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Author Topic: Killer Arcade Racer in the works!!  (Read 66559 times)

« Reply #45 on: March 29, 2009, 10:00:36 AM »
here are some renders of 'trackside details' made into a wallpaper... no textures yet, but development is well underway.



1280x1024
1440x900
1280x800

These are modular transport units, 100% electric powered. The city where the races take place has 'resource based economy' and is completely self sufficient. Power is acquired by solar, wind, wave, tidal generators. Fossil fuel is not used anymore (this is the very near future, remember) and race cars charge their engines realtime during the race from the track surface.

Those models are hi-poly, they will be used as reference, and textures for the low-poly ingame models.

peace!

PS: the logo is 'G-racer', it might be associated with Gravity (obvious guess), Grace (movement concept) and much more... the name is not final yet, just a proposal from one of the writers... i like it, but i'm still a little worried by the G thing, being subconsciously associated with you know what ;) Also the graphic style is just for testing.
« Last Edit: March 29, 2009, 11:43:30 AM by clandestine »
« Reply #46 on: March 29, 2009, 12:51:59 PM »
Really nice work Cland :)
Give demo out now!!
« Reply #47 on: March 31, 2009, 02:49:23 AM »
Hi guys, hi Fernando... I'm setting up the 'real' level and have 2 REALLY EMBARRASSING questions, I've had them for some time, but was too ashamed to ask... but the whole process of conceptualising, designing and modelling has taken us to a place with no other exit than ask:
1. how do i effectively add more objects to your excellent LOD script (I'm doing almost the whole thing with lod, so i need to manage lots of models):

Code: [Select]
int DistanceThreshold = 30; //maximum lod distance, in meters
int LODMeshesCount = 10; //number of LOD meshes
void Main()
{
   Vector3 cameraLocation;
   Vector3 meshLocation;
   float distance;
   iObjectLocation(OBJ_0,cameraLocation);
   iObjectLocation(OBJ_3,meshLocation);
   distance = iVectorLength(meshLocation - cameraLocation);
   OUT_3 = iFloatInterpolate(distance,0,DistanceThreshold,0,LODMeshesCount-1,true);
}

2. please explain how the impostor script work  :-[ ... I've seen Mike do buildings, arrange fish in straight lines... i want to learn how and where to place the impostor instances

Again sorry for the questions... to redeem myself I'll throw a little NPC car pic that model will use the LOD and probably impostor



Thanks in advance

Mic

« Reply #48 on: March 31, 2009, 09:19:26 AM »
1. how do i effectively add more objects to your excellent LOD script (I'm doing almost the whole thing with lod, so i need to manage lots of models):

Thanks in advance


I would like to share some nuggets of knowledge. But first I must say you have some outstanding work!!!

Because of the way your game moves (fast) I would not worry about LOD models. Let me share an alternative that will save you some frame rate, memory, and get you some faster load times.

Instead of making one vehicle model and placing it in the map a few dozen times. Pre place them in your modeling tool and export it as something like "static_car_group_a.x". One common bottle neck for any video card is texture memory. Every time you load a mesh into the game, it is creating a new draw call. The idea I am talking about would save you some load time and memory. Because you are only loading 1 mesh into memory at load and run time.

Because you tracks are so large you could create several areas/zones. Example, lets say you break up your world into 4 zones. In each zone, you have this same static car all over the place. So you would preplace them in your art tool. Then break them up per zone, "static_car_group_a.x", "static_car_group_b.x", "static_car_group_c.x" "static_car_group_d.x. The main idea to this you want to combine all meshes that share the same texture into one mesh. Note, I am not talking about linking or grouping.

The you could use a simple trigger system to hide and unhide the skin meshes. Example, lets say you start out racing in the center of zone A. Then the race starts, zone C would he hidden. Then at some point, when your car reaches a point well into zone B during the race, the player car goes though a trigger, telling it to hide Zone D, and then unhide zone C. By doing this you are hiding 33% of the world at all times. You will have to play with the trigger system, as well as create triggers for people that go the wrong way.

Some special cases might need to be considered, such as your large buildings. You might need to have them draw all the time. Or still use the zone system to custom swap out from your high poly version to simple LOD versions. By doing so, you could make the entire zone one mesh with 1 texture. Huge savings at run time.

I hope you are able to take my suggestions and use them to continue your outstanding work!

Mike


« Last Edit: March 31, 2009, 09:21:27 AM by Mic »
« Reply #49 on: March 31, 2009, 10:24:55 AM »
1. how do i effectively add more objects to your excellent LOD script (I'm doing almost the whole thing with lod, so i need to manage lots of models):

I think the easiest way is cloning the Script object and use one copy for each object to manage.

