thelusiv:
most of the bullet points in my last post are things that will be possible with the code if a car's model is built in a very modular way. adding support for an arbitrary amount of .joe files (or at least a high amount) just means that cars can be built with an eye towards future features.
as for the strain on the art team i don't really see how it's increased - if you want to model all of the little parts, you can - if you don't the process doesn't change very much (perhaps at all).
i got allot of work done on the tc6 in truespace (just as a project unto itself) before i started moving it to blender, and from there to vdrift. but i built it with a bunch of seperate parts. so i killed a few hours in blender merging vertexes and deleting now un-see-able faces and useless edges. when i could have been fleshing out the engine bay and frame. all things considered i'm sorta glad i did go through all that because i now can model things pretty effectively in blender. but it would be really nice if, when i get the tc6 done and start on the next car, i could build the meshes in such a way that will allow the car to be expanded without a huge overhaul in blender. granted making models like that brings up the polycount, but it's probably still going to be pretty quick on hardware from two years ago.
as for the tires, again it's sortof a thought to adapt the art pipeline for future iterations of the code. whether there's a tire sponsorship for the game or just a large amount of fictional brands (and "imitations" created as community expansions for the game). at some point tire deformation & tuning of tires will likely be the *thing*, and at that time it would be nice not to have to take every car's wheels apart again and reduce it to a rim.
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