Bugbear Community

Wreckfest => Modding => Topic started by: Dummiesman on May 03, 2016, 03:03:41 AM

Title: Mod Development Screenshots
Post by: Dummiesman on May 03, 2016, 03:03:41 AM
Thought I'd start sort of an interesting thread that i've seen present around other boards. This thread is for posting screenshots of WiP content, that doesn't have or need a thread yet.

I'll start off  ;)
(http://i.imgur.com/oYYh8ad.png)


EDIT: Technically related :)
(http://i.imgur.com/O6Y0cnR.png)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 03, 2016, 07:25:55 AM
Wut is that? ;)
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 03, 2016, 07:32:49 AM
Wut is that? ;)


A tool to easily launch commandline tools, rather than doing it manually.

'nother screenie
(http://i.imgur.com/fXMvrP8.png)
Title: Re: Mod Development Screenshots
Post by: Sc0ttyDo3sntKn0w on May 03, 2016, 01:19:55 PM
May aswell post up what I have been playing around with.

Trying to make a banger track out of the Small Stadium derby location, I feel the game needs a smaller oval to encourage shall we say "spirited" racing.

Its only a WIP at this stage of course.

(http://i64.tinypic.com/oay83m.jpg)
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 03, 2016, 02:29:32 PM
Hey all! Was going to make a thread but its not really ready for download just yet.

Lancia Delta HF Integrale (Ported from Dirt 3)


In the garage:


Having some issues with damage at the moment, if anyone has some insight onto why it goes nuts like this would be really helpfull! I also seem to be having an issue where textures are using the wrong specular/normal maps..


Still need to add the proper wheels, sort out the smoothing, make some Martini liveries, add the spoiler, etc.. Still, its coming along  :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 03, 2016, 02:33:57 PM
Oh MY GOD! It's brilliant! Well, the damage part you and the others will figgure out, but seriously, that's a beauty!
A propper Class B car (from the good old era). When that is done I demand thy to make more of those beast from both the rally and the rallycross world from that era :D
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 03, 2016, 06:21:32 PM
How'd you get the textures to work in game? I've had issues with them since day1 on all my models xD
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 03, 2016, 06:43:58 PM
Oh MY GOD! It's brilliant! Well, the damage part you and the others will figgure out, but seriously, that's a beauty!
A propper Class B car (from the good old era). When that is done I demand thy to make more of those beast from both the rally and the rallycross world from that era :D

Thats the plan  :D Hopefully once I get this down I can start doing other rally cars like the Ford RS200, Delta S4, Audi Quattro, etc..

How'd you get the textures to work in game? I've had issues with them since day1 on all my models xD

Its been a bit hit and miss really. I just replaced the material paths in the max file with the .tgas for this, and assigned them as normal. One silly mistake I made that might be doing it for you is that I was converting my textures to .bmap with build_asset.bat inside the tools folder, when it should be done inside the art folder. Specular maps and normal maps are still random though, and appear only at certain angles.
Still, specular/normal maps seem to be random and only appear at certain angles.
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 03, 2016, 07:29:06 PM
;)
(https://cdn.discordapp.com/attachments/126191247097462784/177010951193624587/unknown.png)

Also, if you're wondering how the cmdline launcher works : https://www.youtube.com/watch?v=haikiaxBJqs (https://www.youtube.com/watch?v=haikiaxBJqs)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 03, 2016, 07:37:06 PM
(https://i.gyazo.com/888f3bbbd07a12edb202063d368776d3.jpg)
Got more textures working ish, the 2 purple textures are ones that the example file has, but has no actual file for, making it difficult to make work as I need to add the texture in Max, not fun xD
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 04, 2016, 12:00:03 AM
Does anyone know how to create a matte area with the car body shader? Theres some rubber trim that looks weird being shiny. Ive been messing around with the specular and normal maps for a while now, even borrwing s and n maps from matte skins on other cars dosent work properly.
Title: Re: Mod Development Screenshots
Post by: Heddly on May 04, 2016, 01:30:36 AM
You might try editing the alpha channel of the texture, (e.g. skin01_c5.tga) file. The darker the area/part, the less reflection it would have in FlatOut.

Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 04, 2016, 04:08:10 AM
You might try editing the alpha channel of the texture, (e.g. skin01_c5.tga) file. The darker the area/part, the less reflection it would have in FlatOut.




Seems that the alpha channel of the c5 texture controls where colour is applied  :(
Title: Re: Mod Development Screenshots
Post by: rwb on May 04, 2016, 05:58:34 AM
Blue channel in s.bmap?

http://community.bugbeargames.com/index.php/topic,7925.0.html (http://community.bugbeargames.com/index.php/topic,7925.0.html)
Title: Re: Mod Development Screenshots
Post by: Devin on May 04, 2016, 01:38:31 PM
You might try editing the alpha channel of the texture, (e.g. skin01_c5.tga) file. The darker the area/part, the less reflection it would have in FlatOut.




Seems that the alpha channel of the c5 texture controls where colour is applied  :(


THANK YOU VERY MUCH! That finally fixed it! I guessed it was used for reflection like in most other games. The reflection seems to be controlled by skin_ao_c.bmap. Pink pixels means less reflection.

I just made it blank...
(http://puu.sh/oFOI3/b2a3c5122c.jpg)
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 04, 2016, 09:14:01 PM
Thanks to Devin for finally making me try something :)!

That "random" overlay texture is gone! Now I can finish up other stuff on the mod
(http://i.imgur.com/Gler1Dc.png)
Title: Re: Mod Development Screenshots
Post by: Mazay on May 04, 2016, 10:36:07 PM

I figured out BugExporter also exports .scne when folder is not named vehicle. No idea how to do collisions, so I can't really drive on it yet..
Title: Re: Mod Development Screenshots
Post by: The Very End on May 04, 2016, 10:38:23 PM
Haha nice! I'm sure if you ask the devs nice they'll explain it :)
Title: Re: Mod Development Screenshots
Post by: Mazay on May 04, 2016, 10:47:18 PM
I wish there was some example asset/object 3dsmax file. That could help a lot.
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 04, 2016, 10:50:28 PM
Probably needs IsCollisionMesh (just a guess as I haven't tested out level objects myself)?
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 06, 2016, 03:49:49 AM

THANK YOU VERY MUCH! That finally fixed it! I guessed it was used for reflection like in most other games. The reflection seems to be controlled by skin_ao_c.bmap. Pink pixels means less reflection.


Ahh so its in skin_ao_c, that works. Thank you :D



Thanks to Devin for finally making me try something :)!

That "random" overlay texture is gone! Now I can finish up other stuff on the mod



Do you know how you managed to get rid of it? It still appears on some of mine, not sure why..

In other news, I added the proper wheels to my Delta (albet with random tire normal map overlaying it for some reason). Also, a spoiler and a better interior.

Title: Re: Mod Development Screenshots
Post by: Mazay on May 06, 2016, 10:36:06 AM
Probably needs IsCollisionMesh (just a guess as I haven't tested out level objects myself)?


"IsCollisionModel = true" Made it just to disappear. It seems like it didn't export at all.

I figured out in BagEdit every object have .dntp file ( could be shared ) which have lots of options to choose.


Still no idea how to get collision working.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 06, 2016, 10:44:56 AM
From what I understand you have the object file, which consist of some options. However, a lot of the actually code and dynamics to the objects are stored in the .dntp files. My guess is that every custom object you have must link to a .dntp file of some sort, and it this file you define the characteristic of the objects. I might be wrong tho!
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 06, 2016, 10:49:21 AM
Duplicate it, then add isCollisionModel
and name it collision_<meshname>
Might work
Title: Re: Mod Development Screenshots
Post by: Mazay on May 06, 2016, 11:37:27 AM
No luck, I also tried to load collision_bottom.
It seems if any object have isCollisionModel the scne size drops to 1kb.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 06, 2016, 11:42:21 AM
Tried sending a quicky pm to one of the devs? Im sure they could explain what is needed to make an object solid / scne soild.
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 06, 2016, 06:15:42 PM
This is absolutely infuriating
(https://cdn.discordapp.com/attachments/85338836384628736/178162088152137730/unknown.png)
(https://cdn.discordapp.com/attachments/85338836384628736/178162123971624961/unknown.png)

After making the light's material an unmentionable name, it finally works. Have another teaser
(https://cdn.discordapp.com/attachments/126105893543739394/178168571673706497/unknown.png)
Title: Re: Mod Development Screenshots
Post by: Mazay on May 06, 2016, 10:09:48 PM

There we go. Secred to collisions is "col = true"
Title: Re: Mod Development Screenshots
Post by: The Very End on May 06, 2016, 10:16:13 PM
Ooooooooo! So, now you can import custom objects as scne files or how does this work? Nevertheless, I expects some insane objects from ye ;)
Title: Re: Mod Development Screenshots
Post by: Mazay on May 06, 2016, 10:25:52 PM
Yess, exactly! And process is quite easy, way easier than making a car for example.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 06, 2016, 11:04:01 PM
Go, run, make me ramps and loops master!
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 07, 2016, 12:17:13 AM
Go, run, make me ramps and loops master!

