Game Building

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3D Game Making:

This is my latest project I am working on. It is a small racing challenge game, different tracks and cars/trucks to drive on it. I am building it in Open FX : It is a very good 3D modeler, open source, freeware.

These three captures are from Open FX. They show the build as I add separate models to it

I build the sections separately so that I can texture them and handle them on their own, independent of one another. That makes the skinning job (UV) much easier to. I can bring each separate model in, like the tunnel, or the separate land pieces, and texture them on their own. As long as I don’t change their position they will remain placed exactly where they should be. The roads are separate, the intersections are separate, the rails or sides are separate, etc.

The next images are inside Ultimate Unwrap: I have a different view there, and I can import each piece to check alignments, or textures, and it will snap right into the position it was assigned when I built it. All that means is that when you build a 3D model it is assigned the XYZ coordinates that you built into it. Those are stored in the model information, so, unless you move it, it will always be in the correct position after you have worked on it.


I imported this in 3DS format as I had saved it from Open FX. This shows the track in several different modes, wireframe, textured, UV rendered, and you can combine those renders to get a really good idea of what the model will look like in 3D Rad or another game maker.

This is also where I will convert it to Directx. Ultimate unwrap has a Directx import / export feature. So I bought it in, in 3DS and I’ll export it as X. No big deal, no hoops to jump through, it is pretty straight forward . Once I have done that, converted it to Directx. I will import it into 3D RAD.

First I’ll make a folder for it in the Rigidbody directory, then a matching folder in the Skinmesh directory. I’ll start with the Rigidbody directory: I will copy the X model there, along with its texture files. I will rename the file to rigidBody_.x then I will copy that file and rename it to rigidBody_mesh.x So when I finish I will have two files there, rigidBody_mesh.x and rigidBody.x .

Next I will go to the folder I made in Skinmesh: I will copy the file there along with its texture files. I will rename it to 000_mesh.x . Now I will take a small 128 by 128 image of the track and add it to the index of both Skinmesh and Rigidbody. JPG format, named the same as the folder is: For instance if you named your folders Track2, you will name the JPG track2.jpg.

That’s it, I’m done. I’ll start 3D RAD:, go to the menu, add a rigidbody instance, once I have that I will change it to my own new rigidbody. I choose NO when the prompt comes up. That is it. 3D RAD builds the .ply and .pol files for me. The track / land / vehicle will show up. I canl add a skinmesh instance, change that to my own once more, and I am done. I have built and imported my own track / land, etcetera.


I have added my track to test it, along with a car I built.

I have shown here how I build this vehicle. I build the chassis separate so I can just slap different bodies onto it. I got this idea from the way the App’s creator built the cars they included as demos. It saves a lot of time in the long run. The white thing you see behind the car is the camera. You can alter positions on it to come up with some unique perspectives as it chases the vehicle. Note the scale buttons so that you can bring the element you are adding into proper scale. I added the simplistic undercarriage, axles, etc, because this car does jumps and the camera angle shows the undercarriage. I wanted it to be a better experience than just an image map.


I am going to take my car for a ride. You can see I have my track, no rails, no land yet, and just a basic green to texture it. It is set up simply to drive it and test it. I had a blast test driving it, found a few errors where seams weren’t as tight as I would like them, but for the most part it is pretty good.

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