Pages: 1 2 3 4 5 6 7 8 9 10
(03-03-2013, 02:02 PM)NaN Wrote: [ -> ]No LODs yet.
But you can provide lod models as <model>_lod<n>.joe:
body.joe
body_lod1.joe
body_lod2.joe
Maybe?
Yes i can do that.I am working on the f1 car since it has to much polys and i am cleaning them and trying to get them as low as possible without affecting the car's shape.i hope to get it done tomorrow.How do i send it if it is finised?
Hey guys!! Low poly model of the F1 car.cleaned and almost ready for texturing.I need to model the interior as well.Let me know what you think
(03-05-2013, 08:30 AM)slickx Wrote: [ -> ]
Hey guys!! Low poly model of the F1 car.cleaned and almost ready for texturing.I need to model the interior as well.Let me know what you think
very-very nice, imho
This car is done!What do you think??
Here the Garage with the textures and it is free.It contains an .obj and a .3ds file so hope you can implement it into the game because i dont have the time and Please post a screenshot here
http://www.filefactory.com/file/1mq7hoe3...ge_new_zip
By the way can we implement an enviroment map for car reflections for the menu? it will look better and will be faster.
Nice work on the F1-02. The product/brand logos are somewhat of a problem as they are usually copyryght protected
I know the original F1 has them too, will be an import from some older game maybe. So see it just as a general recommendation.
Thanks for uploading the garage, environment maps are supported by the game and I've planned to look into it. Does the zip already contain one for the room?
(03-08-2013, 02:47 AM)NaN Wrote: [ -> ]Nice work on the F1-02. The product/brand logos are somewhat of a problem as they are usually copyryght protected I know the original F1 has them too, will be an import from some older game maybe. So see it just as a general recommendation.
Thanks for uploading the garage, environment maps are supported by the game and I've planned to look into it. Does the zip already contain one for the room?
The f1 rendered with this env map made from the garage scene
http://imageshack.us/photo/my-images/89/envgaragec.png/
And about the logos i can put Vdrift all over the car hehe. or some other text just need some ideas.
Or you could use DMA, MAD, AND instead of AMD etc. But then I don't think AMD is/can be a trademark, as it can stand for a number of things. So maybe removing the logo would be enough.
1.Is it possible that we can add a separate Decal texture on the body but on top of the body.pmg ?somehow so that the Decal texture still has the reflection of the body and all that great stuff
2.Why when i delete the cars from the game's folder the cars are still in the game but when i delete the carparts folder they disappear ?? (i really would like some better documentation on how specularity and normal maps should be and not only this subjects)
3.If i make some rims for the car all the same size could the rims be applied to all the cars if all have the same tire?
The game is using 3 textures. Blend factor mixes car base color with the albedo/diffuse color texture. I'll have to check the shaders to see how the blend factor interferes with reflect/gloss values.
1. albedo(rgb) + blend factor(a)
2. reflectance(rgb) + roughness(a)
3. normal(rgb) in tangent space I think
The game checks a number of paths for the data. Updates are saved in user directory, override game data. Game data overrides shared data.
1. User directory (e.g. C:\Users\<user>\Documents\VDrift\cars\<car>)
2. Game directory (e.g. C:\VDrift\data\cars\<car>)
3. Shared data directory (carparts and trackparts)
Meshes/textures can only be applied to other cars if they are placed in the shared dir (carparts/trackparts).
wwork in progress
Nissan 350z Interior getting closer to finishing the entire car.What do you think?
Very nice
Pages: 1 2 3 4 5 6 7 8 9 10