We need a good jump ramp!!
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on May 07, 2016, 10:11:32 AM
Go, run, make me ramps and loops master!

And I request an angled ramp so the car can do a  mid-air barrel roll and land on it's wheels (or not).  ;D
Title: Re: Mod Development Screenshots
Post by: TheyLiveWeSleep on May 07, 2016, 01:40:02 PM
Hey all! Was going to make a thread but its not really ready for download just yet.

Lancia Delta HF Integrale (Ported from Dirt 3)


In the garage:


Having some issues with damage at the moment, if anyone has some insight onto why it goes nuts like this would be really helpfull! I also seem to be having an issue where textures are using the wrong specular/normal maps..


Still need to add the proper wheels, sort out the smoothing, make some Martini liveries, add the spoiler, etc.. Still, its coming along  :)


Nice! Cant you go on gta5-mods.com and port some of the amazing vehicles on there? How difficult is porting? You dont have to do much modeling or anything when porting right? Cheers! Nice car, i hope to see it on the tracks one day.
Title: Re: Mod Development Screenshots
Post by: Mazay on May 07, 2016, 03:51:48 PM


The Blender BGO Exporter does awesome work with .scne even if it "only supports vehicles".
Download (http://www.elisanet.fi/~y633454/tied/WF_Blender_ramp_scne.zip)

There is also .blend so you can try to make your own loops :P
Title: Re: Mod Development Screenshots
Post by: RickyB on May 07, 2016, 04:18:50 PM
^^ Yeaaahhhh :D THANK YOU!
(https://media.giphy.com/media/vCKC987OpQAco/giphy.gif)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 07, 2016, 04:34:19 PM
Thanks a lot! Request, can you make same modell about 4 times as wide, 4 times long ( = very much higher )?
Edit: Did that myself quick, lmao :D

I will try myself later, but for now the requst would be apreciated ;)

Edit: even better, a simple step by step how to convert an object into scne / object format. I know where and howvto imlementbit in game, but to convert to right format Im new on :)
Title: Re: Mod Development Screenshots
Post by: Mazay on May 07, 2016, 04:44:02 PM
Edit: even better, a simple step by step how to convert an object into scne / object format.

Put .blend to: "mods\ramp\data\art\objects\" ...this is tested to work. Or atleast make sure path don't have "vehicle" in it.

Install latest Blender and the Blender BGO exporter
Open .blend file, Go File > Export > Bugbear Game Object v3 (.bgo3)
Open folder and Drag and drop .bgo3 file over tools/build_asset.bat and .scne will be generated.
That's it.

Title: Re: Mod Development Screenshots
Post by: The Very End on May 07, 2016, 04:48:14 PM
Thanks a lot for the guide master! I'll learn the basics while you create some more awesomeness ;)
Btw, how come you replace the old ramp instead of making it, or calling it like ramp3? Limitations to the game?
Title: Re: Mod Development Screenshots
Post by: Mazay on May 07, 2016, 04:54:15 PM
I replaced the old ramp because it was simplest way go.
You can just rename it to make it work as new object.

I was about to make new track and load main stadium and ramp as subscenes.
I think that's the proper way to do it. But I didn't yet figure out how.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 07, 2016, 04:57:19 PM
For that simply have a base file, then slap the other track in as a subscene. Take a look on oval2 and it's inner oval counterpart. Here the main track is used as base, and the additional objects from oval2b is added in subscenes aswell as a link to the main track. Ask if anything! I'm not good at editing objects, but Iv messed around with the main files a bit hehe!

Title: Re: Mod Development Screenshots
Post by: Mazay on May 07, 2016, 05:04:04 PM
Yeah, but then you would need to upload the customized base file growing the download size.  :P
Title: Re: Mod Development Screenshots
Post by: The Very End on May 07, 2016, 05:09:03 PM
Oh come on lol! We'll manage, forget I ever mentioned the size xD

Edit: rofl (see attachment).

(http://s32.postimg.org/s8s18cngh/Untitled.jpg) (http://postimg.org/image/s8s18cngh/)

Thanks for the help, now even a turd like me know how to duplicate / make a simple object. Hopefully more skilled people will try the more advances stuff ;)
Title: Re: Mod Development Screenshots
Post by: Devin on May 07, 2016, 07:44:57 PM
Seems like the Blender exporter really can do everything. I tried both, max and blender. I barely got max ingame. But with blender... Masterpiece. Well.. with standard suspension. Gotta replace that :P

http://www.youtube.com/watch?v=gdpA4zTerO8 (http://www.youtube.com/watch?v=gdpA4zTerO8)

Also, joints work just fine and are easy to set up. I'm starting to like modding this game! I just need some docs on the shaders and instructions on the deform stuff :D
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 07, 2016, 08:32:40 PM
([url]http://images.akamai.steamusercontent.com/ugc/279598467034912156/2DB6375B8182764DC8B8E8A894EE0B4D4C47A3C8/[/url])

The Blender BGO Exporter does awesome work with .scne even if it "only supports vehicles".
Download ([url]http://www.elisanet.fi/~y633454/tied/WF_Blender_ramp_scne.zip[/url])

There is also .blend so you can try to make your own loops :P


Great to see custom ramps being made for Wreckest.  (http://www.freesmileys.org/smileys/smiley-bounce001.gif)

I'm definitely going to need some once I learn how to make custom checkpoints and sector points play nice together.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 07, 2016, 10:10:44 PM
Just gonna leave this teaser here  ;)
(https://i.gyazo.com/8f7e887c26dd152f8de866481ae0e5d4.png)
Title: Re: Mod Development Screenshots
Post by: Mr21by9 on May 08, 2016, 12:16:56 AM
Not a screenshot, but fun testing this
https://streamable.com/xd09
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 08, 2016, 02:07:03 AM
Just gonna leave this teaser here  ;)


Is that the Mini Miglia from Grid? :D

Nice! Cant you go on gta5-mods.com and port some of the amazing vehicles on there? How difficult is porting? You dont have to do much modeling or anything when porting right? Cheers! Nice car, i hope to see it on the tracks one day.

Its quite annoying at this stage but once us lot here have figured it all out it should become fairly easy. You dont have to model anything outright if you're porting but some modeling knowledge comes in handy
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 08, 2016, 09:31:29 AM
Correct! it is the Mini Miglia from Grid xD and as for porting vehicles, it's both easy and hard. It's easy because everything's already set up, but it's hard because parts need renaming, textures need redoing, and a solidbody needs to be made, as well as collision spheres, joints, proxies and damage sectors
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 08, 2016, 12:23:24 PM
(https://i.gyazo.com/09b06315ce6cbb6c54d691547b34327f.jpg)

Got some custom textures working, and a steering wheel!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2016, 03:16:28 PM
Oh well:
(http://s32.postimg.org/avgsm9d4x/Untitled.jpg) (http://postimg.org/image/avgsm9d4x/)
Download: http://s000.tinyupload.com/index.php?file_id=21255949522185499977 (http://s000.tinyupload.com/index.php?file_id=21255949522185499977)
Place in data / art / objects. If you want to replace the original derby ramp 1 instead of adding this new derby ramp 3, just rename it to prop_derby_ramp1

Thanks goes to Mazay for making the ramp material and base!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2016, 03:44:47 PM
A other quicky:
(http://s32.postimg.org/dbcd8z03l/Untitled.jpg) (http://postimg.org/image/dbcd8z03l/)
Link: http://s000.tinyupload.com/index.php?file_id=99410340657010937127 (http://s000.tinyupload.com/index.php?file_id=99410340657010937127)

Will try making something else now. Since I'm a total sheit at anything they all will use the same material Mazay has made.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2016, 04:24:22 PM
A quick new one. But be warned: Do at least 95km/h ++ and rally suspensions!
(http://s32.postimg.org/4w327ps1t/Untitled.jpg) (http://postimg.org/image/4w327ps1t/)
Link: http://s000.tinyupload.com/index.php?file_id=85932589461877084572 (http://s000.tinyupload.com/index.php?file_id=85932589461877084572)

This one is called prop_derby_loop.
Title: Re: Mod Development Screenshots
Post by: Finsku on May 09, 2016, 05:02:00 PM
A quick new one. But be warned: Do at least 95km/h ++ and rally suspensions!
([url]http://s32.postimg.org/4w327ps1t/Untitled.jpg[/url]) ([url]http://postimg.org/image/4w327ps1t/[/url])
Link: [url]http://s000.tinyupload.com/index.php?file_id=85932589461877084572[/url] ([url]http://s000.tinyupload.com/index.php?file_id=85932589461877084572[/url])

This one is called prop_derby_loop.


