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Author Topic: F1 Legends Racing  (Read 25089 times)

« Reply #285 on: July 15, 2012, 11:50:22 AM »
These pictures look realy cute! Can i know the secret of the rain? How did you make it? Particles?

BorekS

« Reply #286 on: July 15, 2012, 12:04:18 PM »
thanks  ;)

the rain is an animated sprite made with one fx tool ;) I did some tests with smal simple script, which change the sprite opacity and animation speed with car speed also (an second layer to "simulate" harder player look, if the car speed is bigger). I tried also use radial blur filter...

EDIT: shots and video attached  :)

hard rain, version 2. videofootage here: http://youtu.be/lJGuCwavaY4
« Last Edit: July 15, 2012, 06:38:45 PM by BorekS »
« Reply #287 on: July 15, 2012, 12:44:10 PM »
Sounds intresting!
« Reply #288 on: July 17, 2012, 05:11:39 AM »
Nice update. It does look a lot faster than previous versions.

BorekS

« Reply #289 on: July 17, 2012, 05:43:05 AM »
hi,
I am not sure what you exactly mean  8)... well, the actual stage is:

* the old F1LR demo 1.2(c) repack seems is a bit faster now, but not too much.

* the new F1LR: Spirit Of Speed project seems, with the actual track look out (the Radburg, the Speedway) can be smooth running if will be there
a) the player car with scripted wheel holder and suspensions + one same based oponent car (cca 55 fps)
b) the player car with scripted wheel holders and suspensions + two oponent cars without this feature (cca 45 fps)

no more cars are for the game performance at this stage acceptable. too low fps.

if you mean the car handling, the old ODE based F1LR is just a way different to F1LR: Spirit of Speed  ;D

psikoT

« Reply #290 on: July 17, 2012, 05:44:37 AM »
superb!
« Reply #291 on: July 17, 2012, 06:01:53 AM »
this is racing after a rain... on a wet track, right?

i ask, 'cause while i think i see a "wet" road, fog, and "spray"...

i don't see no raindrops... and the windscreen and mirrors don't show any raindrops or streaks...

--Mike

psikoT

« Reply #292 on: July 17, 2012, 08:53:31 AM »
no more cars are for the game performance at this stage acceptable. too low fps.

You should find the balance between artwork and performance... too much effects will kill your game soon... I can see a lot of 'performance killer' details in the demo, they are cool, but the gameplay is more important IMHO.

Working with 3drad, you'll need to spend more time working on performance than working with artwork, to get a pro looking demo.

don't give up!

BorekS

« Reply #293 on: July 17, 2012, 01:52:15 PM »
what demo you mean, psikoT? the public Spirit Of Speed sample perhaps?
the car mesh is the same like the old F1LR demo, even a bit lowered polycount now. one new effect there is only the dashboard part with one bumpmap. ah, and there are new the suspension parts now, but it was the only important thing, what I am trying to add since the project started. and there is the new 3d track Radburg, work in progress yet.



« Last Edit: July 17, 2012, 02:25:56 PM by BorekS »

psikoT

« Reply #294 on: July 17, 2012, 02:10:43 PM »
I meant... errr... release... ;D I was talking about the last video...

(better if you don't give a reason to 'somebody' that could start another endless stupid discussion)

BorekS

« Reply #295 on: July 17, 2012, 02:25:10 PM »
Quote
I was talking about the last video...
I see, the rainy track footage you mean. its just an another piece of my F1 3drad 7.22 tests, which runs good for possible single car events. only  ;)
« Reply #296 on: July 17, 2012, 05:04:35 PM »
Quote
I see, the rainy track footage you mean.
Quote
i don't see no raindrops... and the windscreen and mirrors don't show any raindrops or streaks...

rain during a race... like this...

http://www.youtube.com/watch?v=5qRkQswBvfU
or this...
http://www.youtube.com/watch?v=gjbrsZ9a_i8

now in all fairness to borat, i only show these vids to show the rain during a race that i was referring to... i'm not expecting the same quality or comparing the same quality in the track or cars... just looking for the rain...

also...

now i know how resistant borat is to constructive criticism, but i thought that one comment that the uploader of one of the vids made was worth mentioning as it should be something easy to add, but would add a world of realism... he said:
Quote
This showcases the helmet look mod that turns your view towards the apex of the turn as you start turning your wheel. Makes the cockpit view extremely usable and fun to play with!
something borat should think about...


Quote
(better if you don't give a reason to 'somebody' that could start another endless stupid discussion)
yes... better if you don't...

--Mike



« Last Edit: July 17, 2012, 05:28:32 PM by Mike Hense »

BorekS

« Reply #297 on: July 20, 2012, 01:35:09 AM »
well, the F1LR optimalization continues, to the old demo repack ver 1.2(c): some good news is I got good fps when the game loads now, also not much slowdown is visible with another events, comparing to the latest public released ver 1.2(b). but needs to run yet with my team of testers...

some new pics attached - the actual wip screenshots presents also the PsikoTs code based race mini-map, which I wanted to add for the F1LR: Spirit Of Speed project only, but seems, it doesnt make some fps slowdown of the old project, so its implemented now  ;) thanks to PsikoT for the great mini map demo sample, behdadsoft for the forum Q and Grimbarian, to remind me, I should finally put it there :D
« Reply #298 on: July 20, 2012, 01:54:33 AM »
Very useful thing. Isnt that? :)

BorekS

« Reply #299 on: July 20, 2012, 02:00:19 AM »
the mini map? oh, yes  ;)
I think, I can use the old two opponent camera views for new player camera angles, because now the player can see, where the opponents are, on the map. I suppose the player "car nose" and "to pilot from the car front" views could be nice changes.
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