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Rigs of Rods - Reading Prop/Flexbody offsets? (Blender 2.79b)

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ReVolt
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Rigs of Rods - Reading Prop/Flexbody offsets? (Blender 2.79b)

Post by ReVolt »

I am trying to convert vehicle models from Rigs of Rods.
I do get the meshes/textures converted successfully, with OgreXMLConverter (comes packaged with the game) and RoROgreAddons.
But the problem is that the meshes imported do not get their positions imported.
The .truck file (that comes with the vehicle,) contains properties and mesh offsets.
I've tried to read these mesh offsets with no avail.
To read these offsets, the truck file uses their Nodes/Beams to calculate where it should go.
I have found a addon for Blender that imports the N/B structure, and there is a way to see where the nodes are numbered. (check discussion :P)
https://forum.rigsofrods.org/resources/ ... plugin.25/
There is also the source code for the game. It contains how it is calculated (Forgot where the code for it went so find it yourself, sorry!)
There is also the documentation for the game, but it doesn't seem really helpful in this case :[
I would also like to find the tires, Some tires are automatically made in the game. How is that made, and how do I translate that into Blender? Example with Dodge Charger mesh mod

Yes, I am doing experimenting this with mods. The vehicles packaged with the game did not come with mesh support. They were submeshes with a texture map. It's basically painting the Nodes/Beams.
Example with the Box5 Dodge Ram (Old mod)
https://forum.rigsofrods.org/resources/ ... e-ram.319/
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Re: Rigs of Rods - Reading Prop/Flexbody offsets? (Blender 2.79b)

Post by ReVolt »

Update: Found the flexbody code. It's here.
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Re: Rigs of Rods - Reading Prop/Flexbody offsets? (Blender 2.79b)

Post by ReVolt »

Bump.
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Re: Rigs of Rods - Reading Prop/Flexbody offsets? (Blender 2.79b)

Post by ReVolt »

another bumpppppppppppp
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