I can make "proper" loop object if someone wants export it into game..  :P
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2016, 05:14:07 PM
Haha :p it is really easy.
1: Have an object saved in the bog3 / bgo3 ( dont remember excact name ) format in modfolder / data / art / objects / xxxfilexxx
2: Open the tools folder. Drag the file from the mod folder ontop / merge with assetbuilder
3: Back in your mod folder you should now have a scne file, which you can slap in everywhete in the game

If you use Blender, you can download the script in this subforum to save the files inn bgo3 format.
Title: Re: Mod Development Screenshots
Post by: STRmods on May 10, 2016, 07:22:41 AM
Something I made a few days ago just as a quick test, going to make a more detailed arena with more kinds of ramps/stunts soon  :D

http://www.youtube.com/watch?v=mMdGri4BnpA (http://www.youtube.com/watch?v=mMdGri4BnpA)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 10, 2016, 07:34:42 AM
Haha! Just make some serious ramps aswell. Spottet a car there too, releasing that aswell? ;)
Great!
Title: Re: Mod Development Screenshots
Post by: STRmods on May 10, 2016, 07:41:33 AM
Hah it's not very good and and very unfinished but yeah sure, it is pretty useful for the corkscrew loops because of its size. I'll probably just release the car as it is for now, I don't really plan on working on it. As for the track ofcourse, there will be plenty of ramps soon and more crazy stuff  ;D
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 10, 2016, 08:05:34 AM
Something I made a few days ago just as a quick test, going to make a more detailed arena with more kinds of ramps/stunts soon  :D


STRmods, is that the Sneak Peek track map you using for the the arena?
Title: Re: Mod Development Screenshots
Post by: STRmods on May 10, 2016, 08:21:50 AM
Yeah the white floor + ramp is from the sneak peek I just used it as a base while I tested props, I'll be making my own whole arena when I release it though.
Title: Re: Mod Development Screenshots
Post by: Axarator on May 10, 2016, 08:51:11 AM
Yeah the white floor + ramp is from the sneak peek I just used it as a base while I tested props, I'll be making my own whole arena when I release it though.
How did you manage to open the sneak peak?
Edit: nvm, it's just the santa sneak peak, but how do I make my custom map objects solid, and how to texture them? (I'm using 3ds max)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 10, 2016, 04:50:04 PM
How did you manage to open the sneak peak?
Edit: nvm, it's just the santa sneak peak, but how do I make my custom map objects solid, and how to texture them? (I'm using 3ds max)


Just check YouTube to learn some basics of 3DS Max/Blender, like how to setup materials etc. And for custom map objects just set user defined properties as "col = true" on anything you want to be able to hit/drive on

Also not sure if this really counts as "WIP" but I think it's interesting... I tried this just to see if I could make a big map that was quite dense with just a single .scne file, worked fine and didn't even look as bad as I was expecting haha. http://www.youtube.com/watch?v=ojexQnBcktM (http://www.youtube.com/watch?v=ojexQnBcktM)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 10, 2016, 05:54:48 PM
Holy shit! So, how you got that whole map into the Blender? And exported it as bgo3 format and the normal bgo3 file into assertbuilder?
Title: Re: Mod Development Screenshots
Post by: sam223 on May 10, 2016, 05:59:32 PM
@STRmods interesting stuff. Would be cool if you could import some of the stadium from the later GTA's. I know you could race in one of them.
Title: Re: Mod Development Screenshots
Post by: STRmods on May 10, 2016, 06:19:43 PM
@STRmods interesting stuff. Would be cool if you could import some of the stadium from the later GTA's. I know you could race in one of them.

Funny you say this... I was thinking of importing the bloodring map from vice city/san andreas hah. So yeah maybe I will :)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 10, 2016, 06:23:38 PM
Holy shit! So, how you got that whole map into the Blender? And exported it as bgo3 format and the normal bgo3 file into assertbuilder?

Well I had to split the map up into parts as the max tri's/polys per object is around 65k I think? But other than that, I just imported the map, set up the materials, added collision and exported haha. It was actually pretty easy to do only took around 30 mins and that includes messing around getting the map in the first place. It has some issue's like one sided textures on a few walls and stuff but for a quick test it worked quite well  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on May 10, 2016, 06:31:57 PM
That's great work! Now I'll demand you to import the Red Pike Arena / Chalk Cannyon from Destruction Derby 2! :p
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on May 10, 2016, 08:20:16 PM
Although I'm not into the whole "ramp" thing, I would love to race on a city circuit map like that. It would be a blast.
Title: Re: Mod Development Screenshots
Post by: Axarator on May 11, 2016, 09:30:01 AM
How did you manage to open the sneak peak?
Edit: nvm, it's just the santa sneak peak, but how do I make my custom map objects solid, and how to texture them? (I'm using 3ds max)


Just check YouTube to learn some basics of 3DS Max/Blender, like how to setup materials etc. And for custom map objects just set user defined properties as "col = true" on anything you want to be able to hit/drive on

Also not sure if this really counts as "WIP" but I think it's interesting... I tried this just to see if I could make a big map that was quite dense with just a single .scne file, worked fine and didn't even look as bad as I was expecting haha. [url]http://www.youtube.com/watch?v=ojexQnBcktM[/url] ([url]http://www.youtube.com/watch?v=ojexQnBcktM[/url])

Yeah, I managed to make a map from scratch too :P
It's in my DriftFest mod now, but here is some screenys incase you didn't see:
(http://images.akamai.steamusercontent.com/ugc/492393550290972015/DF20D7A88B9E7B64D42CC52FEACD3FC376F91408/) (http://images.akamai.steamusercontent.com/ugc/492393550290972265/68D4D564B05E59657414DE1EE6AD11DC50F4528E/)
(http://images.akamai.steamusercontent.com/ugc/492393550290972380/7DCB8EDCC887B43F2A0DA57C89DA165CADE3495F/)
Title: Re: Mod Development Screenshots
Post by: Mazay on May 12, 2016, 02:55:57 PM

Something is cooking  ...or burning :P
Title: Re: Mod Development Screenshots
Post by: The Very End on May 12, 2016, 02:56:37 PM
;) Same here, through some contacts I got a hold on certain assets:
(http://s32.postimg.org/g3use6o1t/Untitled.jpg) (http://postimg.org/image/g3use6o1t/)
Title: Re: Mod Development Screenshots
Post by: Devin on May 12, 2016, 05:14:04 PM
;) Same here, through some contacts I got a hold on certain assets:
([url]http://s32.postimg.org/g3use6o1t/Untitled.jpg[/url]) ([url]http://postimg.org/image/g3use6o1t/[/url])

No way!
(http://puu.sh/oPeoR/5d50390b52.png)
^Me earlier this day...


Well, guess it's time for me to start porting the rainbow road :D
Title: Re: Mod Development Screenshots
Post by: Daystar on May 12, 2016, 08:34:11 PM
I wonder if NR2003 tracks could be ported over to Wreckfest?

http://www.youtube.com/watch?v=IZEY7G94AW8 (http://www.youtube.com/watch?v=IZEY7G94AW8)

I know! some of the tracks are real cheesy, yet some look cool! and I am excited to see your track hopefully someday The Very End!


Title: Re: Mod Development Screenshots
Post by: Orbotnive T on May 12, 2016, 08:58:00 PM
I wonder if NR2003 tracks could be ported over to Wreckfest?

Many of those really do look a lot of fun, what a great base to do a few scenic upgrades to :)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 12, 2016, 09:01:11 PM
(https://i.gyazo.com/6b548874d449e729d4823c3c1aebc019.gif)
Cones, my only weakness.

So yeah, damage is coming along pretty, uh, strangely.
Title: Re: Mod Development Screenshots
Post by: sam223 on May 13, 2016, 12:33:02 AM
I wonder if NR2003 tracks could be ported over to Wreckfest?

[url]http://www.youtube.com/watch?v=IZEY7G94AW8[/url] ([url]http://www.youtube.com/watch?v=IZEY7G94AW8[/url])

I know! some of the tracks are real cheesy, yet some look cool! and I am excited to see your track hopefully someday The Very End!

