I started making some new stuff for the game, I will make a new menu, add maybe a intro and make some higher quality maps and cars. This process may take some time, but I will need some help on the things that needs coding such adding the intro. Fell free to give suggestions, and here's the progress:
(I will keep updating the first post)
Last update:
Comment and give suggestions

I started making some new stuff for the game, I will make a new menu, add maybe a intro and make some higher quality maps and cars. This process may take some time, but I will need some help on the things that needs coding such adding the intro. Fell free to give suggestions, and here's the progress:
(I will keep updating the first post)
Last update:
Comment and give suggestions

I like what you did with the menu, the car in the background is a very nice detail.
What do you mean with higher quality cars? Do you mean cars with 10k+ poly? It's indeed allot nicer to give the cars more details. If you need any modelling help give me a shout.
Fot the menu, I say put the picture in right away, looks very cool

I like what you did with the menu, the car in the background is a very nice detail.
What do you mean with higher quality cars? Do you mean cars with 10k+ poly? It's indeed allot nicer to give the cars more details. If you need any modelling help give me a shout.
Fot the menu, I say put the picture in right away, looks very cool

I like where you're going with this. The background looks pretty slick. What kind of car is that?
Thinking about this, it'd be nice to have support for skins so that we could have a couple to choose from, from the options menu.
Now as I see from your screenshots you want to move the buttons around. I imagine each skin should be able to modify the colors of the menu buttons, as well as the button positions and even the button order.
So here's my idea for how to handle skinning. It's actually very simple.
- An option in VDrift.config "main.skin" and corresponding entry in options.config.
- A Wheel widget in the Display Options menu to choose from the available skins.
- A new directory data/skins/ will hold each skin directory. The skins will be organized like this (where "skin_name" is the skin's short name):
- data/skins/skin_name/ - the directory for the skin
- data/skins/skin_name/graphics/ - all the PNG files now in data/textures/gui/ except data/textures/gui/tracks/ (these files should go into the individual track dirs)
- data/skins/skin_name/menus/ - all the files now in data/lists/new-menus/
- To the skin graphics directory, we should add a preview.png that shows what the Main menu looks like for that skin. These can be displayed when the user is choosing skins in the Display Options menu with an ImageWheel widget.
Ahem, sorry, got off on a tangent.

I'll try to get these features into SVN soon, they really won't be hard at all.
Now, if you want C0ld_St0rm, you could take a look at the updates I made recently to the FAQ entry on
How to edit the VDrift menus. Currently it's pretty basic, but it will give you an idea of where to start to get the buttons moved around in VDrift.
If you like, go ahead and start playing around with your menu files. Start with just the Main menu (but look at the other menus too for ideas).
Thanks for your interest and work, which looks very promising!

I like where you're going with this. The background looks pretty slick. What kind of car is that?
Thinking about this, it'd be nice to have support for skins so that we could have a couple to choose from, from the options menu.
Now as I see from your screenshots you want to move the buttons around. I imagine each skin should be able to modify the colors of the menu buttons, as well as the button positions and even the button order.
So here's my idea for how to handle skinning. It's actually very simple.
- An option in VDrift.config "main.skin" and corresponding entry in options.config.
- A Wheel widget in the Display Options menu to choose from the available skins.
- A new directory data/skins/ will hold each skin directory. The skins will be organized like this (where "skin_name" is the skin's short name):
- data/skins/skin_name/ - the directory for the skin
- data/skins/skin_name/graphics/ - all the PNG files now in data/textures/gui/ except data/textures/gui/tracks/ (these files should go into the individual track dirs)
- data/skins/skin_name/menus/ - all the files now in data/lists/new-menus/
- To the skin graphics directory, we should add a preview.png that shows what the Main menu looks like for that skin. These can be displayed when the user is choosing skins in the Display Options menu with an ImageWheel widget.
Ahem, sorry, got off on a tangent.

I'll try to get these features into SVN soon, they really won't be hard at all.
Now, if you want C0ld_St0rm, you could take a look at the updates I made recently to the FAQ entry on
How to edit the VDrift menus. Currently it's pretty basic, but it will give you an idea of where to start to get the buttons moved around in VDrift.
If you like, go ahead and start playing around with your menu files. Start with just the Main menu (but look at the other menus too for ideas).
Thanks for your interest and work, which looks very promising!

Thanks for the support, and this was just to test some stuff on the menu, now I will make it look even better and better.
Thanks for the support, and this was just to test some stuff on the menu, now I will make it look even better and better.
I like the car graphic. Can't wait to see what the menu will look like when you're done!
I like the car graphic. Can't wait to see what the menu will look like when you're done!
Does any of you have Rfactor by the way? The new intro movie in that game is really cool. Also very cool music
Does any of you have Rfactor by the way? The new intro movie in that game is really cool. Also very cool music
I already started making this look more cool but I still need to know how to remove the background on buttons.
I already started making this look more cool but I still need to know how to remove the background on buttons.
The button textures are all in vdrift/data/textures/[size]/gui/widgets/ where [size] is large, medium and small.