Author Topic: Mod Development Screenshots  (Read 159968 times)

The Very End

  • *
  • *
  • Posts: 2254
Sure, why not ;) Takes some time tho, but people have been asking for DD2 tracks for a while...I can only ignore them for so much time :p
Joke aside, will do more DD2 tracks. Just a warning - even if they are loyal to the road layout, the scenery and everything else will be subject for changes, as I like to challenge myself to create "alright" looking things.

Purple44

  • *
  • Posts: 7997
I see car taking the 2 jumps pretty good End, what suspension you used?
Flatout Joint, where the mods were.

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

The Very End

  • *
  • *
  • Posts: 2254
Standard, no changes. Also no effect on the car health which is great.

sam223

  • *
  • Posts: 3106
Seems like flood lit night racing might be planned from bugbear.
A few months ago i was experimenting and added a lamp plus fake light cone (you can see the cone object still). Plan was to fake night racing using a cone object. But it seems in the last bugbear patch they added functionality to lamps also.

Not a good example but you can see the emitted light.

Last build it looked like this


and now


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

The Very End

  • *
  • *
  • Posts: 2254
Nice find Sam! And those options are under the "lights" section in objects?
One can only hope they are planning evening / night races with supported light options.

sam223

  • *
  • Posts: 3106
Nice find Sam! And those options are under the "lights" section in objects?
One can only hope they are planning evening / night races with supported light options.

Looks like you can either add them to the track, as  alt-route maybe? or xref them in from a separate object

Cone object from above screen with lamp emitter as part of it if you want to look
https://www.sendspace.com/file/ffe7gu
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

The Very End

  • *
  • *
  • Posts: 2254
Thanks for sharing :) I'll let you experiment with it (your file is inc btw) hehe.

STRmods

  • *
  • *
  • Posts: 143
Nice to see I'm not the only one messing with lights ;)

Currently doing a overhaul on my GTA tracks here's a screenshot I took just over a week ago when I got the lighting right.


Since then I've added light cones similar to how yours are, they still need some tweaking though.

Interested to see what Bugbear do officially with lights ;D

FalconXY

  • Posts: 234
Great to see that light progress. That will be a great addition for atmosphere.
Thanks for the work to make it perfect.  :D

It would be nice if the devs could say a word on this.
Will they implement it or do we have to rely on the modders ?
Intel i7-3770, 8GB RAM, ATI R9 390X 8GB, Win10 64bit, G27 wheel

STRmods

  • *
  • *
  • Posts: 143
Here's another teaser for the upcoming update for the Hyman Stadium, a much improved repair marker.
Before and after adding a light to it.

Dalags

  • Posts: 54
Sounds promising! Being able to have floodlit racing would really be the icing on the cake for track creation. Appreciate all the digging and discoveries you guys have been doing.

The Very End

  • *
  • *
  • Posts: 2254
Here's another teaser for the upcoming update for the Hyman Stadium, a much improved repair marker.
Before and after adding a light to it.


Great stuff. How does your repair player work, and is it surface (e.g activate on tire contact) or object based?

Purple44

  • *
  • Posts: 7997
Here's another teaser for the upcoming update for the Hyman Stadium, a much improved repair marker.
Before and after adding a light to it.


Great stuff. How does your repair player work, and is it surface (e.g activate on tire contact) or object based?

Beam me up Scotty. :)
Flatout Joint, where the mods were.

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

Janne Suur-Näkki

  • *
  • *
  • Posts: 1958
We'll be using the omni lights for the garage but apart from that, no plans for now.

STRmods

  • *
  • *
  • Posts: 143
Great stuff. How does your repair player work, and is it surface (e.g activate on tire contact) or object based?

Because of tire contact not being so reliable for this use in my experience it's my own semi bodged way of having forced contact, but it is still using a surface setting.