Most can be ported over,its the ai lines/checkpoints and start points that are the issue currently. 3dsimed will let you open F1-2015, rFactor2, Assetto Corsa, Grid AutoSport,F1-2010 to F1-2014, NFS Shift, DIRT, GRID,  Race 07, GTR Evolution, STCC The Game, GTR2, rFactor, GTL, GTR,  Papyrus Nascar 2003 & Grand Prix Legends (GPL), Formula 1 2002 (F1 2002), Nascar Heat tracks and export them to .3ds .dae and .skp which can be imported into blender, and then exported to bgo3 fine.
Title: Re: Mod Development Screenshots
Post by: Daystar on May 13, 2016, 12:51:44 AM
I wonder if NR2003 tracks could be ported over to Wreckfest?

[url]http://www.youtube.com/watch?v=IZEY7G94AW8[/url] ([url]http://www.youtube.com/watch?v=IZEY7G94AW8[/url])

I know! some of the tracks are real cheesy, yet some look cool! and I am excited to see your track hopefully someday The Very End!

Most can be ported over,its the ai lines/checkpoints and start points that are the issue currently. 3dsimed will let you open F1-2015, rFactor2, Assetto Corsa, Grid AutoSport,F1-2010 to F1-2014, NFS Shift, DIRT, GRID,  Race 07, GTR Evolution, STCC The Game, GTR2, rFactor, GTL, GTR,  Papyrus Nascar 2003 & Grand Prix Legends (GPL), Formula 1 2002 (F1 2002), Nascar Heat tracks and export them to .3ds .dae and .skp which can be imported into blender, and then exported to bgo3 fine.


That is awesome to know Sam!  8) Hopefully the track modders will jump into that aspect what you mentioned, and crank out some fun tracks for us! Hopefully this will become a reality (ported tracks) that we all can enjoy.
Title: Re: Mod Development Screenshots
Post by: sam223 on May 13, 2016, 01:20:54 AM
I wonder if NR2003 tracks could be ported over to Wreckfest?

[url]http://www.youtube.com/watch?v=IZEY7G94AW8[/url] ([url]http://www.youtube.com/watch?v=IZEY7G94AW8[/url])

I know! some of the tracks are real cheesy, yet some look cool! and I am excited to see your track hopefully someday The Very End!

Most can be ported over,its the ai lines/checkpoints and start points that are the issue currently. 3dsimed will let you open F1-2015, rFactor2, Assetto Corsa, Grid AutoSport,F1-2010 to F1-2014, NFS Shift, DIRT, GRID,  Race 07, GTR Evolution, STCC The Game, GTR2, rFactor, GTL, GTR,  Papyrus Nascar 2003 & Grand Prix Legends (GPL), Formula 1 2002 (F1 2002), Nascar Heat tracks and export them to .3ds .dae and .skp which can be imported into blender, and then exported to bgo3 fine.


That is awesome to know Sam!  8) Hopefully the track modders will jump into that aspect what you mentioned, and crank out some fun tracks for us! Hopefully this will become a reality (ported tracks) that we all can enjoy.


With a bit of effort you could probably even port over the Test drive:EOD tracks. They use a similar format to Nascar heat.
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 13, 2016, 02:15:10 AM
I'd suggest avoiding 3ds as an intermediate format. It's very limited and often exporters/importers don't follow the proper format specification.

Also, I'd rather see some scratch made stuff in the game. Ports are boring after a bit ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 13, 2016, 01:17:42 PM
Well it works... kind of! The textures do have bug (as you can see), the ground spews out sand particles, but well, collisions and everything in-game :) Don't get me started on the CP / startpoints, hopefully there will be better support for them in the future. (The AI does not work ofc, just smashes the poor thing who didn't know where to go)
(http://s32.postimg.org/pp1snl43l/Untitled.jpg) (http://postimg.org/image/pp1snl43l/) (http://s32.postimg.org/50cjookxt/Untitled.jpg) (http://postimg.org/image/50cjookxt/) (http://s32.postimg.org/8aath9if5/Untitled.jpg)  (http://postimg.org/image/8aath9if5/)(http://s32.postimg.org/dh85kvjpd/Untitled.jpg) (http://postimg.org/image/dh85kvjpd/)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 13, 2016, 03:18:50 PM
@STRmods interesting stuff. Would be cool if you could import some of the stadium from the later GTA's. I know you could race in one of them.

 ;)
http://www.youtube.com/watch?v=eJIv2dmdoug (http://www.youtube.com/watch?v=eJIv2dmdoug)
Managed to find a way to make my own makeshift way to make AI Paths and start points for both events with just 3DS Max and BagEdit  :P
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 13, 2016, 04:09:49 PM
Great going there STRmods getting those GTA track maps working in Wreckfest!  :D

That derby pit look like it be a good pit for Cops and Robbers. Could I use it?  :)

And I take it you have been reading my track thread to learn some the does and don'ts of track making?
Title: Re: Mod Development Screenshots
Post by: STRmods on May 13, 2016, 04:24:20 PM
Great going there STRmods getting those GTA track maps working in Wreckfest!  :D

That derby pit look like it be a good pit for Cops and Robbers. Could I use it?  :)

And I take it you have been reading my track thread to learn some the does and don'ts of track making?

Yeah I will be releasing it :) And no I just did some experimenting with a method I came up with for visualising paths fully in 3DS Max, if the map tools don't come today I'll post a tutorial/video on how I did it. But might aswell see if the official way is coming first.  :P
Title: Re: Mod Development Screenshots
Post by: TDM on May 13, 2016, 05:10:00 PM
New car that I'm working on


Title: Re: Mod Development Screenshots
Post by: STRmods on May 13, 2016, 05:12:08 PM
New car that I'm working on




Nice :) was wondering when this would be made ;p General Lee livery?  :D
Title: Re: Mod Development Screenshots
Post by: Daystar on May 13, 2016, 07:16:59 PM
New car that I'm working on




Man! that looks freakin Awesome!!! (http://orig15.deviantart.net/aad8/f/2008/226/4/d/_awesome__by_vayde.gif) The AI better watch out for that panel crushing beast!!! that is so cool TDM!
Title: Re: Mod Development Screenshots
Post by: Devin on May 13, 2016, 07:18:17 PM
This game makes every car look awesome :D Even the damage on 10 year old models looks badass. I hope we get more cars soon! That one really fits into the game.


Unlike this one  :P
(http://puu.sh/oQpqo/9e76d766b1.jpg)
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 14, 2016, 03:13:20 AM
Some updates from me, I managed to get the damage working right.. somehow. Windows dont wanna shatter though.


I also added some paint skins in the factory colours



Still need to work on the interiour a bit, add some more liveries, work on the tuning.. etc
Title: Re: Mod Development Screenshots
Post by: Needles Kane on May 14, 2016, 10:05:41 AM
Well it works... kind of! The textures do have bug (as you can see), the ground spews out sand particles, but well, collisions and everything in-game :) Don't get me started on the CP / startpoints, hopefully there will be better support for them in the future. (The AI does not work ofc, just smashes the poor thing who didn't know where to go)
([url]http://s32.postimg.org/pp1snl43l/Untitled.jpg[/url]) ([url]http://postimg.org/image/pp1snl43l/[/url]) ([url]http://s32.postimg.org/50cjookxt/Untitled.jpg[/url]) ([url]http://postimg.org/image/50cjookxt/[/url]) ([url]http://s32.postimg.org/8aath9if5/Untitled.jpg[/url])  ([url]http://postimg.org/image/8aath9if5/[/url])([url]http://s32.postimg.org/dh85kvjpd/Untitled.jpg[/url]) ([url]http://postimg.org/image/dh85kvjpd/[/url])


Very end, Where you got Chalk Canyon? Can you give me model, I wan't try to make higher poly version of it.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2016, 10:17:45 AM
http://community.bugbeargames.com/index.php/topic,8854.0.html (http://community.bugbeargames.com/index.php/topic,8854.0.html)
All models there. Currently fitting highres textures on it. Can't you make the car? :D The models, skins, damaged skins are all in there :) I have no clue how to do the cars.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2016, 10:54:53 AM
Meanwhile, working on textures. Since I'm horrible at basically everything, I'm using the texture allready in-game. Atm:
(http://s32.postimg.org/zdk7cviup/Untitled.jpg) (http://postimg.org/image/zdk7cviup/)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2016, 04:37:50 PM
And we have a video! Only human players possible at current time beeing, but good lads of this forum is on the case trying to solve it as we speak ;)
Oh, and I though it was time for a facelift, so I used mainly the textures that is allready in game.
http://www.youtube.com/watch?v=8BCwMCdpm7k&feature=youtu.be (http://www.youtube.com/watch?v=8BCwMCdpm7k&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Daystar on May 14, 2016, 04:53:08 PM
Looks much better TVE! and cannot wait for this to get released to us! I love how smooth the track is, and the textures really do look much better than previously. good luck with it!
hope your modding friends, that handle the AI lines have great progress in their endeavors! Curious how the track will look with Elimination mode haha!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2016, 04:58:31 PM
The only fear I have is that it's just too extreme for the AIs hehe. The first jump needs a certain way of doing to even survive it (release trottle in air to tilt it, then full trottle a second later - fail to do so and it's clubbing time haha) ... BUT it will be funny! I know some of the textures are a bit... meh, but it keeps down the size of the things and I encountered a lot of problems when trying to use the original textures. As you can see I have not replaced all, but I consentrated on the road and the things closest to the road.

