I won't - don't worry. I'm still working on this :)
I won't - don't worry. I'm still working on this :)
Sorry Booman! :D (this is the last time I promise!)
yeah that's cool, wonder how many poly's it is though..
the "back end" stuff is taking longer than I'd had hoped.. - hopefully soon I'll have some news...
Barriers... hmm
I tried to implement simple barriers and the physics didn't really like them that much. (admittedly, I didn't try for very long) - Not to go too technical, but the flat edge of the wheel, when colliding flush with the barrier tended to flick the car up in the air... (because they are open wheel racing cars) - I'd have to make it so there was some form of collision beyond the wheels....
Mountain jumps and natural bridges.. Yeah I've considered a few things to make the tracks feel a bit more organic, but it really increases the art time (and I'm not much of an artist) - it's planned though...
(I'd love to have canyons and jumps into holes in mountains and stuff)
Thanks!
To be honest, applications like CrazyBump really help reduce the amount of work normal map creation is - sure the results aren't as great as a high poly model but beggars can't be choosers! :)
(Just a pity my crazy bump trial has timed out haha)
yeah, the basic idea is "when I get AI drivers, they'll have unique skins" - and the player will be able to pick from their own set of skins too.. I'd really like the ability to make your own skins if you wanted and maybe upload them to the server so other people could use them too.
No, I don't create any hi poly model normal maps for the buggy. My modelling skills aren't that good! ;) - I've taken to hand creating the normal maps using crazy bump and a lot of photoshop. It's an area I definitely need to learn.
Thanks! :) The car's in the engine now and the wheels look great in motion. Pleased I decided to spend more of the poly budget on the tires. Makes the old car look a bit basic now!
Yeah!, that's a good idea. I was going to show off some of that stuff.. I've unwrapped the UV's with the idea of being able to create other skins pretty easily. There's quite a few bits that are mapped to the same UV's (like the suspension) - and then there's quite a few components that share the same UV space (the bumpers and roll cage are a good example) in an ideal world this would be separate but I'm a bit lazy! :D
Yeahhh I know, I've been a bit slow lately, I blame christmas and New year :) - I'm hoping for a few more regular updates from this point on.
It's now fully drivable in the engine, I'm going to post a video of it today. Working on the physics a bit so that it feels like a different car. I've got a few hours tweaking ahead of me.
One thing that didn't occur to me before is that the car has to be different, but also has to be able to complete the jumps on the track! (a balancing act I didn't consider earlier)
Thanks! - Implementing into Unity is going well, (after a slow initial start) - have the front suspension working already... Going to do the back tomorrow, then hook the car into the level loading system, do a bit of backend database work, and then... RELEASE!
Thanks for the feedback chaps :)
Thanks for the feedback, it's not the gravity that's too low (it's set to be the same as Earth) - it's the car being too light.
I've changed that since the online demo, the car is a little bit heavier so it feels a bit less floaty. (it's also not as fast, so therefore can't get as high off the jumps) - Although I'm also aiming for the feeling of weightlessness when you're in the air... it's been tweaked a lot since the demo online
ShrikeGFX: Um, because I wanted the taco's to be that shape, (Although actually looking at them again, maybe I could chuck in a few more poly's in them and make them round)
a4great: That's the skybox - made that by just creating a height map and rendering it in a package called terragen. :)
I really hope you're joking Warheart ;)
I'll move it back! :P
Thanks Booman, I appreciate that comment! :)
thanks for the feedback - the cockpit is completely not done yet as it's really time consuming - I agree with you regarding the wheel being too far away, didn't notice that when I saved out the image. Will look at the camera position again today!
Also regarding the cars handling in on the online demo - I've completely redone the car physics but not put it online yet (it'll be first shown in version 1.00 which I hope to release soon-ish) - the car is handling very differently to how it was in that demo :)
thanks for the feedback!
Interesting thoughts regarding the suspension softness... I agree that the car doesn't really "bounce" on landing at the moment.. I think that's something for another car though as I'm pretty pleased with how it's handling at the moment...
Thanks for the feedback guys! :)
I couldn't resist tweaking the exhaust pipes too, (I'll put up a screenshot of them soon perhaps)
In the "after" photo, I even spotted a bug.. so it's a win all round :) (bonus points if anyone can spot it - although I'd doubt why anyone would)
All very good points, To be fair I've got a decent host, but the upper bandwidth limits are quite scary! (I was just surprised by Amazon's S3 pricing I guess)
Maybe I'll just stick a google advert on the download page :)
Haha!, Better than the LA Noire driving physics.. I might put that quote on the box :D
Thanks for the comments guys!
I might attempt one or maybe both of those.. (Although I'm wary of going too "track mania"
A barrel roll is definitely possible though..
Hi Leon, thanks for the comment,
The idea is that the racer needs to use their skill to stay on the track, however if they DO fall from the track, they can press "Enter" to go back to a checkpoint on the race track that they've passed previously.
The idea behind this is that I want it to be a risk/reward type of game, "do I risk going fast and messing up the jump" or "do i take it slowly and nail the jump" decision. Making the price of failure quite high ups the risk I think.
Ironically, this screenshot looks like a really tricky sequence of jumps, but in reality it's pretty easy to get right (and you don't need to be very careful with your throttle on this track)
C
thanks for the positive feedback guesswho311 :)
@Leon = Thanks for the comment, the brake disc's are directly linked to the brake key - so as soon as I either engage the handbrake or the normal foot brakes, the brakes warm up (and turn red) - although looking at that video it does seem that the cool down is a bit fast..
I think I'll take a look at it so that it builds up a bit more gradually.. Thanks for the feedback.
I think there's going to be railings on some of the turns, on some of the tracks, (I'm currently thinking an "easy" "medium" and "hard" track for release.. with Easy having barriers on some corners)
Barrel Rolls.. hmmm, that'd be an interesting modelling challenge! :D
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