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WIP Cars
05-07-2013, 01:58 PM
Post: #91
RE: WIP Cars
I have a question.Why the CO uses first gear up til 68(or something like this) and same to nissan 350z as i can tell so far?
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05-07-2013, 02:30 PM
Post: #92
RE: WIP Cars
(05-07-2013 01:58 PM)slickx Wrote: In order to view links, you must have to reply to this thread.I have a question.Why the CO uses first gear up til 68(or something like this) and same to nissan 350z as i can tell so far?
Autoshift is not very clever. It might also be a good idea to check transmission gear ratios (compare them the real ones) in the .car file. The cars I've messed with had them right though.
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05-09-2013, 06:05 AM (This post was last modified: 05-09-2013 06:31 AM by NaN.)
Post: #93
RE: WIP Cars
Some slow progress with normal maps (object space here with -gl2 renderer):
[Image: nomale.jpg]

And here we have working reflections with normal map. Now I need to make it work with the default gl3 renderer.
[Image: reflectq.jpg]


The wheels/tires seem to have messed up mesh normals though, need to investigate this.
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05-09-2013, 08:38 AM
Post: #94
RE: WIP Cars
Very nice progress NaN.I used the generated tire for 350z and worked quite nice,i just edited the default touring.png (witch is a lot darker than it should be),made it lighter and added custom treads and i was happy with the result.I only wish you could add one more section to the tire to make it rounder on the sidewall near where the tire touches the ground.
Also i was kind of thinking on going 10000 polys for the body and glass if the normal on the body will make the car look bad.still the normal map will be great for tires,rims, front grills and small details.
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05-16-2013, 01:32 PM (This post was last modified: 05-16-2013 01:33 PM by NaN.)
Post: #95
RE: WIP Cars
New build is available (vdrift-2013-05-16.exe) In order to view links, you must have to reply to this thread.

It fixes the directional stability issues during braking ( see here In order to view links, you must have to reply to this thread. ) and adds a new more advanced tire model. vdriftn.exe for the brave to try, consider it experimental atm.

Due to addition of the new tire model, there have been changes to car files. To fix old files replace "type = &tire/touring.tire" with "type = tire/touring.tire" ( remove the reference symbol & ).
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05-18-2013, 04:25 PM (This post was last modified: 05-18-2013 04:42 PM by slickx.)
Post: #96
RE: WIP Cars
The new build works great!!!!! clutch,gear shifting,almost perfect.
Here is the 350z with some changes please test it and tell me if its good anough.
also added some interior cameras.
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this are the Objects from vdrift\data\skins\simple\
I tried to change the textures to reflect the car on the platform but something is not really ok with that.
It reflects but not all the car.
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05-19-2013, 12:54 PM
Post: #97
RE: WIP Cars
The transparency for glass does not use any reflection.NaN can you add some reflection to transparency?
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05-19-2013, 03:00 PM
Post: #98
RE: WIP Cars
Chevrolet Corvette C06
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05-19-2013, 04:33 PM
Post: #99
RE: WIP Cars
Will have a look, working on finishing normal map support anyway. Maybe it is time to switch to the disney like material setup(texture) discussed here: In order to view links, you must have to reply to this thread. I need to check how many models use a second texture, as they will have to be converted to the new system.
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05-20-2013, 08:43 AM (This post was last modified: 05-20-2013 09:14 AM by slickx.)
Post: #100
RE: WIP Cars
NaN did u have the time to test the cars i send?
I finally got to the conclusion that i want 10 000 to 12 000 triangles on the cars (body+ interior)
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05-20-2013, 09:57 AM (This post was last modified: 05-20-2013 11:50 AM by NaN.)
Post: #101
RE: WIP Cars
(05-20-2013 08:43 AM)slickx Wrote: In order to view links, you must have to reply to this thread.NaN did u have the time to test the cars i send?
I finally got to the conclusion that i want 10 000 to 12 000 triangles on the cars (body+ interior)

Not yet, had some trouble to get them downloaded.

And yeah, I think 10k tris should be ok.

Edit:
Hmm, downloads still won't work. Will be redirected to some random "non related" sites. I know it is annoying, but could you try another hoster ( In order to view links, you must have to reply to this thread. , In order to view links, you must have to reply to this thread. )
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05-20-2013, 03:34 PM (This post was last modified: 05-20-2013 05:50 PM by slickx.)
Post: #102
RE: WIP Cars
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I really like how the new build works. I like how i can still make the car turn even when i break,how it stopped spinning and how gears work great.Good progress.
Let me know what cars should i add...since maybe you are interested in more exotic cars or maybe special cars?
For now i just make new cars even if i use car.car of some of the older cars,all i do is scaled as real measurements.
Cheers and keep up the great work,i am really glad to be part of this project.
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05-21-2013, 05:42 AM
Post: #103
RE: WIP Cars
Thanks for the re-ups, will look into them asap.

If you are interested, I'd like to ask @joevenzon to give you commit rights to data repository. You'll have to create a sourceforge account: In order to view links, you must have to reply to this thread. and pm/post your user name.
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05-25-2013, 01:35 PM
Post: #104
RE: WIP Cars
I got my hands on some car models from nfs Carbon and i learned some tricks.I dont want to use repository if that is ok.Should i include blend files with all the car body when i upload the car?
I hope i can make a video tutorial with how to import cars in vdrift and how to go about it.This tutorial should include uv-mapping ,texturing,setting up the .car file and adjusting wheel position as well as custom camera views.
NaN can you post a To Do list somewhere so we can focus on whats important?
Where can i change the camera Fov for the Main Menu?
What cars should i work on?Would you keep all the cars as they are or should i go and try to get all the cars currently in Vdrift and make them better looking ?...
We really need to get cars separated as Stock,Tuned,rally,classic,etc .I would like to have a button in Garage menu that when pressed will show the car specs such as engine power,torque,how fast it gets from 0-100 km /0-60 miles,fake name.also i would recommend using more .Car files for each car so that when you want to say tune the car you still have the stock car but you can change the car file from menu and race the same car with different settings. Let me know what you think.
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05-25-2013, 05:13 PM
Post: #105
RE: WIP Cars
Yes, a blend file would be great.

I am not sure you can change the fov for the menu. It is using a custom camera currently I think, need to check the code.

We have got an issue tracker, that could be seen as a to-do list: In order to view links, you must have to reply to this thread.

There are not that many persons working on vdrift, so feel free to work on what you enjoy most.

Just to list a few bits that could be done on the data side:
- Separate brake and reverse light mesh from car body. Currently a separate texture is used for brake and rev light which is very inefficient, this textures need to go. I did this for the 360 as an example.
- Balance driver mass, add a ballast weight next to driver to get more stable handling. I did this for the CO already.
- Quite a number of cars have got really weak brakes, a remnant from the old brake implementation. This needs to be fixed too, is done using performance test functionality. It can be somewhat time consuming, can not be done within the game atm. This would ideally go into the specs menu you mentioned above.
- Better meshes, proper uv-mapping (to support normal maps) is always welcomed of course. This can be quite time intensive though.

We have had multiple car files support for some time to allow different configurations, but it caused issues with the update functionality. And as it wasn't really used, I've removed it again to "fix" it. Need to check what the problem was.
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