A other problem is the time here, Im using so much time on... well basically nothing. Since I'm totally new on editing stuff it takes ages and a lot of hourse, even with great help of the people on this forum.

Thanks btw :)

Oh, and when this is done, what track is most desired afterwards? I have all the D1/D2 tracks, aviable, but I can't work on more than one at a time... this will take ages but bear with me :p

Edit: Forgot to mention, the invicible walls are at the edge of the track, not on the racing path. So it is very possible to get launched onto the mountains or the crowds at start / finish straight :D
(http://s32.postimg.org/ki653r33l/Untitled.jpg) (http://postimg.org/image/ki653r33l/)
Title: Re: Mod Development Screenshots
Post by: RickyB on May 14, 2016, 05:16:43 PM
I have a beginners question. (installed blender today)
How do I asssign a shared texture (bmap) from data/art/textures to an object in blender? For example: I'd like to have a different texture on the ramp mazay made. I see the material tab and .bmap, .tga and even .jpg (source). Slightly confused. Is there info on that somewhere in the forum already? Did not find any.



Title: Re: Mod Development Screenshots
Post by: Mazay on May 14, 2016, 05:33:18 PM
There is not much info around. I think we really need something like modding wiki where anyone could just add stuff.
Some info can be found in BGO Exporter thread.

The texture names with .tga at the end are the .bmaps that wreckfest loads. Just ignore the .tga and think of it as .bmap
All other files you see are the textures blender uses for viewing model.
Uv maps (texture positioning data) of those will be shared with wreckfest, so when you have same texture file in blender and wreckfest it will likely look correct.

I used breckfest to convert bmaps (the jpg file) to see what I am doing in blender, but changing the .tga path alone will change texture.

bmap in picture is what I have typed in wrong place so just ignore it.



Something I am working on:


Models and startpoints are done in blender, objects in bagedit.
Title: Re: Mod Development Screenshots
Post by: RickyB on May 14, 2016, 07:10:40 PM
Thank you Mazay. Probably have to watch some tutorials for a few days, but slowly getting there :) Trying to exchange the inner ramps on big 8 with selfmade ones. Getting weird shadows but I think I read something about that in the blender bgo exporter thread.
the barracks needed reinforcement :)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on May 14, 2016, 09:08:42 PM
Oh, and when this is done, what track is most desired afterwards? I have all the D1/D2 tracks, aviable, but I can't work on more than one at a time... this will take ages but bear with me :p

Ultimate Destruction Speedway, why not :) a few splits in it for interest. And about the Chalk Canyon, I only just found out a benefit of pop in on that video, all these years later :p  But great job I really want to try it out :)

Edit: Think you could close off that floating track from sight with a few simple polygons with mountain texture?
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2016, 11:01:13 PM
I am unsure if there is a quick fix to it sadly.
Think we just have to accept it look a bit...strange. To have a mountain to cover that would have to be huuuuge. Then next problem is the quality of textures and making it look good from all sides :) Don't want to ruin your dreams, but maybe first task should be to get the tracks in, and then fine tune them for the estethics? :)

As for SCA track, I love it too. But I am unsure how the AI will handle multiple layout :) Think I will try death bowl, red pike arena or red pine raceway next - anyone particularly of those you want? :)
Title: Re: Mod Development Screenshots
Post by: Devin on May 14, 2016, 11:21:26 PM
Oh just place a huge mountain thingy there, it will look awesome :P Not that much work
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2016, 11:25:44 PM
You make it sound so easy lol, remember I'm a total fucknugget at this haha!
Title: Re: Mod Development Screenshots
Post by: STRmods on May 14, 2016, 11:42:07 PM
Oh just place a huge mountain thingy there, it will look awesome :P Not that much work
You make it sound so easy lol, remember I'm a total fucknugget at this haha!
I'll fix it while I have it if you want, news for others is I've got AI driving on the Chalk Canyon track as flawlessly as I think AI can drive on this track. Even some are able to land the big jump and keep going! Just got to fix a few little areas of the track that aren't "valid" to drive on when they should be. (if you go really wide on some corners you'll see wrong way which can cause AI cars to do weird things if they get pushed out too far) Anyway update soon :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2016, 11:53:07 PM
Sure, you got freedom to do as you seem fit - after all your the reason why we have AIs on this track in first place :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 15, 2016, 12:00:05 AM
Oh just place a huge mountain thingy there, it will look awesome :P Not that much work

You make it sound so easy lol, remember I'm a total fucknugget at this haha!

I'll fix it while I have it if you want, news for others is I've got AI driving on the Chalk Canyon track as flawlessly as I think AI can drive on this track. Even some are able to land the big jump and keep going! Just got to fix a few little areas of the track that aren't "valid" to drive on when they should be. (if you go really wide on some corners you'll see wrong way which can cause AI cars to do weird things if they get pushed out too far) Anyway update soon :)


Got push them blue lines far enough out the AI ( players ) don't touch them.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-splines-done.jpg)

And then use the racelines to push the AI where you want them to go on the track. In pic above, I have not tweaked the racelines yet.
Title: Re: Mod Development Screenshots
Post by: STRmods on May 15, 2016, 12:12:41 AM
Got push them blue lines far enough out the AI ( players ) don't touch them.


And then use the racelines to push the AI where you want them to go on the track. In pic above, I have not tweaked the racelines yet.


Yeah I know, the only reason there was spots for them to go out of bounds was because I purposely didnt do too many  (just as a test version) so on corners there wasn't enough sectors to make the path follow the curve thats all. I know what I'm doing you can trust me  :P The hardest part of doing a track like this is the elevation, if the paths aren't with some of the dips in the track then AI can get lost. With the way I make the AI paths (in 3DS Max) it's pretty simple to do since I can see the AI Path on the track so I can adjust it while being able to see how it will be, it's just tedious, especially with bigger tracks.

Here's a picture of the first test (it's already slightly different to this)


BTW suggestion for your track, for the last sector just copy sector 0 so it properly closes the track

(http://i.imgur.com/HWFf3kZ.jpg)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 15, 2016, 12:20:37 AM
Got push them blue lines far enough out the AI ( players ) don't touch them.


And then use the racelines to push the AI where you want them to go on the track. In pic above, I have not tweaked the racelines yet.


Yeah I know, the only reason there was spots for them to go out of bounds was because I purposely didnt do too many  (just as a test version) so on corners there wasn't enough sectors to make the path follow the curve thats all. I know what I'm doing you can trust me  :P The hardest part of doing a track like this is the elevation, if the paths aren't with some of the dips in the track then AI can get lost. With the way I make the AI paths (in 3DS Max) it's pretty simple to do since I can see the AI Path on the track so I can adjust it while being able to see how it will be, it's just tedious, especially with bigger tracks.

Here's a picture of the first test (it's already slightly different to this)




Wish I could see track under my spline points, would make the tweaking easier.
Title: Re: Mod Development Screenshots
Post by: STRmods on May 15, 2016, 12:24:47 AM
Wish I could see track under my spline points, would make the tweaking easier.

Well the official map tools should be out this coming week then it will be much easier, but I might post a tutorial on how I do it later tonight (using Chalk Canyon as example) to help people in the mean time. For less complex tracks its possible to do all AI (start positions, checkpoints and sectors) in 15-30 minutes :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 12:02:57 PM
All those small things. Sadly there is not a high res immage to use as background loading from DD2, so therfor it's only menu selection atm. Also it's a bit unaligned, but problem is that it got to be in 250 x 116 size, which causes headache for the BugBear tga -> bmap converter (since it must be size of 2 (2, 4, 8 , 16, 32, 64, 128, 256 and so on)). So have to save it in some bad power of two size, then convert it, and then name it right. So atm, this is the best I can do :p
Wish the tga -> bmap converter would allow us to convert immages for menus right - since they are not in power of two.
(http://s32.postimg.org/ducfz7cvl/Menu.jpg) (http://postimg.org/image/ducfz7cvl/)
Title: Re: Mod Development Screenshots
Post by: Speedevil on May 15, 2016, 01:16:50 PM
Maybe you could use a screenshot of a race on the track, like all the official tracks?

