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Porting LR1 map models+textures to another game


Dutchy
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Hey everyone,

 

A little story on how I got to do this:

I was modelling and modding stuff for this game called Crashday Redline Edition, eventually I was testing something with a friend and he said something (I can't remember what...smh)..

Which gave me a great idea; port models from Lego Racers (1 and maybe 2) to Crashday!

 

So I started searching on Google and immediately ended up on this site.

After browsing through threads I found a link in one which seems to contain every map model and texture from LR1. (damn can't remember where I found this, sorry!)

 

I opened one of the models in Blender, copied textures and made sure the map shows up in the game including some other necessary files.

After a few dumb trial and errors because I made a mistake in Blender, this was the final result of the first ported map, Knightmare-Athon!

Images

https://imgur.com/a/KjtZrl8

https://imgur.com/a/cn8GMqc

https://imgur.com/a/hUHnIBY

Video

https://streamable.com/9cjpg

 

 

i also just realised this might be in the wrong sub forum..woops?

Edited by Dutchy
possibly posted in the wrong sub forum?
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Ported another map!

This one was a bit more annoying since the names of the materials in Blender didn't match with the texture files..

Just an annoying process of renaming and more trial and error! I'm quite sure I've used 2 wrong textures - colours of some walls don't match with other parts, will figure that out.

Royal Raceway

Images

https://imgur.com/a/wVrdfo1

https://imgur.com/a/4gncUEa

https://imgur.com/a/Q794itj

Video

https://streamable.com/ly6st

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mumboking

Well one thing's for sure... LR1 tracks with that game's physics work better than LR1 tracks with BeamNG.drive's physics. :):thumbupr:

 

I'm noticing a lack of vertex colouring though. Is that something that game doesn't support?

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@mumboking yeah, I can imagine how bad it would be in BeamNG, it is a simulator after all ?

There are many maps ported from other games to Beam (mostly older games, like Mario kart, Burnout Paradise, GTA IV (yes, that is bumpy as well))

 

I'm not sure what vertex colouring is, could you show an example or explain what it is?

Crashday is from 2006 and got a fresh up and a rerelease in 2017. I think it would have vertex colouring..?

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mumboking

Notice how a lot of colour is missing in the ported map? LR1 uses vertex colours to do shadows and to colour objects.


Here is Royal Knights Raceway with and without vertex colours enabled (viewed using LR Track Editor) :
large.958860151_RKRWithVertexColours.PNG


large.209705310_RKRWithoutVertexColours.

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Oh, I see! I'm not sure if Crashday uses it..I should try different ambiences from the game to see how much that changes things.

 

I'll also start on the next map!

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mumboking

In case you were wondering, here are some of my attempts at porting to BeamNG.drive:

 

 

 

As you can see, these physics just don't work well with low-poly tracks. :(

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This looks pretty nice and yeah..those physics.

So..looks like BeamNG also has vertex colouring? I really don't know anything about this.

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mumboking

Yeah, BeamNG does support vertex colouring. It has to be enabled on a per-material basis.
I'm not sure how you'd do it with Crashday though, if it even can.

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I asked in the Crashday Discord about this, the game somewhat has vertex colouring..its a bit difficult to explain.
It won't fully work, but it would definitely change the looks if I figured out how to do this.

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