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Author Topic: F1 Legends Racing  (Read 25090 times)

BorekS

« Reply #60 on: January 28, 2012, 02:31:54 PM »
F1 cockpit with working gauges test :)
Just transparent textures (sprites) to make the interiror.

video here: http://youtu.be/GTtlfKaOWCU

« Last Edit: January 28, 2012, 06:07:09 PM by BorekS »
« Reply #61 on: January 28, 2012, 02:54:52 PM »
wow that 2d is awesome. ;)

BorekS

« Reply #62 on: January 28, 2012, 04:44:54 PM »
 ;)

... and here is another gauge test, the gear indicator  ;D
video here: http://youtu.be/NMT9snDwFHU
another filed of view video test (see second picture) http://youtu.be/W8JpDoTa59o

so, some basic tests done. pictures and video footage, presented here now, do not show any final stage, just the way, just what for new features can be included in next demo  ;)
to sprites: would be good find any script, which can make the cockpit paint a bit "shaking" during a race (linked sprite object to car object), like the camera object can do  8)

« Last Edit: January 28, 2012, 06:05:56 PM by BorekS »
« Reply #63 on: January 28, 2012, 11:44:18 PM »
That's a really cool idea. It saves having to put that working gauge and steering wheel in the 3d model. When I firs read about that idea, I was almost sure those tires weren't going to spin, but looks like you have it perfect. :)

BorekS

« Reply #64 on: January 29, 2012, 04:53:12 AM »
oh, thanks  ;)
the idea is not mine, it is based on the Grand Prix Legends (GPL) game cockpit, where almost all things are made with transparent texures, mapped on a very simple mesh. so I just made few sprites, I hid some 3d scene objects (like pilot, swheel, car body etc.) for the current camera view... and this is the result  8) 

BorekS

« Reply #65 on: January 30, 2012, 09:15:52 AM »
well, the imposter meshmap story is a open question yet, I use to generate the tree mesh the RushFans script logic

Quote
Quaternion q;
void Main()
{
if(iInitializing())
iObjectImpostersCreate(OBJ_0,3);
iQuaternionFromEulerAngles(q,0,0,0,"xyz");
iObjectImposterSet(OBJ_0,0,q,Vector3(0,0,0));
iObjectImposterSet(OBJ_0,1,q,Vector3(0,0,0));
iObjectImposterSet(OBJ_0,2,q,Vector3(0,0,0));

//etc... :-)

}

now I have a small question: it is possible modify this script to use random size of the skinmesh, different height would be enough? I suppose just to see 400 exact same sized tree mesh looks not good  :P if yes, how, please?
« Reply #66 on: January 30, 2012, 09:39:33 AM »
now I have a small question: it is possible modify this script to use random size of the skinmesh, different height would be enough? I suppose just to see 400 exact same sized tree mesh looks not good  :P if yes, how, please?

Here you go. Excellent idea.

Quote
iObjectImposterScaleSet(OBJ_X,int,Vector3)
   Set scaling for the specified SkinMesh object's imposter.
   OBJ_X = SkinMesh object handle.
   int = imposter index
   Vector3 = scaling. X, Y, Z components of this vector are the local scaling factors. Original size is when the scaling factor is 1.0.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #67 on: January 30, 2012, 09:42:49 AM »
Wait a sec, there is something else:

...just to see 400 exact same sized tree mesh looks not good...

Are you planning on putting 400 imposters manually?!  ???  Or do you already have a solution for that?
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

BorekS

« Reply #68 on: January 30, 2012, 09:51:08 AM »
thanks robertoo, yes, iObjectImposterScaleSet should it to do.
but how to write it to a working script I dunno  ;D
scale factor value can be 0.8 - 1.2, for example

Quote
re you planning on putting 400 imposters manually?!
this feature I use some while already. still need read the coordinates of the imposter meshmap source x file, put it to excel, there "generate" the order number... the actual demo shows the impostered tree mesh this way only.
« Last Edit: January 30, 2012, 09:58:51 AM by BorekS »

psikoT

« Reply #69 on: January 30, 2012, 10:16:33 AM »
3drad writes an absolute path for the imposter mesh .x file, as you can see in this compiled project with a meshmap:



so there's no way to use this feature in a compiled game :P

anyway, you can use the Imposter Plotter Tool from genetransfer to do pretty much the same thing, even easier than making a meshmap:

http://www.3drad.com/forum/index.php?topic=3408.0

BorekS

« Reply #70 on: January 30, 2012, 01:10:39 PM »
thank you PsikoT. well, so it is confirmed. twice. coz I tried in right now, with mine stuff. actually, I tried study the project file with notepad++ (thanks for this tool tip) some time ago already, but with project compilled exe, not the 3dr file at compiled project folder, which is much importat :P. this way I wasnt able to find the meshmap keywords, the path... heh, my bad, sorry  ;)

maybe editing the absoluth path to relative can help, but the chance is small. well, I can try play it yet.

Imposter Plotter Tool: yep, I like this thingy  ;)   

BorekS

« Reply #71 on: February 01, 2012, 07:02:55 PM »
so, the meshmaped imposter bug can be patched with utility made be RRSoft  8) great!
more about here.

today I did some small cockpit update. working fuel low indicator. just for fun. limited fuel is funny thing :D

video here: http://youtu.be/BBGgIrLiJK0

« Last Edit: February 01, 2012, 07:06:49 PM by BorekS »

BorekS

« Reply #72 on: February 02, 2012, 07:56:54 PM »
well, guys, we have the 2D working cpit, but few days back Robertoo corrected for me some part of stuff, which I wanted put to the 3D cpit. big thanks!  ;) today I finally tested it with the real F1 project (I was busy with rescripting the game project code, coz of better camera objects visibility strategy, also some another 2d cpit gauge tests...).

ok, you can see the 2d cpit, also the external 3d cpit camera switching, with working speedo-needle (at least) here: http://youtu.be/2NM26YdkgF4 or click the image  8)

[
« Last Edit: February 02, 2012, 08:00:31 PM by BorekS »

BorekS

« Reply #73 on: February 08, 2012, 06:07:20 PM »
the one-man F1LR thread posting continues...

... this time small video with "3D" cpit based on the 2D cpit sprite textures. one normalmap used to make some 3d like effects - you can see different light effects in the cockpit, if you look at attached pictures, but better is to see the video. also new simple terrain mesh is there - 3D road :P

video: http://youtu.be/gAd772Aa0Yc
« Last Edit: February 08, 2012, 06:10:39 PM by BorekS »
« Reply #74 on: February 08, 2012, 06:38:50 PM »
I like the new terrain.
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