Looking great though. I never played DD2, but this track looks like a lot of fun.
Title: Re: Mod Development Screenshots
Post by: RickyB on May 15, 2016, 02:46:07 PM
Also it's a bit unaligned, but problem is that it got to be in 250 x 116 size, which causes headache for the BugBear tga -> bmap converter (....) since they are not in power of two.

I like the idea of having a custom preview picture. Actually the event .bmaps are 256x128. They are just named 250x116. When you convert them with breckfest and open the .png you'll see this:

(http://i.imgur.com/z4xqR47.jpg)

The picture itself is 250x116 but there's a transparent border to fill the space so that the whole picture is 256x128. BB did that with a lot of bmaps so that this power of 2 thing works :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 02:56:45 PM
Nice, and good idea about picture. Btw what is the best idea to get a picture of 26x x 12x to 250 x 116? If I just rename the tga to bmap the game won't read the file - got to use the assert tool. :/

Edit: Wait..so I can actually convert it as 256 x 128?
Title: Re: Mod Development Screenshots
Post by: RickyB on May 15, 2016, 03:02:19 PM
Edit: Wait..so I can actually convert it as 256 x 128?

Yes, exactly :). Just has to be aligned like in the pic I posted. Rest can be transparent. Gets cut off anyway I think.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 03:11:10 PM
Nice thanks :) Actually, if you rename the event_xxx_small256x256 it will go all out of border haha. But no worries, just me that had the daily brainfart... Good to know there are clever people around :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 05:12:38 PM
Meanwhile SRTmods is working on the AI paths, I've been working on other stuff. Now I just need a lot of replacement textures...meh.
(http://s32.postimg.org/7psfoc5f5/Untitled.jpg) (http://postimg.org/image/7psfoc5f5/)
Title: Re: Mod Development Screenshots
Post by: Daystar on May 15, 2016, 05:56:40 PM
Meanwhile SRTmods is working on the AI paths, I've been working on other stuff. Now I just need a lot of replacement textures...meh.
([url]http://s32.postimg.org/7psfoc5f5/Untitled.jpg[/url]) ([url]http://postimg.org/image/7psfoc5f5/[/url])


I have high quality street textures! pm me if you need some  ;D

This is just a small example what I have.
(http://thumbnails116.imagebam.com/48387/a0e70f483863408.jpg) (http://www.imagebam.com/image/a0e70f483863408)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 06:01:58 PM
Thanks for the offer :D What I did end up with is almost the same as your crached texture. There is a texture in game with cracked derby floor, and it works quite ok. Since it's allready in game it helps save some space too - but again, thanks for offer :)
Title: Re: Mod Development Screenshots
Post by: Daystar on May 15, 2016, 06:14:44 PM
Thanks for the offer :D What I did end up with is almost the same as your crached texture. There is a texture in game with cracked derby floor, and it works quite ok. Since it's allready in game it helps save some space too - but again, thanks for offer :)

Ahh that's good to hear! and yeah no problem.. just want to help the modders if possible  8)
Hope we get our track creator app next week, I bet it will be easier for a lot of people. but I hope
it does not require 3ds max. I cannot afford it, and not sure how complicated it is. might be a tough learning curve I fear.
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 15, 2016, 06:25:04 PM
Thanks for the offer :D What I did end up with is almost the same as your crached texture. There is a texture in game with cracked derby floor, and it works quite ok. Since it's allready in game it helps save some space too - but again, thanks for offer :)


Ahh that's good to hear! and yeah no problem.. just want to help the modders if possible  8)
Hope we get our track creator app next week, I bet it will be easier for a lot of people. but I hope
it does not require 3ds max. I cannot afford it, and not sure how complicated it is. might be a tough learning curve I fear.



From what Janne posted the other day, I don't think we are getting any kind of track editor from Bugbear:

We're mainly working on the track tools as well as Workshop support (currently in testing), career design and UI + bits of this and that. Of course work on the tracks and the next car is continuing as well.


Track tools, like along the lines of an AI sector tool?   :D

([url]http://imgur.com/GO5ICZt.png[/url])

And a 3d object editor?   :D

([url]http://www.lay-zmattress.com/flatout2/purple44/flatout%202/blender-plane1.jpg[/url])

Please.


Sorry, not tools like those but plugins to export stuff from 3ds Max. Remember, we internally use 3ds Max for pretty much everything ;)

But yes, with those you can create tracks just the way we do.


But there at least one modder using Blender to make custom tracks. So there is hope we will see a Blender Wreckfest track editor down the road. Have to be patience for now.  :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 08:19:16 PM
It's a bit cheesy, and textures could be higher (could not find anything in 4k format), but at least we have some background mountains now. It was so lonely and emty, so had to figure out something.
I am in a bit of dilemma here - some, or many of the textures are in low ress, but, I feel like I can't replace the Red Pike logo. What you guys think? Replace it with a higher res wall or just let it be?
(http://s32.postimg.org/xgatg9hdd/Untitled.jpg) (http://postimg.org/image/xgatg9hdd/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 15, 2016, 08:28:53 PM
Well when it come to online, players don't notice the quality so much and some have turn down graphic settings to get good  FPS to race\derby online.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 08:34:57 PM
Aight, think I will just have to let it stay for now then.. Well well, good news! Copy - pasting the ai lines from the derby10 track proved interesting. It seems the AI actually managed to drive this track "well" enough now. Just waiting for Chalk Canyon to be done, then I maybe can release them both at same time, as a version 0.1 of the mod or something.
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on May 15, 2016, 08:55:02 PM
It's a bit cheesy, and textures could be higher (could not find anything in 4k format), but at least we have some background mountains now. It was so lonely and emty, so had to figure out something.
I am in a bit of dilemma here - some, or many of the textures are in low ress, but, I feel like I can't replace the Red Pike logo. What you guys think? Replace it with a higher res wall or just let it be?
([url]http://s32.postimg.org/xgatg9hdd/Untitled.jpg[/url]) ([url]http://postimg.org/image/xgatg9hdd/[/url])


You could always try Filter Forge to create some tileable textures. I'm pretty sure that there is some pretty good asphalt and concrete textures in there that should work pretty good. You could at least give the demo version a whirl.

https://www.filterforge.com/ (https://www.filterforge.com/)

https://www.filterforge.com/ (https://www.filterforge.com/)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 09:00:06 PM
Thanks for tips, might try it out :)
Progress:
(http://s32.postimg.org/5pzt4ktgx/Untitled.jpg) (http://postimg.org/image/5pzt4ktgx/) (http://s32.postimg.org/wjkafc8q9/Untitled.jpg) (http://postimg.org/image/wjkafc8q9/)
Ai actually works (since there are no obstacles) :|
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 15, 2016, 09:48:43 PM
Progress:
([url]http://s32.postimg.org/5pzt4ktgx/Untitled.jpg[/url]) ([url]http://postimg.org/image/5pzt4ktgx/[/url]) ([url]http://s32.postimg.org/wjkafc8q9/Untitled.jpg[/url]) ([url]http://postimg.org/image/wjkafc8q9/[/url])
Ai actually works (since there are no obstacles) :|




What, were all the AI racing to be the first car on top of the hill!!?  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2016, 10:33:59 PM
Yeah lol! They all go flat-out into a clusterfuck in the middle :D
Maybe I won't have to do check points on this track at all...must test it a bit more :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 16, 2016, 12:06:39 AM
Sorry doublepost, made capture of it:
http://www.youtube.com/watch?v=frKv9MvPjew&feature=youtu.be (http://www.youtube.com/watch?v=frKv9MvPjew&feature=youtu.be)
The AI seems stable enough :)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 16, 2016, 12:20:03 AM
After quite a few hours of tweaking, finally got the chalk canyon AI perfected!  :D
Fixed a few things with the map, like light in the tunnels, seeing the underneath of the high part of the track etc :)




The Very End incoming...  :P

Title: Re: Mod Development Screenshots
Post by: STRmods on May 16, 2016, 02:46:31 AM
Download the Destruction Derby mod pack here  (http://community.bugbeargames.com/index.php?topic=8863.msg85085#msg85085)

Preview of the AI working on Chalk Canyon :)
http://www.youtube.com/watch?v=6y-Vgh-crJE&feature=youtu.be (http://www.youtube.com/watch?v=6y-Vgh-crJE&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Heddly on May 16, 2016, 07:05:48 AM
Just a quick video of my Lawnmower performance and handling mod on Purple44's GoKart Track. WIP video:

http://youtu.be/e77Trb7A6wc (http://youtu.be/e77Trb7A6wc)
Title: Re: Mod Development Screenshots
Post by: hande11 on May 16, 2016, 12:07:09 PM
Preview of the AI working on Chalk Canyon :)
[url]http://www.youtube.com/watch?v=6y-Vgh-crJE&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=6y-Vgh-crJE&feature=youtu.be[/url])

Cool work The Very End and STRmods! Was amazed to see those couple of bigger jumps working! In BB official tracks small jumps produced almost always rear end falling first (as expected or not, there was not ramp to test. But i drove off a cliff and car fell rear first, hah) and sometimes weird huge damage-bounce when landing , but here we see more front going down first even for smaller jump (realistic jump physics are a ofc science of it's own, already discussed sometimes before (http://community.bugbeargames.com/index.php/topic,8647.msg82985#msg82985)).

