10-29-2010, 01:52 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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only thing that comes to mind that i haven't mentioned is some kind of detail flag for parts that could be applied to internal or difficult to notice parts. just for some intelligent lod type of stuff on things like the: engine, differential, suspension, seats, stereo, gauges, steering wheel, etc.
basically for stuff that doesn't need to be drawn on other cars unless you're really really close.
[engine]
model = ls1.joe
texture = ls1.png
options = detail
edit:
also maybe a flag that signifies the model has transparency and must be drawn after the others maybe??? so perhaps:
[gauge cluster glass]
render_options = detail, transparency
not really sure if this would be useful, my knowledge of the programmable pipeline is still very rudimentary.
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10-31-2010, 01:47 AM,
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thelusiv
Administrator
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Posts: 2,346
Threads: 223
Joined: Jun 2005
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it seems like skin support is still somewhat there, but in game.cpp:2094 it is basically turned off by:
Code: valuelists["skins"].push_back(pair<string,string>("simple","simple"));
the most likely reason i can guess is that nobody was maintaining the x1 or any other skins so there was no point in loading the data/skins directory to see what was available.
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11-01-2010, 12:15 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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I've hit some issues during car config implementation:
Moving wheel components are brake-calipers and wheel-fenders. Are you OK with the naming?
The driver is kinda misplaced, should be moved into carparts, meshes and textures renamed accordingly. I'd like to have car sounds there too.
The carparts directory should be renamed to "shared" maybe? What about moving the carparts directory into cars?
Car components in carparts directory have distinct directories. Parts could be moved into a single directory or the directories replicated in each car directory(having carparts as a template for cars) to make the loading code more uniform. What do you think?
The current light setup:
Code: [light-brake]
texture = brake.png
mesh = body.joe
[light-reverse]
texture = reverse.png
mesh = body.joe
# optional lights
[light-brake-0]
position = -0.6, -1.9, 0.0
color = 0.8, 0.1, 0.1
radius = 1.5
[light-brake-1]
position = 0.6, -1.9, 0.0
color = 0.8, 0.1, 0.1
radius = 1.5
I'd prefer to have separate meshes/textures for lights:
Code: [light-brake-0]
texture = brake_light.png
mesh = brake_light.joe
position = -0.6, -1.9, 0.0
color = 0.8, 0.1, 0.1
radius = 1.5
This means someone has to extract/create them.
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11-01-2010, 05:44 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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Quote:Moving wheel components are brake-calipers and wheel-fenders. Are you OK with the naming?
wheel-fenders? those shouldn't move, should they?? or am i mis-understanding you?
i think, in the long run, drivers will want to be seperate of the car. so we can have more drivers to chose from, then you can stay as the driver you like maybe i make some more skins, or maybe people make custom skins. and multiplayer will be more colorful. eventually drivers should probably have a sub model for their head or helmet.
i like carparts being a separate directory. it makes sense to me when i look at the file-system. renaming it to be "shared" might be good. but there will probably be a "shared" for track objects (road-cones, trees, grass-tufts) and i would think it good to keep them separate.
but after all of that i'm not much of a programmer for vdrift. and programming is more difficult than art. so if it makes allot of sense to the programmers to do it that way then that should have some weight.
the thing i'd really like to see is that the parts be somewhat arbitrary. so the car creator, if he's modeling a delorean or something, has an option to put in separate gull-wing doors and flux-capacitor meshes. without the car loading function having to change to support just visual loading of those nodes. granted, of course there would be code needed to get the 88mph effect, but we'd at least see the part show up, and be able to rip it off during weight reduction without any new functions being written.
i think separating the lights is a good idea. i'll put in some work on the light extraction and rebuilding. note that if we can use the same mesh with a flip-x coordinates option, it will save some disk-space and effort.
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11-01-2010, 06:04 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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Quote:wheel-fenders? those shouldn't move, should they?
With fenders I mean cycle type fenders like the ones on the caterham. Maybe they should be called cycle-fenders.
Quote:so we can have more drivers to chose from
I want to allow the user to choose the driver. Right now all driver meshes are called body.joe. And the driver path has to be passed as parameter.
Code: [driver]
texture = driver2.png
mesh = driver2.joe
position = -0.38, 0.023, 0.1
mass = 90.0
Quote:the thing i'd really like to see is that the parts be somewhat arbitrary
That is what I've planned too(have an incomplete implementation lying around), being able to assemble any number of components together to create a car. But I've got the impression it would be too complex for the user. Thus, I've decided to switch back to predefined components.
To be honest. I'd prefer to have mesh, textures, sound directories and share all data. A car would be defined by a config file only.
Quote:if we can use the same mesh with a flip-x coordinates option
Let's pretend it is available.
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11-01-2010, 07:35 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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Quote:But I've got the impression it would be too complex for the user. Thus, I've decided to switch back to predefined components.
i think this will be ok for the average car creator. so long as the wiki documents which parts are required.
i like having a shared data folder, but most cars would want 100% custom meshes for that car, and it give's the car some semblance of being self contained. at least in what they don't use from the carparts directory.
with it this way will be nicer if the number of cars increases allot. because making the limited install with only 4 cars available, won't be tons of work.
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11-05-2010, 11:30 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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Quote:self-container folder
One way would be to replicate the data folder structure.
xs.zip
--meshes
----xs_body.joe
----xs_wheel.joe
--textures
----xs_body.png
--sounds
----f20c.wav
--cars
----xs.car
The user would have to extract it into the data folder. This is not a proposal, just fooling around.
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