Mic

« Reply #50 on: March 31, 2009, 10:32:33 AM »
1. how do i effectively add more objects to your excellent LOD script (I'm doing almost the whole thing with lod, so i need to manage lots of models):

I think the easiest way is cloning the Script object and use one copy for each object to manage.
Don't deny that my post was awesome Fernando! ;D
« Reply #51 on: March 31, 2009, 02:09:29 PM »
I don't  :)

Your method is an excellent alternative to LOD. I know it works well because I have seen it in action in your Screen Racer screensaver  ;)

BTW, thanx Mike, Mic and everyone for aiding me in answering advanced questions!

Mic

« Reply #52 on: March 31, 2009, 04:00:58 PM »
I don't  :)

Your method is an excellent alternative to LOD. I know it works well because I have seen it in action in your Screen Racer screensaver  ;)

BTW, thanx Mike, Mic and everyone for aiding me in answering advanced questions!
I think we all want to see something awesome come out of 3D Rad, no mater who makes it. I know most of the people here are able to test and create samples with the limited time we all have. Success of the engine increases the user base, hence increasing the talent pool. So if I can help pass on some nugets of info I have picked up over the past 4 years using 3impact and 3d rad, then awesome! :)
« Reply #53 on: April 01, 2009, 04:42:35 AM »
Thanks a lot guys, when i get the chance I'll study your suggestions and ask questions here.

Thanks again for the kind and selfless responses!
« Reply #54 on: April 07, 2009, 08:43:52 AM »
Hi guys, development is going well after a couple of days away from the project.
 Mic, your method is cool and probably is what i've seen used in my favourite racing games... just a couple of questions:

 - does cloning the objects in the 3D Rad editor really loads the same textures over and over again? i think Fernando said (im not sure) that if the texture names are identical, only one instance is loaded... is that true, and does it help framerate/load in any way?

 - would it be a good method to create the 'zones' with lod, with the farther model being just a poly so the entire pieces would pop in and out depending on the distance?

 - would setting the camera view distance lower help framerate in any way? and would it be better to have the huge models (zones) or smaller pieces of geometry if they'll be hidden by the camera?

 - so if i combine the trackside objects and export them to a single mesh (at first i did the demo this way - the whole track as a single model... but later i broke it apart and cloned the buildings in the editor... honestly i dont know how i affected the performance, because the GeForce9800 on my pc seems to be powerful enough to handle more than the demo) will i be saving memory, even if each model has different texture file?

 - so... is it better to have the combined object skins as a series of 128x128 or 256x256 pngs or combine them all into one big 1024x1024 texture?

 - obviously if i have tiling textures combining them wont work, but if i have different materials, how do i export the model as one object? what i mean is, i have envmapping on the windows of buildings, but not in the concrete walls.
 
 - Fernando, the SoundEffect doesn't work with stereo files... tried .ogg with every possible bitrate, compressed it with Jet Audio and Audacity, tried .wav  and nothing... intil i converted them to mono and it suddenly worked :)
 what am i doing wrong??

 - how does flat shading impact performance? when i auto-smooth the buildings with sharp angles the vertex count increases, is it a lot heavier on Rad that way?

- is it possible to have more than one copy of 3D Rad installed on the same PC? I'm asking that because i want to have all my object lists clean and use only what i need for the project (skinmeshes, etc) but i dont want to delete the rest of the objects i have.

- Is it possible to have more than one instance of the engine running at the same time? I ask this because i have lots of settings made to other test scenes like shading, fog, car, gforce... and its a little bit of a hassle to open and close the projects every time i forget something (and i do forget :) )... but i can just save and load settings... hmm

- Is it possible in the future to update the Sketchup plugin, to export only selected objects?

 Thank you guys in advance!!
 
 Peace to all
« Last Edit: April 07, 2009, 09:02:15 AM by clandestine »
« Reply #55 on: April 07, 2009, 11:33:46 AM »
- does cloning the objects in the 3D Rad editor really loads the same textures over and over again? i think Fernando said (im not sure) that if the texture names are identical, only one instance is loaded... is that true, and does it help framerate/load in any way?

That's trua and it does help framerate and loadtime a lot  :)

- would it be a good method to create the 'zones' with lod, with the farther model being just a poly so the entire pieces would pop in and out depending on the distance?

yes

- would setting the camera view distance lower help framerate in any way? and would it be better to have the huge models (zones) or smaller pieces of geometry if they'll be hidden by the camera?

