Author Topic: Mod Development Screenshots  (Read 174679 times)

The Very End

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Well great, you just listed up like half of the earths materials .. lol ;D Well, will try to find some variations of sand dunes / sand textures and scatter it about to create some variety. Thanks btw!
Heading to bed after a long day of work, the decal coloring has been removed and blend textures has taken it's place:
« Last Edit: August 01, 2018, 01:06:41 AM by The Very End »

Zebulon55

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As for textures. Loose sand,smooth sand, wet sand,compacted sand,pebbles,rocks ;)

Have you got anything without spam sand?

LoL. Sorry. This called to mind Monty Python's Spam sketch.  ;D
Dell Inspiron 17 7720 with Nvidia GT650 graphics. Keyboard control.

Lame, I know.

The Very End

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Alright, probably the last 3 shots before relase. Just got to figure out why particles are not working on the latest surface.
Just a heads up - this track, while it might look easy, is really a test for any driver. The surface is so uneven and the tyre tracks / holes will send your car in all directions, keeping you on your toes all the time.




sam223

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Recent banger mod progress


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

sam223

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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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Sam gokart is pretty stable out on the track, but it is possible to roll the kart:

Flatout Joint, where the mods were.

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

KillerAJD

  • Posts: 24
Nothing too exciting, but I started work on my next track. Was exploring and finding other objects I could maybe use, and spent awhile converting the default textures so I can possibly use them in future projects (I'm real bad with texturing, so being able to use the ones that Bugbear already made is a godsend). I really wanted some banged up racecars for my last track (and for maybe future use), and saw that these menu cars fit the bill pretty well. Unfortunately, they have no collision (which is easy enough to fake with an invisible box), but also, they have really aggressive LoD, and disappear after around a few hundred feet. I poked around in the files, and didn't see a way to manually increase the LoD transition distance. I'd love to be able to use these though.

Also was playing around with the different surfaces available, a few of them might be useful in the future.


Straby

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Sam gokart is pretty stable out on the track, but it is possible to roll the kart:



It,s a Beyblade! Haha
i5 2500, 16GB ram, 850 EVO SSD 250GB, GTX 1060 6GB, Win10 Pro 64Bit, Keyboard

Dalags

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@KillerAJD If you make a copy of the .scne file and put it into your own directory, open it with BagEdit and go to: scene-models-(whichever relevant folder(s))-Base Mesh-Meshes, you should find the #lod files, which you can right click on and remove.

KillerAJD

  • Posts: 24
@KillerAJD If you make a copy of the .scne file and put it into your own directory, open it with BagEdit and go to: scene-models-(whichever relevant folder(s))-Base Mesh-Meshes, you should find the #lod files, which you can right click on and remove.

A-ha! I had seen there was an lod tag/mesh, didn't think to just delete it. Thanks for the heads up!
« Last Edit: August 17, 2018, 12:35:14 AM by KillerAJD »

Dalags

  • Posts: 59
Just reversed the above technique to make #lod2 always show, resulting in a noticable performance increase. Will be useful for getting rid of non essential detail on bigger scenes.

Make a copy of the .scne file, give it a new name (to avoid mod clashing), and put it in the desired directory.
Delete the first mesh entry (the main model).
Delete the second mesh entry (#lod1).
In the third mesh entry, remove the '#lod2' suffix from the name field (forcing the #lod2 model to become the main model).

A 30k vertice Hiab model has now gone down to 7k vertices with very few noticable differences at a distance :)

KillerAJD

  • Posts: 24
Just reversed the above technique to make #lod2 always show, resulting in a noticable performance increase. Will be useful for getting rid of non essential detail on bigger scenes.

Make a copy of the .scne file, give it a new name (to avoid mod clashing), and put it in the desired directory.
Delete the first mesh entry (the main model).
Delete the second mesh entry (#lod1).
In the third mesh entry, remove the '#lod2' suffix from the name field (forcing the #lod2 model to become the main model).

A 30k vertice Hiab model has now gone down to 7k vertices with very few noticable differences at a distance :)

Ooh, interesting. May have to go through some of my other stuff and see where I can do this.

KillerAJD

  • Posts: 24
Anybody know if it's possible to use some of the lower LOD versions of the vehicles in the game as background scenery objects? None of the files in the art>objects folder are racecars (only passenger vehicles essentially). That works great for a parking lot, but since the ovals I'm working on are so close to the pits (and sometimes go through it), I'd love to add some racecars to the trailers and pit stalls. I don't care if they're just boxes as far as collision goes. I looked into maybe grabbing some free race car models and adding them myself, but that's a lot of extra work for not that much benefit. If it's possible to just use a lower LOD version of the cars in the game, that'd be perfect.

KillerAJD

  • Posts: 24
Nothing too exciting, but I started work on my next track. Was exploring and finding other objects I could maybe use, and spent awhile converting the default textures so I can possibly use them in future projects (I'm real bad with texturing, so being able to use the ones that Bugbear already made is a godsend). I really wanted some banged up racecars for my last track (and for maybe future use), and saw that these menu cars fit the bill pretty well. Unfortunately, they have no collision (which is easy enough to fake with an invisible box), but also, they have really aggressive LoD, and disappear after around a few hundred feet. I poked around in the files, and didn't see a way to manually increase the LoD transition distance. I'd love to be able to use these though.

Also was playing around with the different surfaces available, a few of them might be useful in the future.



Here's some updates to the next track I'm working on. Currently no foliage/trees, so outside of the track it's fairly bare (and some geometry that is unfinished because of that). I'd like to think I only have a few days left of work before it's done, but it probably won't be done until at least next weekend. Experimenting more with using Bugbear objects, but changing the textures to suit my needs. Lots of stuff that is close enough in size/shape for what I want, but the color of it isn't right, so screw rebuilding the stuff from scratch, haha. Have some interesting ideas for the different variants I want to do for this one as well.








The Very End

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Looks really Good! Is it color map work on the road I see? Seems like skidmark, but not through decals but the actual surface.