Author Topic: Mod Development Screenshots  (Read 187397 times)

Andy Rotten

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Yeah, those white barriers and red barriers I made myself, but they utilize Bugbear's textures. In additional they break. The red one break on top as well. Lastly, when hit at more than 120 km/h (aprox) the barriers break entirely and is moved from it's original position :)

As for performance it's not actually bad! Been working hard on testing out different things in terms of foliage (there is no grass or rocks around, but I am sacrificing the look (which you mostly won't see at high-speed) for the performance. Hopefully this runs well on lower end systems too :)

Thanks!   

Edit: About warehouse, yes! Both in the highspeed version and the warehouse version you will have to go through the same entrance of the green warehouse.

Made a quick video (no sounds) of the 3 racing layouts:


Great job as always!
i7 7700
16gb ram
GTX 1060 6gb
SDD 256gb
Graphics ultra quality

tads421

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One day you'll might be able to attend... Forever "Out Of Index" error <3


"Out Of Index" is a mesh problem, i have it loads when converting tracks from rFactor, i have not found out why the mesh throws that error but i just delete the mesh in question and all works.... all i do is hide a bunch of mesh's and export until i find the block that it fails on (sometimes more then one mesh) and then look at that mesh.... Every time i have had that error it has ALWAYS been a mesh.

Hope it helps

Kev

The Very End

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Oh, that's really helpfull, thanks! :D
But, how to aproach this when it happens half of the time? And by mesh problems, what helps on that? I whent over all the objects (not the xref objects) and reseted the xform on them (usually fixes the issues), but I don't seem to be able to fix it that easily on this track.

Edit: This happens on runtime, not on export.

tads421

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ohhhh i thought it was a error at export.... if its a error at runtime are you sure all the Xrefs are in the main data folder and bugbear have not removed them? have you tried to export and play without the Xrefs? as i said i have tried a bunch of things on the bad mesh i get but nothing seams to work so i re-model and then delete the old bad mesh.

Kev

The Very End

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Thanks :)
Most of the xref's are my own creations, so .. maybe I have cocked up the whole shit haha?

Well, while I do trial and error, all the red and white barriers are breakable in two stages. It breaks in about 30 - 40 pieces and when hit at above 120 km/h they break entierly and move out of their position.
« Last Edit: June 23, 2017, 05:50:28 PM by The Very End »

The Very End

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When TVTP is updated I will try making some fun things for the cars. What about a bit of Carmageddon inspired bumpers?

Purple44

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We need that for the Crash canyon when there a pile up of cars!!!  :D
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

The Very End

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What about a plow then?


RickyB

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Just curious, do you have to setup collision spheres for those parts, so that they can deform in crashes?

The Very End

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Have not done any work on them, that basically is half a hour of work. Will have to experiment A LOT first hehe, never done cars or parts before. But ofc, will see if I can make them behave like an physical thing :)
Edit: Not sure if I HAS to do collision spheres, I have no idea on absolute anything lol =D

Purple44

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What about a plow then?


Not sure if those designs would have the desired effect of tossing cars. The cow catcher design in first pic would work good ( toss a car over the roof :) ) or something along this design:  :D

« Last Edit: July 01, 2017, 02:48:50 PM by Purple44 »
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

The Very End

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Haha! Well, maybe a dynamic (moving) part is possible even? No idea but will have to test and learn how to get it all working in the game :)

The Very End

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Ricky, to clarify: You need collision spheres to make it destructible :)
Meanwhile, ready to create some damage:


Edit: solved

Edit3: Don't seem to be able to remove the stock / standard visual parts, as ideally this should be mounted on the front without bumpers etc. But the testing goes on!
« Last Edit: July 02, 2017, 07:22:43 PM by The Very End »

STRmods

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Ricky, to clarify: You need collision spheres to make it destructible :)
Meanwhile, ready to create some damage
Edit3: Don't seem to be able to remove the stock / standard visual parts, as ideally this should be mounted on the front without bumpers etc. But the testing goes on!

Looking good  :D, if you're using the example car you could make the bumpers a visual part then set it so they get uninstalled when you add the plow.

Finally pushed the update for the Bug mod...

The Very End

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Haha nice car! However, how do you do it right? Prety sure I named it correct in the uninstall part, but well. Want to remove the whole panel(s) on the front making it a banger version and then fitting that gigantic thing on hah