Camera distance doesn't really matter anymore with recent video cards. What matters nowadays is the number of plotted pixels and the amount of texture data in memeory at any given time. Using smaller parts for a huge scenery does help to some extent, but it's a matter of finding the right balance really because too many small parts ares lower to render because the GPU is 'reset' and 'reloaded' too frequently.

- so... is it better to have the combined object skins as a series of 128x128 or 256x256 pngs or combine them all into one big 1024x1024 texture?

One big texture is usually slightly better.

- obviously if i have tiling textures combining them wont work, but if i have different materials, how do i export the model as one object? what i mean is, i have envmapping on the windows of buildings, but not in the concrete walls.

You need to split the model to different SkinMeshes based on materials or effect.
 
- Fernando, the SoundEffect doesn't work with stereo files... tried .ogg with every possible bitrate, compressed it with Jet Audio and Audacity, tried .wav  and nothing... intil i converted them to mono and it suddenly worked :)
 what am i doing wrong??

That's odd! Can you please post a stereo sound that doesn't work so we can check it out?

- how does flat shading impact performance? when i auto-smooth the buildings with sharp angles the vertex count increases, is it a lot heavier on Rad that way?

It's hard to estimate. Less polygons are faster, but on most recent cards doubling polygons doesn't mean doubling render time. Infact it can just be 10% increase or even less.

- is it possible to have more than one copy of 3D Rad installed on the same PC? I'm asking that because i want to have all my object lists clean and use only what i need for the project (skinmeshes, etc) but i dont want to delete the rest of the objects i have.

Yes, as long as you are the only person using the software.

- Is it possible to have more than one instance of the engine running at the same time? I ask this because i have lots of settings made to other test scenes like shading, fog, car, gforce... and its a little bit of a hassle to open and close the projects every time i forget something (and i do forget :) )... but i can just save and load settings... hmm

Only for compiled projects.

- Is it possible in the future to update the Sketchup plugin, to export only selected objects?

Added to the list  :)

Thanx for your questions clandestine!

Mic

« Reply #56 on: April 07, 2009, 12:04:41 PM »
Check out my Screenracer demo. As in not checking it out, but more check out how I built the tracks. Go to the install folder, C:/windows/System32/screenracer/Tracks... And open up the X files to see how I build the track. You will notice how I only have one model for each texture. http://www.screenracer.com/download/ScreenRacer_Demo.exe

Fernando is right about how you need to handle each shader. Example, you want the glass of an building to be reflective, but not the entire build such as metal and concrete. You might want to handle it in 2 parts, the glass texture, and concrete texture. That way you can adjust the material effects accordingly. Its usually a good idea to keep them separate for just that reason.

If you already have them done here is an easy fix. You could alpha out windows in the texture 70-80%, then make a mesh the sits just behind the windows that would use the ENV map. Hence, making the windows look reflective :)

**Hint/Note, you do not have to put a texture on the model. Example. If you make an red colored box in 3DS max, and export it to 3D RAD, it will be Red. If you using meshes to just create collision, or 100% env surfaces, textures are not needed.
« Last Edit: April 07, 2009, 12:09:00 PM by Mic »
« Reply #57 on: April 08, 2009, 02:44:09 PM »
As always thanks a lot to Fernando and Mic!
Your help is invaluable

While its extremely early to open another topic about the 'real' demo, l want to show you some early stages of planning the track that will be in it...

after some brainstorming sessions i drew this extremely ugly sketch of the idea:


then i made a interactive map in flash to discuss with my friends:


then used the static image as a base in silo to start modeling:


plotting the basic shape:


then a million tests for the proportions of the track:


more shaping:


then the tests inside 3D Rad began:


always using the map for reference:


in order to keep clear the overall feeling of what would the player doscover next:


the whole mountain range is about 3000 polys:


but normalmapping makes it look a lot more complex:


and a little video walkthrough

I hope you like it and as i learn i hope we all can learn something too.

thanks
« Last Edit: April 08, 2009, 03:12:54 PM by clandestine »
« Reply #58 on: April 08, 2009, 06:07:40 PM »
Dedication and Enthusiasm Respected.

Well Done Mate, Good luck :)
Look into my eyes , Tell me what you see
You don't see a damn thing , 'cause you can't relate to me
You're blinded by our differences , My life makes no sense to you
I'm the persecuted one , You're the red, white and blue
« Reply #59 on: April 09, 2009, 03:24:57 AM »
Getting better and better  :P
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