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WIP Cars - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11) +--- Thread: WIP Cars (/showthread.php?tid=1697) |
RE: WIP Cars - NaN - 04-19-2013 Correction. The tangent space matrix as calculated now is relative to current interpolated vertex normal. It just not orthonormal. The incorrect shading issue doesn't get away even when i fix this though. So I am a bit out of ideas atm. RE: WIP Cars - NaN - 04-20-2013 OK. What we will have to do is replicate exactly what blender, xnormal (and 3dsmax?) are doing. http://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps RE: WIP Cars - slickx - 04-20-2013 Hey NaN. Do what you can about the Normal Maps,meanwhile i still am working on wheels.They are all around 500 triangles(the spokes) and the rim can be used with most of the spokes as we talked. The normal maps for the spokes will come latter,now i am just modeling them.My goal is to get 10 or 15 of them done. RE: WIP Cars - slickx - 04-21-2013 I am working on the Cobra 427.It is a good and clean model but i just feel like remaking the interior and adding some more detail to the texture. NaN is it possible to implement a simple Material editor? I would also like to know if the enviromap could be added since it would work great with chrome parts. RE: WIP Cars - NaN - 04-21-2013 Car interior environment map? There is a default static environment map for tracks. And if you run with Reflections set to High, you will get real-time reflections for close objects. How would such material editor look like? RE: WIP Cars - slickx - 04-21-2013 http://docs.unity3d.com/Documentation/Components/shader-ReflectiveBumpedUnlit.html Kind of this.Maybe it was better to say a cubemap or a sferemap not Enviroment map I would say a Shader based "material" that could combine DiffuseMap,SpecularMap,ReflectiveMap,transparancy (CubeMap/SpehreMap) and some sliders that can adjust some of the parameters that can modify parameters such as specular,ReflectiveMap intensity,specular Color..i hope you can understand what i tried to say. The Material file should be saved in the Car folder and i guess its faster just to assign a material(that has the texture already assign to it ) to the car parts and it will be faster if most of the carparts use the same texture.So i want to use the same texture but for some parts such as chrome parts i want to add a SphereMap to give it the chrome effect. Also on the car lights i want to use a Transparent,specular,normal map kind of material to add more realism to the model.If i cant explain better ill make a video using Unity3D to show what i had in mind RE: WIP Cars - NaN - 04-21-2013 VDrift is using a physical lighting model. The second texture is what controls surface properties, like specular and reflective behavior. This is why I meant that we need a material/lighting chart for artists, to show what values or value ranges have which effect on lighting and to provide example values for some known materials (glass, steel, ...). From what I've seen car body is using a slightly different lighting function for the "car paint", which is kinda hacky, should be a parameter maybe. This shit needs to be documented properly. RE: WIP Cars - slickx - 04-22-2013 the interior is done,and next texturing the body. Added the fuel cap and a lot of small parts for a more realistic look. RE: WIP Cars - slickx - 04-26-2013 http://dl.transfer.ro/CO427-transfer_ro-26apr-4937f4.rar Please see if you like my new changes to the car RE: WIP Cars - NaN - 04-27-2013 New build is up. Download(vdrift-2013-04-27.exe): https://sourceforge.net/projects/vdrift/files/vdrift/nightly%20builds/ There have been changes to tire loading code due to wheel(disk) and tire selection support. The tire type values in old car files have to be changed: touring -> touring.tire competition -> sports.tire slick -> racing.tire I hoped to include normal map fix too. Unfortunately there are still some issues with the reflection vectors, will need some help with this. (04-26-2013, 02:42 PM)slickx Wrote: http://dl.transfer.ro/CO427-transfer_ro-26apr-4937f4.rar Is it ok if I merge it into master? RE: WIP Cars - slickx - 04-27-2013 That is why i sent the car.is done,needs more work on the texture maybe but overall is good so you can implement it as final.I will post some texture variations latter. The car uses the default steering wheel maybe i could change that.. The last Build is broken,this is how it looks and if i try to race it goes back to the menu. RE: WIP Cars - NaN - 04-28-2013 (04-27-2013, 07:58 PM)slickx Wrote: The last Build is broken,this is how it looks and if i try to race it goes back to the menu. Always check the log.txt. As I wrote above I had to rename the tire files. Open CT.car and replace [wheel.<bla>.tire] ... type = &tire/competition with [wheel.<bla>.tire] ... type = &tire/sports.tire RE: WIP Cars - slickx - 04-28-2013 It works,i just got to change what you said and its great. Can you fix that braking problem when the car goes to a side when braking in straight line? Should i update all cars Car.file to work with the new build and send them to you? RE: WIP Cars - NaN - 04-28-2013 (04-28-2013, 10:24 AM)slickx Wrote: It works,i just got to change what you said and its great. Is this braking issue new? I am usually testing with at least two cars when changing anything in the simulation, but sometimes regressions can still crop up. All cars in master are already updated ( http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars ). I am updating them all at once. This is why I prefer to have cars/tracks in master whenever possible. RE: WIP Cars - slickx - 04-28-2013 the braking issue was there for a while i guess.ill do some more testing.Even with abs and traction control on at high speed if i try to brake a bit harder the car start to spin.maybe some work on the braking or some coding to brake more smoothly..idk.Ill play with the braking parameters to see what i could do. |