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Author Topic: Virtual Car Showroom (user Game Add-on / Screensaver)  (Read 6950 times)

BorekS

« on: May 16, 2012, 05:02:43 AM »
I said 15 days back: "some time thinking about any global showroom for any car model (but could be any vehicle or what you like also), which could be useful as a part of any other user game also"...

... and it seems, it is here!   :P

status: The virtual car presentation allows you to put your own car in the garage, also merge this showroom with your own games.
see also: Virtual Showroom (Marcos LM600 car)

The simple "Lucky Seven Steps" GoogleSketchup to Showroom car import Guide here.



Download links

Car Showroom which can be merged with 3drad 6.50 user made games
my_car_showroom_650.zip (cca 16 MB)

Car Showroom which can be merged with 3drad 7.19 user made games
my_car_showroom_719.zip (cca 18 MB)

Car Showroom which can be merged with 3drad 7.22 user made games
my_car_showroom_722.zip (cca 18 MB)

Car Showroom Windows screensaver
my_car_showroom_scr.zip (cca 18 MB)

For more, please see the Readme.txt, included in each package. Sample:

Code: [Select]
Virtual Car Showroom and "Screensaver"
-------------------------------------
Version: 1.0
3Drad project: BorekS ([email protected])
2D/3D art (showroom): BorekS
Special thanks to: TomSkylark ([email protected]) for the car model, Robertoo Molvadoo for the CarName text loader feature and the time guided camera / zoom script logic.
Background music: Dan-O at DanoSongs.com


FOREWORD
--------
This virtual car presentation allows you to put your own car in the garage, also merge this showroom with your own games *).

* Note: you can use some parts of this add-on in the unchandged design form only. For more see PART I. and PART III. article.


PART I. What you can change?
----------------------------
1) The complete car model
   
   Just replace the car model parts with your own model (direct *.x files).
   For more see "3DRad_res\objects\SkinMesh\data\" folder.
   There you can replace the 000_mesh.x files for "_car_body", "_car_interior", "_car_wheels", "_car_windows"
   
   Note:
   If you need to hide some of the of the car parts, replace the needed 000_mesh.x file with the one from "_car_dummy_object" folder.
   The car model (all parts) needs to be world axis centered, where the car with wheels must be placed "on the surface", just like in the showroom floor.

2) The shadow map

   If you need for your vehicle own, different car shadow, you can repaint it with template and rewrite the default texture file.
   For more see "3DRad_res\objects\SkinMesh\data\_showroom_floor_shadows" folder.
   There are two layered template sources: *.PSD (PhotoShop) and *.PDN (Paint.NET) file format.
   Choose, which template format better fits to your paint editor.
   The "showroom_floor_shadow.png" file is the default texture file.

3) The car name label

   If you need for your new showroom vehicle an own car name title, you have to rewrite a small text file in the car showroom root folder
   (same, where the game exe file also is), just look for "CarName.txt" file, open it, rewrite the second row in the text file and run the showroom again.
   Default is set the white showroom text "Skylark Stinger Fastback 1965".
   
4) The background music

   If you need to change the background music sound, just replace the sound file.
   For more see "3DRad_res\objects\SoundEffect\data\" folder.
   There is a "showroom_music.ogg" file.
   The audio file should be 44100 Hz, mono *.OGG format.

5) The camera transition color ("Screensaver" mode)

   If you need to change the background camera transition color, just replace (reaint) the sprite file.
   For more see "3DRad_res\objects\Sprite\data\" folder.
   There is a "_showroom_transition.png" file.
   The picture is loaded as full screen transition effect, so can have any size.   
   

PART II. How to add the showroom add-on to my own 3Drad game?
-------------------------------------------------------------
The goal is to merge the showroom add-on with your stuff, where the game exe file will load one project linked with some event to a second project.

A) Showroom loading as first part of your game
   
   Make your own game poject and name it "my_game.3dr".
   Compile it (name it, as you wish).
   Copy (merge) your complete compiled game file structure with the showroom file structure, skip older files, if the procedure will ask.
   Run the old good showroom or screensaver exe from the merged thing.
   Now, if you hit Enter in the showroom, ExitFade will start and loads your game.
   
