Minimap looks nice. Good thing you added it!
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Author Topic: F1 Legends Racing (Read 25085 times)
BorekS
thanks
actually my plan is to change a bit the game screen layout... smaller size race event infos (current lap info, elapsed time, current position), adding analog gauges (can be hided / unhided, they can also change position on the screen with current camera)... all is possible and pretty simple to do.
to fix the sprite 4:3 vs 16:9 3drad screen deformation I could add small feature to set it right ingame
few attached pictures presents first attempt of my Inkscape gauge "paint art"
actually my plan is to change a bit the game screen layout... smaller size race event infos (current lap info, elapsed time, current position), adding analog gauges (can be hided / unhided, they can also change position on the screen with current camera)... all is possible and pretty simple to do.
to fix the sprite 4:3 vs 16:9 3drad screen deformation I could add small feature to set it right ingame
few attached pictures presents first attempt of my Inkscape gauge "paint art"
I've been watching this game come from something small to superb-amazing! Great job on the new sprites and the minimap! Keep it up.
BorekS
hmm, optimalization continues... low polygon / texture size sources, this time new test landscape test:
* layer 00 - default 3drad 1km rigidbody flat surface
* layer 01 - the main terrain surface (simple square skinmesh)
* layer 02 - the 3d road skinmesh, repeating texture, but each block can be retextured separately, you know (start line etc.)
* layer 03 - the tree skimesh (strange, the ugly dark and edged vegetation shader works good only, but god thanks fo this, at least)
* layer 04 - the shadow skimesh (simple square skinmesh again, just a transparent paint, this time gile(s) did the work for me).
this gives me 50-60 fps with the actual project and I think looks a bit better like before with the flat woodland (well, can be combined of course...).
also the skybox texture set gives very visible fps effect, when used 512x512 instead of 1024x1024x, at slover computers.
some ingame pictures I will post in few hours, I hope.
* layer 00 - default 3drad 1km rigidbody flat surface
* layer 01 - the main terrain surface (simple square skinmesh)
* layer 02 - the 3d road skinmesh, repeating texture, but each block can be retextured separately, you know (start line etc.)
* layer 03 - the tree skimesh (strange, the ugly dark and edged vegetation shader works good only, but god thanks fo this, at least)
* layer 04 - the shadow skimesh (simple square skinmesh again, just a transparent paint, this time gile(s) did the work for me).
this gives me 50-60 fps with the actual project and I think looks a bit better like before with the flat woodland (well, can be combined of course...).
also the skybox texture set gives very visible fps effect, when used 512x512 instead of 1024x1024x, at slover computers.
some ingame pictures I will post in few hours, I hope.
BorekS
ummm, yep...
I am just trying to create the stuff low poly, as it gets, but to keep the vegetation some nice count. but, nothing is at final stage yet, it could look very different in future
I am just trying to create the stuff low poly, as it gets, but to keep the vegetation some nice count. but, nothing is at final stage yet, it could look very different in future