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WIP Cars
05-25-2013, 05:19 PM
Post: #106
RE: WIP Cars
(05-25-2013 01:35 PM)slickx Wrote: In order to view links, you must have to reply to this thread.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.

In my opinion Need for Speed Most Wanted has enough polys per car (on high settings). What made the cars so good in that game were the optimally detailed taillights and headlights. The textures and lights were excellent on those.

I'll post today the car list I promised to do. It isn't complete I'm afraid. I wanted to do a list of milestones in development but I was overwhelmed, as I have no idea how to organize the items in the issue tracker in a meaningful yet concise way.

Your idea is great.
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05-26-2013, 06:22 AM
Post: #107
RE: WIP Cars
Nfs MW has good cars but Carbon has better looking cars because they more polys where the texture seemed to fail.For textures to get a nice clean line it has to be 1024x1024 or better 2048x2048 but since Vdrift could handle a high poly with no problems (Talking about F1 car ) we can add more polys to get better results.Right now i have a lot of cars gathered from a lot of sites that i will modify,clean and make ready for the game.Some of the cars in Vdrift are from nfs and other games i guess witch is not very ok..will fix that.
I would request that the persons who summit cars to vdrift to add a text file with the origins of the model ,credits and a link to the model the license or author request it.
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06-01-2013, 10:10 AM
Post: #108
RE: WIP Cars
@slickx the missing reflection of the car is due to the way the reflections are implemented. Only objects that are drawn can be seen in the reflection (it is called screen space reflections).

But there are also some good news. I think I've got normal maps working, and multiple car files are now supported too.
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06-04-2013, 11:52 AM
Post: #109
RE: WIP Cars
Sweet !!!Great work NaN.I have been busy but ill get back to work on cars very soon.
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07-10-2013, 06:23 AM
Post: #110
RE: WIP Cars
Any news on that new marerial implementation?
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07-10-2013, 04:08 PM
Post: #111
RE: WIP Cars
Been busy with the lighting/sky simulation lately.

But in general plan is:
1. Allow to select renderer config in options (gl2/simple, gl2/advanced, gl3/advanced). -> This is almost ready. I would like to remove the noshaders code path first though (it is just slowing us down).
2. Implement new shading code separate from the default one, so that it can be selected (gl3/experimental). -> I've got the equations, but no shaders written yet.
3. Add a car variant (360 or CO) which uses new material texture (360ex.car). -> Nothing done here yet. Converting cars to the new material might be the most time consuming part.
4. Get someone to convert the remaining cars.... lol

This way it should be possible to avoid breaking things while transitioning to the new shading/material implementation.
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08-03-2013, 02:58 AM
Post: #112
RE: WIP Cars
(05-26-2013 06:22 AM)slickx Wrote: In order to view links, you must have to reply to this thread.Nfs MW has good cars but Carbon has better looking cars because they more polys where the texture seemed to fail.For textures to get a nice clean line it has to be 1024x1024 or better 2048x2048 but since Vdrift could handle a high poly with no problems (Talking about F1 car ) we can add more polys to get better results.Right now i have a lot of cars gathered from a lot of sites that i will modify,clean and make ready for the game.Some of the cars in Vdrift are from nfs and other games i guess witch is not very ok..will fix that.
I would request that the persons who summit cars to vdrift to add a text file with the origins of the model ,credits and a link to the model the license or author request it.

I didn't thought about that before, silly me. Your idea is excelent.
I made a car list some time ago and I've got some tracks to add to it, but I want your opinion and others on which cars to top priority. So, if you want to, please visit the thread I opened and list your votes there.

I really thing you guys need to work more closely with the Speed-dreams and Stunt Rally teams. Heck, maybe even Flightgear and Rigs of Rods for the AI and damage physics.

I also thought about the Milestone thing. I just have to get a hang with the forum's formating and linking options so it won't be as ridiculously big I first thought of.

Also check this article on car modeling:
In order to view links, you must have to reply to this thread.
Maybe it's helpful to you.
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09-05-2013, 04:28 AM
Post: #113
RE: WIP Cars
any new updates?
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09-10-2013, 09:11 AM
Post: #114
RE: WIP Cars
I think I'll push what I've got and we'll see from there, to avoid further delays. Will try to get a new build out asap (maybe today).
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09-12-2013, 09:07 AM (This post was last modified: 09-12-2013 09:07 AM by NaN.)
Post: #115
RE: WIP Cars
There is some minor intermediate issue. We've got some meshes, that have got thier normals oriented incorrectly. And just yesterday I've learned that flipping normals is not enough, face (triangle) winding order has to be flipped too to get face culling right... This also affects meshes that are mirrored(negative scale), like wheel components.
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09-12-2013, 03:31 PM (This post was last modified: 09-12-2013 03:47 PM by slickx.)
Post: #116
RE: WIP Cars
as far as i know there are 2 tipes of normal maps.
1.tangent space normal map
2.world space normal map (this one does not work with mirroring objects)

any chance to have the blender exporter,export multiple meshes into one single .joe file for the car? that will be kind of helpful.
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09-15-2013, 07:14 AM
Post: #117
RE: WIP Cars
(09-12-2013 03:31 PM)slickx Wrote: In order to view links, you must have to reply to this thread.as far as i know there are 2 tipes of normal maps.
1.tangent space normal map
2.world space normal map (this one does not work with mirroring objects)

any chance to have the blender exporter,export multiple meshes into one single .joe file for the car? that will be kind of helpful.
joe is a variant of md2 file format, doesn't support multiple meshes. What do you need it for?
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09-17-2013, 08:02 PM (This post was last modified: 09-18-2013 03:33 AM by slickx.)
Post: #118
RE: WIP Cars
i hate the fact that i have to merge the body parts to make only one part and than merge the interior parts as separate parts.
also does the md2 support polygon selection? (witch means assigning a material to a group of polygons)
and because the separate parts would be nice to have different smooth grups.
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09-18-2013, 05:00 PM
Post: #119
RE: WIP Cars
No, the file format doesn't understand smoothing groups or multiple meshes, but the exporter could be modified to do the boring stuff.

I'll have a look, just need to get new material build out first (have been a bit short on free time lately).
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10-03-2013, 05:25 PM
Post: #120
RE: WIP Cars
How are things working with the material?new build any time soon?
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