B) Showroom loading as second part of your game
   
   Make your own game poject and add there an ExitFade + EventOnInput object, set properities, where the name of the loading project will be "my_showroom" or "my_screensaver".
   Compile it (name it, as you wish).
   Copy (merge) your complete game file structure with the showroom file structure, skip older files, if the procedure will ask.
   Run your game exe from the merged thing.
   Now, if you activate the ExitFade in your game, it will start loading the showroom add-on.


PART III. What is not allowed (Property and restrictions)
---------------------------------------------------------
The package is property of development members. It is protected by the copyright agreements and the laws for protection of intellectual property.
Any offence against these rights can result in civil or criminal charges.

* It is not allowed modify or convert the default Skylark car parts (.x files and textures) in this package, also also use such way changed the stuff any way into any other games, 3d projects etc., without permissions. You can change the car parts with your own 3d model only, for more see the PART I. article.

* It is not allowed modify or convert the default showroom / garage car parts (.x files, textures) in this package, also use such way changed the stuff any way into any other games, 3d projects etc., without permissions (except the stuff mentioned in the PART I. article). You can use the showroow / garage car parts in your games, 3d projects etc. just as is, only.

* It is not allowed to use, modify or convert the default showroom graphical layout (sprites) in this package, also use such way changed the stuff any way into any other games, 3d projects etc., without permissions (except the stuff mentioned in the PART I. article). You can use the showroom graphical layout in your games, 3d projects etc. just as is, only.
« Last Edit: June 06, 2012, 07:53:42 AM by BorekS »
« Reply #1 on: May 16, 2012, 05:34:17 AM »
Good idea :D :D I will use it :) Prepare!! (Y)

BorekS

« Reply #2 on: May 16, 2012, 06:12:42 PM »
well, first shots - very early, of the whole idea. just wheel set + body + window skinmesh only... some google sketchup warehouse stuff exported directly from modeler into the "game" folder. I am affraid, I cant guarantee the regular transparent object based projection.

BorekS

« Reply #3 on: May 17, 2012, 03:55:43 AM »
ok, "merging" the showroom compiled thing with another user created stuff is possible. did regular tests yesterday.

small disclosure:
basicaly, the compiled game exe file just looks into "3DRad_res\runproject.rup" file. this file includes a path to the real project .3dr project (see "3DRad_res\projects" fodler). it is the name of the project which was compiled with 3drad.

so, if can you read the project name - and you can - you can do multiproject thing. just write the name to your own game thingy, mostly to ExitFade object properities, which you can run then with EventOnInput, with Enter key by default.
this will call the showroom thing from your thing.

now compile the your thing, name it as you wish. when done, just copy the files into the showroom thing. basicaly you should skip same files, but the *.rup file should be the your file (owerwrite it).

the final stage is your own game exe, wich calls your compilled project, where if you run exit fade (with the Enter key), it calls the showrom project and load it.

that is the main magic.

as I said before, it needs to keep the showroom 3drad version (ODE vs PhysX).
I can do both versions. piece of cake  ;) well, I did tests with 6.50 and 7.22 only.

the showroom project will have the exitfade too.
« Reply #4 on: May 17, 2012, 07:34:48 AM »
well, first shots - very early, of the whole idea. just wheel set + body + window skinmesh only... some google sketchup warehouse stuff exported directly from modeler into the "game" folder. I am affraid, I cant guarantee the regular transparent object based projection.


Nice Skylarks (Y) Even this version could fit for me :)

BorekS

« Reply #5 on: May 18, 2012, 06:26:58 AM »
Quote
Nice Skylarks (Y) Even this version could fit for me
Tom gave me permission to use / demonstrate the Skylark Motors cars for the showroom project. and yes, the windows trancparency still be the problem.

