 Post subject:
PostPosted: Fri Nov 12, 2004 1:13 pm 
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Thanks.


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 Post subject:
PostPosted: Fri Nov 12, 2004 1:25 pm 
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Note that you only need to build one quarter of the bridges in binedit by piecing small parts together. Once you have the quarter done (ie. pictured below), press Ctrl+A to select all faces then use the mirror function in the model menu to create and exact copy. Then with the faces still tagged on the quarter go to the vertex menu and select 'tagged face vertices' to select all the verts on just one half, once that's done you can easily move the two portions for perfect alignment by translating the whole section at once with Alt+X, Y, or Z or the translation box. Then after you have the half or one side done you can repeat the above to complete the bridge in a fraction of the time.

Image


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PostPosted: Fri Nov 12, 2004 2:17 pm 
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I'm doing that with those beams now, although I don't know how to select one beam again. I've got 3 beams now, but CTR + A selects all faces. I only want to select the faces of 1 beam. :S


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 Post subject:
PostPosted: Fri Nov 12, 2004 2:38 pm 
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To select just one beam use the 'space bar' to cycle though the faces and hit the F key to select/tag the faces you want.

Note that you can save and recall face and vertice groups under the 'groups' menu in binedit to quickly select them again later on without having to cycle through them all one by one again.


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 Post subject:
PostPosted: Fri Nov 12, 2004 2:43 pm 
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This might help

http://cownap.com/~mtmg/binedit/cube.html

I also think you might make the raodway of your bridge with ground boxes for the best driving surface, then add the railings to the left and right sides, then build the arches for below the raodway for a complete look.


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 Post subject:
PostPosted: Fri Nov 12, 2004 3:02 pm 
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Thx, I'm going to try that bridge first.


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 Post subject:
PostPosted: Fri Nov 26, 2004 7:04 am 
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Wow, that tutorial was very helpful! Thanks! :D

Here is a result of some hard work:

Image

Image

I still have to make a railing, but that's not difficult after creating this. And then the other bridge. :)


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 Post subject:
PostPosted: Fri Nov 26, 2004 11:17 am 
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That looks Fantastic Whynni !! :)


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 Post subject:
PostPosted: Fri Nov 26, 2004 11:50 am 
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I'll second that. Very very nice work indeed.


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PostPosted: Fri Nov 26, 2004 2:16 pm 
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as long as were on this subject, i dont know if you mentioned it somewhere in the post but i cant find it........ how do you apply specific sections of the texture to certain faces of the model? and do you know how to do it in zmod?

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 Post subject:
PostPosted: Fri Nov 26, 2004 4:42 pm 
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> how do you apply specific sections of the texture to certain faces of the model?

That's what's known as texture mapping.

> do you know how to do it in zmod?

Nope, but I know there's plenty of help on that at the evo forums... this's binedit country here. :o)


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 Post subject:
PostPosted: Fri Nov 26, 2004 8:14 pm 
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Quote:
Looks cool! heh, heres a chalange for you bridge nuts? Try making the golden gate bridge LOL


Try these tracks:

http://mtm2.com/~tracks/tracks.cgi?sear ... e&track=on

P.S....excellent job on the bridge, Whynni....

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 Post subject:
PostPosted: Sat Nov 27, 2004 5:48 am 
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Thanks! :D

The only problem is that I've used LOTS of vertices. I made a railing for the bridge and put it in the track, but the game ended during the race, giving this message:

TRT D3D Driver

I've made the whole bridge in 3D, so I guess I should make certain parts 2D, where you don't see it's 2D when you drive on it. Are there any more ways to reduce the amount of vertices?

And is there a maximum amount of vertices you can use without the game giving that message? If so, does that count for the whole track, or only for the amount of vertices you see on your screen?


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 Post subject:
PostPosted: Sat Nov 27, 2004 6:35 am 
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> Are there any more ways to reduce the amount of vertices?

Did you merge the close verticies?

Menu > Vertex > Merge close vertices

<center><img src="http://binedit.com/help/images/menu06.gif"></center>

If you haven't done that, be sure to make a backup of the model before you begin... just in case of accidents ;-)



> does that count for the whole track, or only for the amount of vertices you see on your screen?

Just what's in view.


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