Author Topic: Work in progress snapshots  (Read 80127 times)

Jukka Merikanto

  • Posts: 125
Many of you have been asking what we're currently working on so I decided to create this thread and start sneaking around the office every now and then to take snapshots of people working on various things.

First one I caught off guard was someone working on AI driver paths:






Jukka Merikanto
Senior Level Designer

Lari Fari

  • Posts: 1747
Excellent! Thanks for that, looking forward to more! :-)
Gaming Since 1989

Zebulon55

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  • Posts: 778
Hah! I was gonna say that this thread should be a sticky, but I guess if you keep posting enough it'll stay up top anyway!

Awesome! Keep 'em coming!

KazzyMac

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  • Posts: 479
Interesting.

I'm curious about what each coloured line represents (I have a thing for understanding the technology/coding behind video games). I'm assuming the green lines are the effective 'optimal racing line' and 'secondary racing lines' (I see three green lines heh), but I can't quite fully understand the purpose of the red lines and the blue grid.
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Lari Fari

  • Posts: 1747
Hah I actually just asked myself that, too!

Would be nice to know! :)

The red line might specify the space AIs stay inside of when avoiding obstacles. The blue grid might be the part of the map you can use without being "accused" of taking a shortcut resulting in an uncounted lap? Just guessing... :)
Gaming Since 1989

Needles Kane

  • Posts: 482
The red line might specify the space AIs stay inside of when avoiding obstacles. The blue grid might be the part of the map you can use without being "accused" of taking a shortcut resulting in an uncounted lap? Just guessing... :)
I think you are right. First Flatout uses similar technicue.

Jukka Merikanto

  • Posts: 125
I'm assuming the green lines are the effective 'optimal racing line' and 'secondary racing lines' (I see three green lines heh), but I can't quite fully understand the purpose of the red lines and the blue grid.

You're correct :) Darker green is for road surface area and bright green is optimal driving line that AI is trying to stay on.

The red line might specify the space AIs stay inside of when avoiding obstacles. The blue grid might be the part of the map you can use without being "accused" of taking a shortcut resulting in an uncounted lap? Just guessing... :)

Yes! Red is a safety sector that's used to tell AI if there's static obstacles to avoid. Blue sector is the furthest area AI can drive to. Once they enter the blue sector (often after a crash or a friendly push) they will immediately start seeking a way to get back inside green sector. And if they manage to get past blue sector they will go completely nuts as you might have seen a few times in the early access build ;)
Jukka Merikanto
Senior Level Designer

conso1727

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  • Posts: 1038
I love the behind-the scenes of a videogame. Also when NCG modding starts, I'd like to try my chance as a custom track designer. Do you have a specific world editor, or you just import track models in an editor in which you put all the AI and game stuff?

Marocco2

  • Posts: 158
There is a new path. Isn't it?
I love the behind-the scenes of a videogame. Also when NCG modding starts, I'd like to try my chance as a custom track designer. Do you have a specific world editor, or you just import track models in an editor in which you put all the AI and game stuff?
I'd like know me too

Lari Fari

  • Posts: 1747
You mean a new track? Yeah I think so :)
Gaming Since 1989

Marocco2

  • Posts: 158
You mean a new track? Yeah I think so :)
I was thinking about sandpit, but in fact is a new track. I see 2 different paths also.

Lari Fari

  • Posts: 1747
Do you mean the green lines? There are actuall 3. The one in the middle is the AI path. The outer ones define the road surface.

Or do you mean where the roads split in the top-right corner?

Gaming Since 1989

Purple44

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  • Posts: 7030
I'm assuming the green lines are the effective 'optimal racing line' and 'secondary racing lines' (I see three green lines heh), but I can't quite fully understand the purpose of the red lines and the blue grid.


You're correct :) Darker green is for road surface area and bright green is optimal driving line that AI is trying to stay on.

The red line might specify the space AIs stay inside of when avoiding obstacles. The blue grid might be the part of the map you can use without being "accused" of taking a shortcut resulting in an uncounted lap? Just guessing... :)


Yes! Red is a safety sector that's used to tell AI if there's static obstacles to avoid. Blue sector is the furthest area AI can drive to. Once they enter the blue sector (often after a crash or a friendly push) they will immediately start seeking a way to get back inside green sector. And if they manage to get past blue sector they will go completely nuts as you might have seen a few times in the early access build ;)


So Bugbear have change things since Flatout 1 and using only 2 sets of spline points?



I can remember working on custom tracks and parking my car near a sharp corner and use a high in the sky camera and watch the AI take the turns and if they were having to much trouble, adjusting the splines and recheck until smart AI like Sofia and Jack could take the corner well. Does Bugbear have to do the same thing when tweaking AI?

When shortcuts get added to the NCG tracks, will some of the AI be told to take the alternate routes, like the AI did in Flatout 2?

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   ["AIBorderLineLeft3"] = {
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Will the tracks in NCG use a trackai.bin file like Flatout 2 did? GulBroz was able to get Blender to show the splines points in the trackbin file and export them. But was unable to edit the spline points and save to a new trackbin file and have new trackbin file work in-game. So I had to use the old Flatout 1 format of:

splines.ai
splitpoints.bed
startpoints.bed

files for my custom Flatout 2 tracks.

Will NCG tracks still use these 3 files if there no trackbin file or new NCG "trackbin" file in  track folder? So I can still make custom tracks if we can't make a new custom trackbin file.


Edit:  Hmmm, taking a closer look at that pic, is Bugbear able to adjust spline points on the fly while watching the AI car travel the track?? If so, I wish I had that when making my custom tracks!!
« Last Edit: August 01, 2014, 01:10:15 PM by Purple44 »
Flatout Joint, where the mods were.

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Jukka Merikanto

  • Posts: 125
I love the behind-the scenes of a videogame. Also when NCG modding starts, I'd like to try my chance as a custom track designer. Do you have a specific world editor, or you just import track models in an editor in which you put all the AI and game stuff?


We create tracks with 3ds Max (http://www.autodesk.com/products/3ds-max/overview) and bunch of our own plugins, scripts and tools. Every track is constructed so that individual parts of the track can be worked on by multiple people at the same time. For example I can make changes to road shapes while environment artist is working on road side objects of the same track.
Jukka Merikanto
Senior Level Designer

Jukka Merikanto

  • Posts: 125
So Bugbear have change things since Flatout 1 and using only 2 sets of spline points?

We now have 3 sets. Boundaries (blue), Safe (red) and Optimal (green).

I can remember working on custom tracks and parking my car near a sharp corner and use a high in the sky camera and watch the AI take the turns and if they were having to much trouble, adjusting the splines and recheck until smart AI like Sofia and Jack could take the corner well. Does Bugbear have to do the same thing when tweaking AI?

Yes we still do that. A lot :)

When shortcuts get added to the NCG tracks, will some of the AI be told to take the alternate routes, like the AI did in Flatout 2?

Can't say for sure about NCG yet but we had shortcuts in Ridge Racer Unbounded and they worked like that.

Will NCG tracks still use these 3 files if there no trackbin file or new NCG "trackbin" file in  track folder? So I can still make custom tracks if we can't make a new custom trackbin file.

We currently have two files for AI data in each track. One that holds all route data and another one for car start points. 

Jukka Merikanto
Senior Level Designer