Author Topic: Mod Development Screenshots  (Read 186007 times)

Ben X)

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Is this for FlatOut 2 game?

sorry for stupid question X)
Always move forward

The Very End

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This is for Wreckfest :) But all model files and textures are included in The Very AssetPack (mod), making it very possible to export to different games if wanted.

The Very End

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This little fun project is fun! Basically what I did was to wrap the jump into a little area (but should be very much possible to be used with other tracks). The trees and such are low poly 2d models, making the performance toll close to 0. Doing work on creating some grandstands from the bottom, but between the exams there is not much effective work.



Purple44

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Seeing your pics End, your ramp jump is bigger, wider, taller than I expected.  :o

Don't know if there a hill tall enough to use with your ramp jump where I could jump off back of ramp jump or jump on to it. I might have to do a little cheating.

So will that be a 4 car wide start? or maybe 6 car wide start?
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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I think the asphalt part on the atart is about 25 metres wide, making it fit most desires ;p
Yeah, it is huge, and one of the reasons is that I had to have a long and smooth transition to prevent the car to get all kind of strange physic issues when reaching the transition between downhill and flat area.

The terrain is only one object, same with trees, so if not needed it is essy to remove :)

The Very End

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Trying to make everything from scratch, meaning we need a custom grandstand (it will come as it's own object even if it is backed into the skijump / hill at current time). Should it be populated by people, or should it be kept clear to maximize performance? PS: It's not textured yet, the colors you see are simply placeholder colors of 3DS Max.

Purple44

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A lot of spectators can cause a hit on FPS.
Flatout Joint, where the mods were.

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

Daystar

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Just make two versions, like you did with some of your other tracks... Michigan, and talledega come to mind.

sam223

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Still a few skins to paint,bits to fix etc. Couple of cars need finishing off but we're getting there. Just making the menu icons so thought ideal time to post another 'where we're at'.

FULL SIZE : https://i.imgur.com/sRwzD49.jpg

« Last Edit: November 28, 2017, 04:43:19 PM by sam223 »
Dell U2515H 25",  i5-4690k @4.0ghz, 16gb ram, MSI GTX 1060 6GB, 120/500gb SSD, 1tb HHD, win 7, G25/Logitech pad

Online Bangers:Wreckfest - https://goo.gl/AjDHU2

The Very End

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Looks great Sam!

The Very End

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The thing turned into some kind of ... interesting derby. Idea is to have 12 cars start at each skijump, meeting down in the bottom for some fun.


I can assure you it is a world of hurt when meeting in the middle. Wonder how I will get the AI to work, might only get it to work in team derbies... but oh well.. Also working on those blasted grandstands, which probably will have their roof removed as I do not like the look of em.


Edit: New mountain textures:
« Last Edit: December 06, 2017, 08:53:30 AM by The Very End »

The Very End

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Sorry, doublepost. Better grandstands?
(They of course are no way near the level of quality Bugbear does, but well.. learning! ;) )


The AI can't drive for shit on this track, that's for sure... but looks cool tho!
Wish I could figure out how to avoid the AI's to select their target until they get to the first jump, but at current times the AI's in derbies do whatever they want..


Edit: Got some luck in increasing the Bump Rand Interval (the amount of time the AI use before finding a new target). Now at least 12 of the cars go flying off in a straight line while the other 12 on the other side does all kind of strange things.. oh the joy ^^
« Last Edit: December 04, 2017, 11:57:28 PM by The Very End »

Purple44

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Edit: Got some luck in increasing the Bump Rand Interval (the amount of time the AI use before finding a new target). Now at least 12 of the cars go flying off in a straight line while the other 12 on the other side does all kind of strange things.. oh the joy ^^

That would seem strange all 12 derby cars on one side go down the track. You would think the cars would randomly get assign their derby characteristics.

End, I assume you putting startpoint #1 on one side and startpoint #2 on the other side, alternating the startpoints? What if did startpoint #1 and #2 same side and startpoint #3 and #4 on the other side and alternate the pairings? 

See what happens.
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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Thanks for input, did try various things. It seems to be related to AI paths...sometimes... other times not...Tried most things, but will try moving the scene back and forth and up and down in hope of magically make the AI work... somehow!

sam223

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Dell U2515H 25",  i5-4690k @4.0ghz, 16gb ram, MSI GTX 1060 6GB, 120/500gb SSD, 1tb HHD, win 7, G25/Logitech pad

Online Bangers:Wreckfest - https://goo.gl/AjDHU2