IFW to IG

This is the entire process of bringing an IFW file into the Doron IG simulator. Please refer to this general flowchart and a detailed flowchart to understand the process. You need to download Doron installation files and saved them in your local drive. ( password odot@2020). read the doc file first.

1. use texture to create double-yellow marking in the middle of the road. Export as FBX. download zip: mark

IFW_prepare_road

2. Clean up Model in Max, check scale,  add layer, add material property, export as visual IVE, and physics IVE.

Max_clean

3. Compile IVE files using the level_compiler, and physics compiler.

compile

4. Use STAG ( game engine) to assemble IVE and physics folder. save “map” file.

stage

4B. some tricks on Max to Stage. You can also open the “dtmap” with the notepad and edit the script directly.

4. new tricks of max. ( 7.19.2021)

no need to merge objects. just rename them. added a “player start object”, use its XYZ value ( 25:50 mark) later in Doron IG simulator scn file when load database.  To make simulator run easier, please move the entire environment so the final XYZ value of player start is close to 0,0,0.

To move the entire world, use a playerstart object to help you to figure out offset:world values. Once you identified the current absolute values of playerstart object, use negative value of offset to set the world, including all other objects in your scene. The playerstart object absolute value should be close to 0, 0, 0 after offset:world.

5. copy map, ive, physics folder to the four computers. Check out the diagram and the simulation video here.