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- Racing game project - open wheel cars?
Author Topic: Racing game project - open wheel cars? (Read 24469 times)
Is it just me.. i cant say for sure on this..
I would swear your car models have a slight design flaw..
The exhaust manifolds should be on the outside of the carburetor stacks, not in the middle .
I mite be wrong cause i'm comparing to a normal V8 style engine design.
you'll notice no exhaust manifolds in the middle on this 8 carb stack manifold
I would swear your car models have a slight design flaw..
The exhaust manifolds should be on the outside of the carburetor stacks, not in the middle .
I mite be wrong cause i'm comparing to a normal V8 style engine design.
you'll notice no exhaust manifolds in the middle on this 8 carb stack manifold
Unless your engine was upside down?? Actually, that looks really cool. You just need to bend the pipe to fit the engine.
BorekS
@TinSoldier: expert, right?
the car model is based on a BT 24 Repco F1 racing car, see first thread posts. very simplified mesh, but keeps the main of the old 60. age car concept.
wondering sometimes, what people need to criticize without enough knowledge
the car model is based on a BT 24 Repco F1 racing car, see first thread posts. very simplified mesh, but keeps the main of the old 60. age car concept.
wondering sometimes, what people need to criticize without enough knowledge
psikoT
wondering sometimes, what people need to criticize without enough knowledge
just to make the post interesting...
ok my last comment about BEAST was wrong becouse this is EPIC BEAST! PES (PRETTY EPIC BUT SIMPLE ) PRETTY EPIC SIMPLE!
BorekS
oh, thanks
yes, the vision is a few low poly objects on the scene, covered with some nice looking textures, if possible. usually 512x512 dds dxt1 mipmaps, or lower.
today I did some texture paint of the interrior, now you can see pilots legs. also switching highres / lowres dashboard texture for internal / external player camera logic is done.
yes, the vision is a few low poly objects on the scene, covered with some nice looking textures, if possible. usually 512x512 dds dxt1 mipmaps, or lower.
today I did some texture paint of the interrior, now you can see pilots legs. also switching highres / lowres dashboard texture for internal / external player camera logic is done.
Quote
wondering sometimes, what people need to criticize without enough knowledge
it seems to me that he wasn't criticizing anything... he was just asking a question...
--Mike
Exactly Mike..
Is it just me.. i cant say for sure on this..
I would swear your car models have a slight design flaw..
The exhaust manifolds should be on the outside of the carburetor stacks, not in the middle .
I mite be wrong cause i'm comparing to a normal V8 style engine design.
BorekS
it seems to me this way: if you would swear the car models have a slight design flaw..!, coz The exhaust manifolds should be on the outside of the carburetor stacks, not in the middle and well, you mite be wrong cause you are comparing to a normal V8 style engine design, then yes, you are totally wrong and you should stop swear and try a bit more use mr. google before releasing such words and putting huge picture of V8 engine.
well, if you would swear the car models have a slight design flaw..!, coz they just simply looks as they looks, as simple models, then you should switch to another thread. there is soo many other projects threads. lot of "fascinating" projects threads mainly.
well, if you would swear the car models have a slight design flaw..!, coz they just simply looks as they looks, as simple models, then you should switch to another thread. there is soo many other projects threads. lot of "fascinating" projects threads mainly.
BorekS
the new coming demo main features and fixes list:
* ODE physics engine = new car handling
* new landscape with collidable trackside objects (but same track path)
* reworked sound logic
* reworked camera logic
* retextured car mesh
bugs:
* sometimes you need to hit the RESET / restart race key more times, to see all the things properly (reseting smoking effects, position of driver heads and one message...)
* ODE physics engine = new car handling
* new landscape with collidable trackside objects (but same track path)
* reworked sound logic
* reworked camera logic
* retextured car mesh
bugs:
* sometimes you need to hit the RESET / restart race key more times, to see all the things properly (reseting smoking effects, position of driver heads and one message...)
Looking forward to it BorekS.
Any thoughts on leader-boards, extra tracks, and other things for re-playability. I know you've been busy with the changes you've done here mate.
If you need somewhere to host a leader board or web stats - I'm sure we could talk.
Any thoughts on leader-boards, extra tracks, and other things for re-playability. I know you've been busy with the changes you've done here mate.
If you need somewhere to host a leader board or web stats - I'm sure we could talk.
BorekS
thanks for offer, Grimbarian
actually, lot of things can be made, but it takes a lot of free time, you know it too . I am not sure if I will stay with 3drad for any longer time. and the Komet is waiting too
some leader board is a nice idea, we will see, if for this minigame too
notice to the extra tracks possibility: I am afraid, it is sound of future, coz the free time mainly
well, the currently F1LR use one terrain mesh and one track + path, but there are 3 version of the terrain skin (1 for summer, 2 for winter). each can be different drivable = different car handling. I did some tests already.
very easy way could be to use the basic summer track and one winter track with reverse path. this way you can have quickly two very different tracks, and then I dont need push the tree imposter location + paint new tree shadows
actually, lot of things can be made, but it takes a lot of free time, you know it too . I am not sure if I will stay with 3drad for any longer time. and the Komet is waiting too
some leader board is a nice idea, we will see, if for this minigame too
notice to the extra tracks possibility: I am afraid, it is sound of future, coz the free time mainly
well, the currently F1LR use one terrain mesh and one track + path, but there are 3 version of the terrain skin (1 for summer, 2 for winter). each can be different drivable = different car handling. I did some tests already.
very easy way could be to use the basic summer track and one winter track with reverse path. this way you can have quickly two very different tracks, and then I dont need push the tree imposter location + paint new tree shadows