Author Topic: Mod Development Screenshots  (Read 182485 times)

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.



Here video of drawbridge in action:


« Last Edit: September 30, 2017, 11:24:51 PM by Purple44 »
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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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, 16gb ram, MSI GTX 1060 6GB, 120/500gb SSD, 1tb HHD, win 7, G25/Logitech 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 »
Unofficial  WreckFest Discord!

i7 2600K @ 4,7GHz
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Fanatec CSR

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, 16gb ram, MSI GTX 1060 6GB, 120/500gb SSD, 1tb HHD, win 7, G25/Logitech 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 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

The Very End

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You shall not pass!

STRmods

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                             New update for the Bugbear Bug



-New Halloween liveries and props
-New custom engine sfx for standard engines (excluding the V8 swap)

Zebulon55

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Well, that puts my Jack O'weener skin for the bug to shame.  ;D

Well done!
Dell Inspiron 17 7720 with Nvidia GT650 graphics. Keyboard control.

Lame, I know.

STRmods

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Well, that puts my Jack O'weener skin for the bug to shame.  ;D

Well done!

Haha thanks, I actually just saw your livery earlier today (I was looking at the required mods for the "saturday night mods") Guessing you had the idea also because of the Bug's round shape haha. Yours is cool though, it's more like what you'd see on a banger :)

*edit*
Just noticed the name of your .vepa file and bmap conflicts with ones already in my mod now (your livery showed up as my "the bodysnatcher" livery) (33.vepa) and (skin11_c5.bmap), if you could update it on your mod to be "zeb1.vepa" and "zebskin1_c5.bmap" or however you want to name it, that would be great   :) (so there's no future conflicts).

I just checked the Bug skin you made in game and I like the "Jack O'weener" on the back haha.
I also had to do this... Colour even almost matches :D
« Last Edit: November 01, 2017, 05:05:58 PM by STRmods »

Zebulon55

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Haha thanks, I actually just saw your livery earlier today (I was looking at the required mods for the "saturday night mods") Guessing you had the idea also because of the Bug's round shape haha. Yours is cool though, it's more like what you'd see on a banger :)


The round shape for a pumpkin, yes, but I actually wasn't too excited about a VW Beetle in the game until I saw all the neat liveries and add-ons you came up with.
I like the funny stuff, and that goes for your file names in the mod too. For instance, shesgotanicerack_c5.bmap  ;D   



*edit*
Just noticed the name of your .vepa file and bmap conflicts with ones already in my mod now (your livery showed up as my "the bodysnatcher" livery) (33.vepa) and (skin11_c5.bmap), if you could update it on your mod to be "zeb1.vepa" and "zebskin1_c5.bmap" or however you want to name it, that would be great   :) (so there's no future conflicts).

I just checked the Bug skin you made in game and I like the "Jack O'weener" on the back haha.
I also had to do this... Colour even almost matches :D


File names should be good now, and Jack O'weener is at 5500 on the display position. Room for you to make more liveries. Christmas is coming, you know.  8)
Let me know if any adjustments still need to be made. Looks ok to me.

I also lightened the orange a little, but still not quite there. You have done more with normal and specular maps than I did, too. That's probably some of the difference.
I'd never be satisfied if I started to mess with those.  ::)

Dell Inspiron 17 7720 with Nvidia GT650 graphics. Keyboard control.

Lame, I know.

STRmods

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Perfect now, thanks for that :)
Just so I can keep track of stuff easier and of course have the extra space without more conflicts ;p


I actually wasn't too excited about a VW Beetle in the game until I saw all the neat liveries and add-ons you came up with. I like the funny stuff, and that goes for your file names in the mod too. For instance, shesgotanicerack_c5.bmap  ;D   
Yeah the Bug is my special mod that gets most of my attention for creativity haha, and I can't help myself sometimes, there's so many stupid names like that in the Bug as you probably saw... Haha

Christmas is coming, you know.  8)
;D ;D ;D

I also lightened the orange a little, but still not quite there. You have done more with normal and specular maps than I did, too. That's probably some of the difference.
I'd never be satisfied if I started to mess with those.  ::)

Yeah I noticed its a bit lighter now too, didn't need to do that anyway but yeah it matches pretty nicely now haha so good job ;D
« Last Edit: November 02, 2017, 02:26:50 PM by STRmods »