Author Topic: Mod Development Screenshots  (Read 107444 times)

RickyB

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Testing custom barrels... with burning logs inside  :o


Mazay

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That's interesting experiment.

I got bored at menu. I think a simple map would make it so much better:



Just too much work to do that for all maps

Purple44

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That's interesting experiment.

I got bored at menu. I think a simple map would make it so much better:



Just too much work to do that for all maps


I like see something like that on the loading screen when track loading for a race. Refresh player's memory of how the track goes.  :D

Flatout Joint, where the mods were.

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Purple44

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Warning, don't over pack your gas bottle rocket with to much TNT!




Was doing some testing on my Sandpit 1 Extreme track.  ;)

You will be happy to know that I cut the amount of TNT in the gas bottle rocket by at least half!!
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

sam223

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and not ones ive painted but a couple of very smart replicas from ryano and foster

« Last Edit: September 04, 2017, 03:45:42 PM by sam223 »
Dell U2515H 25",  i5-4690k @4.0ghz, 8gb ram, MSI GTX 1060 6GB, 120gb SSD, 1tb HHD, win 7, G25/Ps3 pad
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The Very End

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Looks great Sam.

Meanwhile, been a bit, or much bored lately. So I desided to start doing things that gives myself a bit of enjoyment again - creating things and not fiddling myself to death by random game mechanics or limitations that takes up my whole time. So, for the ones wanting to create things to their tracks, scenes or whatever, I have started creating / releasing / updating my work and sharing it with the masses, both 3d modells themselves and the scne files. Head over to http://steamcommunity.com/sharedfiles/filedetails/?id=1127964364 for more information about this.


The Very End

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 Planning to do a bit work on objects again, but to make it a bit exciting; someone got any requests for objects? Cannot guarantee any quality, but I can promise that I will give it a good try. Give me an object to make, destructive or not!

Purple44

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Planning to do a bit work on objects again, but to make it a bit exciting; someone got any requests for objects? Cannot guarantee any quality, but I can promise that I will give it a good try. Give me an object to make, destructive or not!


If want bit of a challenge, how about a working draw bridge that look better than mine? And if you can get the car to stop sinking into the bridge, that be great!!  :D




Try using a DNTP that is linked to the normal road surface, like asphalt. That should give a bit better traction. Not entierly sure where they are located, but if you find the normal asphalt / default surfaces, just follow the rabbit hole and you should find the dntp for the asphalt somewhere :)


Thanks for the reply End. So I grab the surface_asphalt.dntp file ( \data\property\object ) and rename it to start_dynamic_animation2.dntp. No improvement, car still sinks into bridge. Only setting that make a different in my testing is the friction.





I just tried to make drawbridge object static and used data/substitute/dynamictype.dntp like the ramp object uses. It broke the bridge and crash the game when I tried free cam to go look at the drawbridge.

Any Bugbear Dev around? Care to chime in on what need to be done or will Bugbear have tweak things at their end to get animated objects solid enough to drive on?  At least this time I got solid ramps to drive on  :D, compare to Flatout 2 where I had to deal with the same problem of cars sinking into objects I tried using as a ramp, like the mattress.

http://www.youtube.com/watch?v=VW0emWUPwdk

Here video of drawbridge in action:

http://www.youtube.com/watch?feature=player_embedded&v=HXpZNbJ3HJI
« Last Edit: September 30, 2017, 11:24:51 PM by Purple44 »
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

The Very End

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So a bridge that can open and close yea? Can try! Will have to play around with the collisions as moving objects and solid/ dynamic surfaces are a bit of a mess. Will look into it :)

sam223

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Where we're currently at
Dell U2515H 25",  i5-4690k @4.0ghz, 8gb ram, MSI GTX 1060 6GB, 120gb SSD, 1tb HHD, win 7, G25/Ps3 pad
Online Bangers:Wreckfest - https://goo.gl/AjDHU2


St. Jimmy

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I've had some damage mod in my mind and now that this works perfectly it's time to make it. So if driver panel moves too much, the car dies and naturally when car dies, ragdoll happens. Here's quick showing what I mean:



Basically I can make a damage mod that doesn't care about health at all but only watches how much panels have moved. I didn't make it earlier because the driver panel looked stupid when it fell off but now that ragdoll works this looks good and has bit of that FlatOut spirit when your car dies 8)
« Last Edit: October 06, 2017, 06:04:08 AM by St. Jimmy »
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sam223

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Its a nice idea jimmy. Can you set the mass of him so he stays in the car?
Dell U2515H 25",  i5-4690k @4.0ghz, 8gb ram, MSI GTX 1060 6GB, 120gb SSD, 1tb HHD, win 7, G25/Ps3 pad
Online Bangers:Wreckfest - https://goo.gl/AjDHU2

Purple44

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Here a pic of the new fig8 track I'm working on:

Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

The Very End

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You shall not pass!