12-16-2007, 09:24 PM,
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Kricor
Junior Member
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Posts: 34
Threads: 2
Joined: Oct 2007
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That's the most awesome car in the game. I'm not kidding. I can't wait for the next release. Will this car be in it?
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12-16-2007, 11:12 PM,
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TF
Member
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Posts: 52
Threads: 5
Joined: Oct 2007
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Thanks Kricor, here's the file. I hope it lives up to your expectations and doesn't drop your frame rate too much.
http://tfric.learnkanji.ca/dump/360.zip
Seeing it in the game yesterday gave me some inspiration so I redid all the textures at 2048x2048 and added a lot more detail to the back of the car.
Anyone want to add this to the SVN for me?
The performance is basically that of a mazda 3 with more horse power right now. It's strange driving an FF super car!
This is version 0.9 -- I realized after I finished everything that there is an interior view in vdrift and it really looks like garbage with my simple procedural texture. I'll redo the interior and add the driver someday soon but I'm leaving for x-mas shortly and won't have access to my machine.
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12-17-2007, 04:04 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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joevenzon Wrote:Okay, I added it to the SVN data repos, R134 and i fixed the installation path in r135 (cars/360 instead of cars/S3, etc.)
--alex--
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12-19-2007, 02:06 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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alex25 Wrote:and i fixed the installation path in r135 (cars/360 instead of cars/S3, etc.)
actually, i just realized there is no need to install the data. to test this, i moved the data directory to /usr/local/share/games/vdrift where my vdrift expects the data to be and the game worked just fine. a diff between the new data directory and the old installed directory revealed the difference to be in only the scons files and some more data files that never got installed.
so i propose getting rid of the scons files and modifying the installation instructions to have people checkout the data directory directly in /usr/share/games/vdrift. there is really no point in having 1.6GB (and growing) of duplicate data.
--alex--
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12-19-2007, 04:16 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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abs1nth Wrote:there is the problem that the .svn directories take up many hundred megabytes themselves so the installed size/size to download would only be half of that (without svn)
the .svn directories are already there so the method i proposed actually saves disk space because when you install the data you copy data that is already on disk.
'find data -name .svn | xargs du -c' gives 830403 KB. 'du -s data' gives 1627695. with the new method we'll save 800MB. if we switch to cvs ww'll save another 800MB.
--alex--
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12-21-2007, 12:25 AM,
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joevenzon
Administrator
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Posts: 2,679
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alex25 Wrote:i propose getting rid of the scons files and modifying the installation instructions to have people checkout the data directory directly in /usr/share/games/vdrift
Well, personally I just run vdrift from a directory inside my /home, and have the data repository checked out under the vdrift directory... which is why I never notice when something is missing from scons install. For someone who is using the development version, I think this kind of arrangement (check out the data repos where you need it, instead of doing scons install all of the time) is fine. For an end user using a release, I don't think they should have to check out the data, it should be provided in some other way that doesn't come with all of the SVN baggage. I'm not sure what the best way to distribute the data for a release is, but there should probably be some choice for linux users as to where the data is installed. Bundling it with some sort of installer or even just providing the data in a bzip would be preferable, IMHO. I'm definitely open to thinking more about other alternatives. There was talk of a data manager application. Adapting something like OpenCDS ( http://wiki.openfrag.org/wiki/OpenCDS_About) could work, too.
For the upcoming release I think we'll probably just have to go the route of having a bzip on sourceforge, and then provide instructions on how to get the data to where VDrift can find it.
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12-25-2007, 03:19 PM,
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Kricor
Junior Member
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Posts: 34
Threads: 2
Joined: Oct 2007
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I have a few suggestions for how to tune it, if it's not too late (my dad test-drove one):
1. handling:
-Should be very, very tight.
-Able to turn on a dime.
-0 to 60: 4.2 seconds or so?
-Should be able to drift easily when the handbrake is pulled.
-Look up other information online, there's bound to be some other stuff out there.
2. Suspension:
-Very good right now, keep it the same.
3. Weight:
-Very good right now, keep it the same.
4. Gas figures:
-Should guzzle fuel at close to the rate of the G4 in-game.
-10-12 mpg (one hell of a car for the environment, thank god its just a videogame!)
-Fuel tank: about 17-20 gallons.
-Basically, it should remain the same, just it should get a top speed of more than just 110 miles per hour lololololol....................
Keep up the good work guys!!
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12-28-2007, 04:44 AM,
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TF
Member
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Posts: 52
Threads: 5
Joined: Oct 2007
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The body was about 7700 triangles and the interior was very low-poly so I'd guess around 8000. I'm on my laptop for the next couple weeks so I don't have the file or real numbers handy.
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01-31-2008, 05:46 PM,
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cologne
Member
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Posts: 203
Threads: 35
Joined: Mar 2007
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@TF
Nice model, thanks!
I am not sure, but it´s possible, that the tires are a little bit too great?!
The front tire should have 0.65 m, the rear tire 0.675 m diameter.
So far i can see, the tires have identical width?
The front cap of tire should have nearly 0.215 m width, the rear one 0.275 m.
Please check this!
Another thing helping to optimize the 360.car file: can i get the blender file or can you publish a screenshot : sideview, wireframe, grid positioned in body-center, including wheels?
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