I put pillars into the scene and paint something like a lightmap. no Giles usage, setting scene... just 10 mins of paint only. I think, It could be enough for the virtual showroom. maybe some box object to put in the scene, one or two yet.

attached pictures show the axis coordinates, which should be same before you export the car from modeler.
« Last Edit: May 18, 2012, 06:29:01 AM by BorekS »
« Reply #6 on: May 18, 2012, 06:48:38 AM »
Quote
Nice Skylarks (Y) Even this version could fit for me
Tom gave me permission to use / demonstrate the Skylark Motors cars for the showroom project. and yes, the windows trancparency still be the problem.

I put pillars into the scene and paint something like a lightmap. no Giles usage, setting scene... just 10 mins of paint only. I think, It could be enough for the virtual showroom. maybe some box object to put in the scene, one or two yet.

attached pictures show the axis coordinates, which should be same before you export the car from modeler.
Realy intresting. So if you make this project public... then user can add his own car into this and take nice photos yes?

BorekS

« Reply #7 on: May 18, 2012, 07:36:46 AM »
yes, it is based as public stuff  ;)
the user will download this thing and instead of collect it all like a project in 3drad editor, he just replace the skinmesh with own car (direct.x) files. this time I will protect only the 3d room files.

if the user wanna to add this compilled stuff to own game, he can, just like a virtual garage for own car game, or something like... it can be connected to the user project.

the idea is to give a people some intro to real game modding  ;)
« Last Edit: May 18, 2012, 07:38:24 AM by BorekS »

BorekS

« Reply #8 on: May 18, 2012, 03:32:49 PM »
showtime  :) ... google sketchup batmobile model - 3drad scene  ;)
no model changes, just a bit improved shadowmap texture (template will be included). not perfect, but funny, I suppose.

« Last Edit: May 19, 2012, 06:32:00 AM by BorekS »

BorekS

« Reply #9 on: May 18, 2012, 06:02:08 PM »
most of the Google Sketchup warehouse sources are far away from a real game usage, the export to 3drad can take minutes (!!!), but for some 3drad showroom scene can we the pain accept. sometimes...

this time I just exported separate body and wheel set only. the glass skinmesh I replaced with dummy "skinmesh". the dummy object will be included, to hide unnecessary parts. bugatti 32 "tank" pictures attached. its so ugly, its so beauty  ;)

« Last Edit: May 19, 2012, 06:30:54 AM by BorekS »

GTGwalkthroughs

« Reply #10 on: May 18, 2012, 06:26:53 PM »
Awesome batmobile

BorekS

« Reply #11 on: May 19, 2012, 07:06:06 PM »
:)
few new tests and now seems, all loads show the glass transparency ok, even if the user willl not use separate interior skinmesh.

BorekS

« Reply #12 on: May 19, 2012, 07:09:46 PM »
Quote
global showroom for any car model (but could be any vehicle or what you like also)
« Reply #13 on: May 20, 2012, 12:22:26 AM »
Nice work there Borek. :)
How would the carpaint look on those cars if you'd used 0046 or 0048 shader ?

Set skinmesh reflection factor to 2 in the dialog and link this script to it :

Code: [Select]
void Main()
{
  //Car shader rim shading
  iShaderFloatSet(OBJ_0,"Fresnel_Start", -0.2);
  iShaderFloatSet(OBJ_0,"Fresnel_End", 1.0);
  iShaderFloatSet(OBJ_0,"Fresnel_Multiplier", 0.35);
  iShaderFloat4Set(OBJ_0,"Fresnel_Color", 1,1,1,1);
}

BorekS

« Reply #14 on: May 20, 2012, 06:01:18 AM »
hi,
cars from the sketchup, which I took for tests are mostly without textures, so I try beware of any bumpy shaders (or I need to put the "clean"  _nm texture in the parrent skinmesh folder).

the car body with any rim shader looks interresting, but the cubemap (environment map) is then inactiv (just isnt visible). it doesnt matter if the reflection factor is set to 0 or  bigger then (even) 1.

btw, the rim shaders I used for wheel set before. latest pictures use 0016 use tile shader. it looks almost same like the rim shader. all is much more better the the old 0007, which I used for all my 3drad car based projects. at least for end user showroom project.

« Last Edit: May 20, 2012, 12:26:47 PM by BorekS »
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