Can you mod how car will take bigger jump damage, ie. make car taking damage or endure more the huge jumps? Is it modding suspension values that are taking the hit and damaging or not car? Some AI seemed not to survive that huge jump (it could expected, as jump is huge). Anyway, very cool to see we can have all sort of jumps in game, and maybe hopefully modify the damage effects they have for the cars too (sim or arcade) :) Great work!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 16, 2016, 12:22:05 PM
Wish I knew how to do that, but I have no idea on that part sorry :D The best we can do now is rally suspensions hehe!
Title: Re: Mod Development Screenshots
Post by: hande11 on May 16, 2016, 12:48:33 PM
Cool. Btw, even if there is a lot of interest and even stupid questions (like from me) now for you modder pioneers, remember to take a "break" from game too and do the studies / normal daily life activities for a while too :) Modding will be hopefully in place of years to come, so no need to push you modding folks too much on constant-basis, it's a long run marathon to being taken sensible speed enough!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 16, 2016, 12:53:19 PM
Haha thanks! And it's not stupid questions at all. I'm doing this part time between my studies, but I must admit it's very much fun! It's also great to be able to collabrate with other people on the things I'm not familiar with at at all. Some people are way better than me at the checkpint / ai work, while others have superb ideas and inputs we can take with us in the development. Modding is community driven, and therfor I apreciate feedback and will try - at my best, to work togheter with you.

As for now I'm working on the modelling / texture part of the Sca Ultimate Destruction Raceway (will be shortened in Wreckfest to Sca Ultimate Raceway). Pictures comes later.

Edit: Picture. Can't get #killplayer to work as intended... but well, work continues :)
(http://s32.postimg.org/lzfhgehzl/Untitled.jpg) (http://postimg.org/image/lzfhgehzl/)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 16, 2016, 05:18:10 PM
Remember to take a "break"

As soon as I finished Chalk Canyon that was exactly my next idea  :P Debugging AI without the official tools gets painful haha
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 16, 2016, 08:04:04 PM
I'm gonna call this "progress" but it isn't too much progress really since I've been stuck with the very annoying issue of the left wing not unlocking or releasing. I had it unlock once, but after doing nothing else to it I haven't managed to get it to unlock or release, an issue I've tried, and failed, to fix for the past few days as absolutely nothing I try affects the damage at all, note, the wing's release and unlock thresholds are lower than the bonnet's, which detaches easily for test purposes.
(https://i.gyazo.com/5814f6081096eabe503de0edd7a2c336.gif)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 16, 2016, 08:25:25 PM
I'm gonna call this "progress" but it isn't too much progress really since I've been stuck with the very annoying issue of the left wing not unlocking or releasing. I had it unlock once, but after doing nothing else to it I haven't managed to get it to unlock or release, an issue I've tried, and failed, to fix for the past few days as absolutely nothing I try affects the damage at all, note, the wing's release and unlock thresholds are lower than the bonnet's, which detaches easily for test purposes.

If I remember correct... I think the thresholds work backwards, meaning higher numbers will make it easier to release. Would be worth a try  :P
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 16, 2016, 09:00:44 PM
Not at all, lower release distance = easier to break, setting to 1 on the bonnet makes it never come off
Title: Re: Mod Development Screenshots
Post by: Janne Suur-Näkki on May 16, 2016, 09:34:43 PM
Yep, for panels the lower the value the easier it is detached since it's indeed the distance it needs to move before releasing.

You're sure the problematic part is not parented to anything?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 16, 2016, 10:06:07 PM
Yep, the wing isn't parented to any other part, checked the front bumper and that came off on my first test, so it's a weird one
Title: Re: Mod Development Screenshots
Post by: The Very End on May 16, 2016, 10:30:30 PM
It's good to go - just need to find out how to activate the killplayer function. Currently it's not active through object / material physics (#killplayer), so as far as the devs have stated it needs to be added as an effect. Not sure if I'll figure out that, but I'll try :)
AI is totally bonkers but well - that's the spirit!

(http://s32.postimg.org/4iq7gkc7l/image.jpg) (http://postimg.org/image/4iq7gkc7l/) (http://s32.postimg.org/q6jr4r1zl/image.jpg) (http://postimg.org/image/q6jr4r1zl/) (http://s32.postimg.org/4ugukt7f5/image.jpg) (http://postimg.org/image/4ugukt7f5/)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 16, 2016, 10:52:07 PM
I can now say that the wings are a strange bug, as neither the left or right can move, but every other part can fall off of the vehicle
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 16, 2016, 11:23:08 PM
OK, maybe it's a deform issue, which is weird considering the solidbody should take the wings into account, anyway, got the arch extension to fall off, this is the outcome of a 100mph crash into a tree, something odd's going on here.

(https://i.gyazo.com/8f400517a650238f6d0602919f2228bd.jpg)
Title: Re: Mod Development Screenshots
Post by: TDM on May 17, 2016, 12:20:44 AM
OK, maybe it's a deform issue, which is weird considering the solidbody should take the wings into account, anyway, got the arch extension to fall off, this is the outcome of a 100mph crash into a tree, something odd's going on here.

Have you tried resetting the pivot point of those wings? Also double check if the mesh name matches the panel file name. That's my best guesses
Title: Re: Mod Development Screenshots
Post by: Devin on May 17, 2016, 01:46:41 AM
You won't believe how much of that I've already told him, he either won't listen or is too lazy to try ;)

I have to admit, if what he said to me was completely and 100% true, it is pretty weird, but it should still be easily solvable :D

I'm guessing it won't take much more than another day or two for him to get damage done
Title: Re: Mod Development Screenshots
Post by: Heddly on May 17, 2016, 02:53:34 AM
I can now say that the wings are a strange bug, as neither the left or right can move, but every other part can fall off of the vehicle

Would the Unlock Range in the Panels have an effect on the part release? Just a thought from FlatOut panel.ini files.
Title: Re: Mod Development Screenshots
Post by: sam223 on May 17, 2016, 06:56:10 PM
They look much better when the panels don't fall off imo. And much easier to fix,just delete the joint references in bagedit.
Someone wanna have a go at making the rear end of a hearse fibre glass? So it smashes into small pieces when hit (via many joints)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 17, 2016, 07:12:29 PM
The pivots on all of the parts had been reset from the start as the model I used had the pivots for al the objects set to 0,0,0 relative to the world, so they're all sorted, it could possibly be a joint placement error, but as of yet I can't tell as I've tried moving it about several times
Title: Re: Mod Development Screenshots
Post by: The Very End on May 18, 2016, 02:53:48 PM
Need to do the AI paths / checkpoints. Awaiting patch to see if it becomes easier after that :)
(http://s32.postimg.org/gr581pxfl/image.jpg) (http://postimg.org/image/gr581pxfl/) (http://s32.postimg.org/qn6b1d37l/image.jpg) (http://postimg.org/image/qn6b1d37l/) (http://s32.postimg.org/murdzdd35/image.jpg) (http://postimg.org/image/murdzdd35/)
Title: Re: Mod Development Screenshots
Post by: Finsku on May 18, 2016, 03:12:23 PM
Need to do the AI paths / checkpoints. Awaiting patch to see if it becomes easier after that :)
([url]http://s32.postimg.org/gr581pxfl/image.jpg[/url]) ([url]http://postimg.org/image/gr581pxfl/[/url]) ([url]http://s32.postimg.org/qn6b1d37l/image.jpg[/url]) ([url]http://postimg.org/image/qn6b1d37l/[/url]) ([url]http://s32.postimg.org/murdzdd35/image.jpg[/url]) ([url]http://postimg.org/image/murdzdd35/[/url])


in original DD2 that track was crazy! Hard to finish.. and that huge jump! How that jump work in Wreckfest? Any video about that jump?  :P
Title: Re: Mod Development Screenshots
Post by: The Very End on May 18, 2016, 03:22:31 PM
That jump is a totally f"&"&" nightmare haha! Ok, so the problem is following: Either I make it "less" dangerous, but then you won't make the jump and it's less interesting, or you can - as I have now, about proper size / ratio as in the original DD2 game... but I have to try making the car not flip so much at the edge of the jump... which has proven quite difficoult.

