Author Topic: Mod Development Screenshots  (Read 192353 times)

STRmods

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Nice work as allways STR :D
Meanwhile I am working hard over here to get the track done to saturday. Details added here and there (like "catch-walls / safe walls on the bigjumps) and an absolute nightmare AI. I have tried every trick in the book but they seem do not work very well on this track. I'll try to get them better before saturday as well as adding those last fences / details around.

Thanks  :) Looking pretty interesting too TVE, will give it a try when you release it  ;)

STRmods

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Rammer Custom (American 2 Custom)

The classic American 2 body (with rear lights etc) with 60 visual parts, 20 paints and 10 liveries giving tons of possible customisation combinations.


http://steamcommunity.com/sharedfiles/filedetails/?id=1295408724

The Very End

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A lot of options there, nice :)

Daystar

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Rammer Custom (American 2 Custom)

The classic American 2 body (with rear lights etc) with 60 visual parts, 20 paints and 10 liveries giving tons of possible customisation combinations.


http://steamcommunity.com/sharedfiles/filedetails/?id=1295408724

Wowsers! you rock man! great job indeed  :D so got a quick question... will these extra skins show up in single player AI races?

STRmods

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A lot of options there, nice :)
Thanks :)
Wowsers! you rock man! great job indeed  :D so got a quick question... will these extra skins show up in single player AI races?
Thank you and yes :) The AI will use both paint and liveries at random and some preset visual part customisation I created for them

RickyB

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Someone asked for a bridge version of the Speedway 1 sand variant from the 8-o-rama mod for some endurance racing  ... so there it is.


http://steamcommunity.com/sharedfiles/filedetails/?id=690463832

sam223

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

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Caley19

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Awesome! Bridge looks perfect.... now when i think about it... how about 2 bridges with ramps and suicide hole in the middle ?  8) ;)
Also known as John Blackhills.

Heddly

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New Subscriber!!!  :)

RickyB

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Thanks guys :)
... "2 bridges with ramps and suicide hole in the middle ?" idea sounds nice, but if it's a pit in the middle where you just can't get out or instantly DNF, it would probably just take a lot of cars out of the race rather early. AI won't always have enough speed to jump over the hole. Not sure if that's so good?

Zebulon55

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Thanks guys :)
... "2 bridges with ramps and suicide hole in the middle ?" idea sounds nice, but if it's a pit in the middle where you just can't get out or instantly DNF, it would probably just take a lot of cars out of the race rather early. AI won't always have enough speed to jump over the hole. Not sure if that's so good?

The bridge is pretty cool. 8)

Put a spectator in the hole, then you have to include an auto-reset functionality so the spectator doesn't get hurt. Then reset the car to a spawn point 20 meters up in the air.  Death from above and eventually a pile of wrecks forms on the track. LOL
Dell Inspiron 17 7720 with Nvidia GT650 graphics. Keyboard control.

Lame, I know.

The Very End

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Slowly starting to take shape. Used a fair share of time this time on terrain work and splatmap/colormap/texture map, which I think is a step in the right direction regarding more realistic looks.

sam223

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Looks good Tor. Do splat maps work with materials properties though? or will it just be tarmac physics on the bits of gravel you have.
Dell U2515H 25",  i5-4690k @4.0ghz, 16gb ram, MSI GTX 1060 6GB, 120/500gb SSD, 1tb HHD, win 7, G25/Logitech pad

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The Very End

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For now I am having different physics, making it dynamic and fun. The drawback to this is that I had to use more than one splatmap, which I am a bit unsure how much will affect the performance in the end. Atm I will try to keep it like this, but I might be forced to dump it down to all-gravel if it proves too demanding. Fingers crossed!

Edit: Above is for general road parts such as the asphalt parts and the gravel parts. For those little dust-spots they sadly will be the physics of whatever ground they cover, e.g gravel on gravel road and asphalt on asphalt road. Would be great having the ability to assign physics to the 3 textures that covers the splatmap, instead of having it all depending on the one material they are connected to.
« Last Edit: February 20, 2018, 09:36:32 PM by The Very End »