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it's a possibility, but that also means more work to remove a car from the installation. wouldn't be too much of a problem for us, because we get all the cars and leave them there. but when vdrift evolves into the best racing game the world has ever seen...and there are ~4000 cars available at fansites....and i really want to get rid of every last trace of that rocky & bullwinkle & lady gaga & steve ballmer riding yoshi on rollerskates car i downloaded when i was really drunk (not that that happened to me last night or anything).

i do think sound brings up more of a case for a shared folder (similar or overlapping carparts??), since i've never once recorded a sound even though i should record my 5s-fe in all its low-end torque and ~90 remaining horsepower usdm glory.
One last try(don't like the predefined components idea):
Code:
[body/driver]
texture = driver2.png, driver-misc1.png
mesh = driver.joe
position = -0.35, -0.57, 0.0
mass = 90.0

[body/exterior]
texture = body00.png, body-misc1.png
mesh = body.joe

[body/interior]
texture = interior.png
mesh = interior.joe

[body/glass]
texture = glass.png, glass-misc1.png
mesh = glass.joe
draw = blend

[wheel/front-left]
..

[wheel/front-left/tire]
...

[wheel/front-left/brake]
...
The number of wheels/bodies and the naming is up to the user. This way we can stay flexible avoiding excessive references. The only ugly thing is the linking of the wheels to the differential. Means if you change a wheel name, you would have to update the diff:
Code:
[differential/rear]
final-drive = 4.100
anti-slip = 600.0
center = transmission
left = wheel/rear-left
right = wheel/rear-right
sounds cool.

will you be able to link differentials together like for awd cars and big-rigs?
and is there a similar link further up the powertrain?


engine -> transmission -> differential

so we can simulate wacky 2 engine systems like the veyron??
not that it's worth much other than cool factor.

edit: got some confusing diagrams here
http://sites.google.com/site/zimluuraprojects/vdrift


side question: 4 wheel steering with different angle max for rear wheels sounds like it will be easy to do in the new system. am i correct?
Quote:will you be able to link differentials together like for awd cars and big-rigs?
and is there a similar link further up the powertrain?

AWD:
Code:
[clutch]
in = engine
out = tansmission

[differential/center]
center = transmission
left = differential/front
right = differential/rear

[differential/rear]
center =  differential/center
left = wheel/rear-left
right = wheel/rear-right

[differential/front]
center =  differential/center
left = wheel/front-left
right = wheel/front-right

Quote:4 wheel steering with different angle max for rear wheels sounds like it will be easy to do in the new system. am i correct?
Add a steering value to the rear wheels(negative for opposite steering direction). I think I should add a wheel speed parameter making max steering angle dependent on wheel speed.
[quote="NaN"]
Quote:Add a steering value to the rear wheels(negative for opposite steering direction).

just tested that and it works great. now we just need a 4WS HP:
http://antholonet.com/EngineersCars/3GPr...elude.html
If we find a way to approximate this
[Image: steeringgeometry.jpg]
without using too many parameters (maybe the extrema: steering = 1.5, -5.3)
Having the maximum at 1/4 and minimum at 1.
Code:
y = a*x^3+b*x^2+c*x
a = (max - min * 0.25) * 8.53333333
b = -1.875 * a
c = min - a - b

Should I implement it? Smile
NaN Wrote:If we find a way to approximate this

yeah, that would help a lot.

we could just copy the TC6 and rename it to something else.

the st203 model of celica that was only released in japan has the same body as our TC6. it has four wheel steering but i think it's a little less powerful. which would be a nice trade-off once we have a campaign mode.

if the user wants a TC they could choose the cheaper and slower fwd, the more expensive and faster 4wd, or the more expensive and slower 4ws.

i can't tell if the 4ws TC had fwd or 4wd though. i'll keep looking.
only fwd, unless the last number is a 5

http://6gc.net/information/3

hopefully we'll be able to use the include directive to get the other 6th gens.
Color picker is in trunk. Would love to get some feedback.

I am not so happy with the GUI. Have spent most of the implementation time trying to understand what is going on.

Still haven't figured out why all car paints are reset on car switch.
[quote="NaN"]
Quote:I think I should add a wheel speed parameter making max steering angle dependent on wheel speed.

that would definitely help the EF at high speed. and don't we already have most of that coding in place, or did the physics rewrite scrap it?

oh, and i like the new color picker. my only complaint so far is if i'm in the saturation/brightness box and go too far to the right without lifting the mouse button, it thinks i'm now trying to change the hue.
Quote:help the EF at high speed. and don't we already have most of that coding in place
The code should be there. Need to move into cardynamics.

Quote:go too far to the right without lifting the mouse button, it thinks i'm now trying to change the hue.
Yeah, maybe increasing the margin would help. Or should I force the user to pick/drag the cursor?
Steering per car?
Code:
[steering]
mesh = steering_wheel.joe
texture = steering_wheel.png
position = 0.4, 0.5, 0.5
orientation = 0, 45, 0
angle = 400 # steering wheel angle [-400, 400]
speed-sensitivity = 0.3 # [0, 1]
NaN Wrote:Steering per car?
Code:
[steering]
mesh = steering_wheel.joe
texture = steering_wheel.png
position = 0.4, 0.5, 0.5
orientation = 0, 45, 0
angle = 400 # steering wheel angle [-400, 400]
speed-sensitivity = 0.3 # [0, 1]

that looks good to me. we can steal the wheel from the TC6. if i knew how to do all that uv unwrap texture stuff in blender, i'd do it right now. but i'm a little to busy to learn at the moment.

and the TC6 is based off of the TC which was made by Dick Maurer. didn't he say that all of his work toward vdrift was gpl?i really hope i'm remembering that right.
the thing that's already in there is a gameplay preference, right? which is essentially how much you want your driver-avatar to turn the steering wheel based on car speed.

the rear-wheel-steering in the prelude would be further down the steering pipeline. and applied ontop of the first one.

the tc6's model is all my work. so you can uv-unwrap the wheel if you want. but i might have a .blend file in the art repo, with the steering wheel on another blender layer, and laying flat.

either way i intend to chop the tc6 up a bit after these changes go in, so we can do lhd/rhd, and hopefully much nicer interior textures on a part by part basis.


[edit] ok, the tc6 in the art repo is the same one that i used to export to the game. so that'll be tougher. but i can also try to get the steering wheel chopped and re-uv'ed later tonight if you want? i have it in another .blend


[edit 2] wait, don't worry about the tc6, the le has a bunch of extra parts already in .joe, and textured. one of them is the steering wheel.
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