Take a look on the screenshot and tell me - what do you think happens when that thing lands? :p :
(http://s32.postimg.org/codgrzvgh/Untitled.jpg) (http://postimg.org/image/codgrzvgh/)
Title: Re: Mod Development Screenshots
Post by: sam223 on May 18, 2016, 04:20:24 PM
Getting this error when converting the .vhcl any ideas?
---------------------------------
src\bcore\ErrorCallbacks.cpp(42) ERROR : Fatal error in src\bmemory\MemoryManager.cpp(85): OUT OF MEMORY!




Title: Re: Mod Development Screenshots
Post by: The Very End on May 18, 2016, 04:26:49 PM
Many polygons? I got the same earlier when I had way too many of them.
Title: Re: Mod Development Screenshots
Post by: sam223 on May 18, 2016, 04:27:37 PM
Many polygons? I got the same earlier when I had way too many of them.
A lot yes,what is the limit? sedan is 160k i thought?
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 18, 2016, 06:24:07 PM
That jump is a totally f"&"&" nightmare haha! Ok, so the problem is following: Either I make it "less" dangerous, but then you won't make the jump and it's less interesting, or you can - as I have now, about proper size / ratio as in the original DD2 game... but I have to try making the car not flip so much at the edge of the jump... which has proven quite difficoult.

Take a look on the screenshot and tell me - what do you think happens when that thing lands? :p :
([url]http://s32.postimg.org/codgrzvgh/Untitled.jpg[/url]) ([url]http://postimg.org/image/codgrzvgh/[/url])


Is there a "better jumping" car in Wreckfest? A car that handles the landing better then the other cars.
Title: Re: Mod Development Screenshots
Post by: Mazay on May 18, 2016, 07:17:11 PM
Many polygons? I got the same earlier when I had way too many of them.
A lot yes,what is the limit? sedan is 160k i thought?

Probably the exporter is 32bit and some random limit kicks in?
It does not sound like polygon limit or anything.
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 18, 2016, 08:17:12 PM
The maximum amount of polygons per material is 65535.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 18, 2016, 09:03:16 PM
Tried out to see just how big it's possible to create tracks in this game. Turns out - BIG. The game would load and create bigger files, it just tok a bit of time so scaled it down to rather small and nice size:
(http://s32.postimg.org/5jos4rdxd/Untitled.jpg) (http://postimg.org/image/5jos4rdxd/)

Tok some minutes to get across.
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 18, 2016, 09:23:47 PM
Tried out to see just how big it's possible to create tracks in this game. Turns out - BIG. The game would load and create bigger files, it just tok a bit of time so scaled it down to rather small and nice size:
([url]http://s32.postimg.org/5jos4rdxd/Untitled.jpg[/url]) ([url]http://postimg.org/image/5jos4rdxd/[/url])

Tok some minutes to get across.



Would having a huge track effect how many objects you could put on a track?

To bad we can't use Race Track Builder (http://community.bugbeargames.com/index.php/topic,7613.0.html) and grab a real chunk of the world, like some sand dunes somewhere and put them on your track map there End.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 18, 2016, 09:26:25 PM
I guess there is a maximum, but you get a out of memory error first :p The limit for each object is 66-67 000 edges / polygons / whatever, don't remember the term for it.

I am sure there should be some 3ds max pluggins that can read geometry data like google maps, and then make a file out of it. From this file we can then give some WF settings thanks to the import / export tools.. sooo, well it should be doable I think, but where to get the geometry pluggins I have no idea.
Title: Re: Mod Development Screenshots
Post by: Finsku on May 18, 2016, 10:52:11 PM
About track making, I thought it's impossible and next update will bring track modding support... looks I'm so wrong.

I'm very interested to make race tracks, is there in forum (I'm bad to find anything in forum...) some kind tutorial for track making?

Thanks for answering!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 18, 2016, 11:51:22 PM
Right now we are very much thumbling around in dark, but very easy explained the workflow is this:

1: Create or import a track / object in Blender or max
2: Make sure that parts of the track / shape you want to be able to interact with has a custom property with following: col = true
3: For startpoints create shapes / grid / helpers and name them #Startpointxxx - this will make it much easier to place start points around
4: use the export script for either Blender or 3ds max and export your new track to MODXXX/data/art/levels/gameplayset/newtrack
5: To make the startpoint wirk, head to the newly created scne file (from the exporter) abd add one ai line and sector. Do not fill out anything, just those two. The CP / AI lines are too complicated to cover here
6: Make yourself (copy) the event file found in data/proberty/settings, and add the new track here. Simply increase the event numbers by one or duplicate one element and change name / settings so it points to the new track.

Remember that it is easier if your track is named the same as it's folder. Then you can simply link to the folder in the event file, and the game will sort out the rest.

Oh and fir textures,nuse bmap's. Good practise is to convert your pictures to TGA, then use the asserttool on the TGA and it will create a working bmap. If done right you will bow have a textured shape / track inside the game :)

Many typos sorry, on phone!
Title: Re: Mod Development Screenshots
Post by: Finsku on May 19, 2016, 12:35:11 AM
Right now we are very much thumbling around in dark, but very easy explained the workflow is this:

1: Create or import a track / object in Blender or max
2: Make sure that parts of the track / shape you want to be able to interact with has a custom property with following: col = true
3: For startpoints create shapes / grid / helpers and name them #Startpointxxx - this will make it much easier to place start points around
4: use the export script for either Blender or 3ds max and export your new track to MODXXX/data/art/levels/gameplayset/newtrack
5: To make the startpoint wirk, head to the newly created scne file (from the exporter) abd add one ai line and sector. Do not fill out anything, just those two. The CP / AI lines are too complicated to cover here
6: Make yourself (copy) the event file found in data/proberty/settings, and add the new track here. Simply increase the event numbers by one or duplicate one element and change name / settings so it points to the new track.

Remember that it is easier if your track is named the same as it's folder. Then you can simply link to the folder in the event file, and the game will sort out the rest.

Oh and fir textures,nuse bmap's. Good practise is to convert your pictures to TGA, then use the asserttool on the TGA and it will create a working bmap. If done right you will bow have a textured shape / track inside the game :)

Many typos sorry, on phone!


Big thanks! Maybe I'll wait next update where comes track mod support.. :D
I have a few started track projects, but just for testing how to mod track into game I created so simple track with Blender. You don't know how hard it was to reuse Blender after 3dsMax!
I've to think again what program I'll use. In trainee I have to use Blender (I think...) so maybe I'll continue with Blender.

Simple track what I created, it's very simple...
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 19, 2016, 04:32:00 AM
Damage seems to be working alright now  :D



And we now have an interiour!




I also added a Martini livery I made for another game, still needs some editing  :)


Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on May 19, 2016, 05:45:19 AM
The interior looks really good. It's hard to get good detail like that and keep a low poly count.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 19, 2016, 09:21:02 AM
That's one good looking car!

Meanwhile - someone please? I am just so horrible at this, it would do the game / the earlier generasion shame if I ever tried to port it over. Someone want to give it a go? Got the base modell for DD1/DD2 and all skins :/
(http://s32.postimg.org/9o3criy81/image.jpg) (http://postimg.org/image/9o3criy81/)
Title: Re: Mod Development Screenshots
Post by: Finsku on May 19, 2016, 12:11:55 PM
That's one good looking car!

Meanwhile - someone please? I am just so horrible at this, it would do the game / the earlier generasion shame if I ever tried to port it over. Someone want to give it a go? Got the base modell for DD1/DD2 and all skins :/
([url]http://s32.postimg.org/9o3criy81/image.jpg[/url]) ([url]http://postimg.org/image/9o3criy81/[/url])


I can try, but I don't promise anything...
Title: Re: Mod Development Screenshots
Post by: The Very End on May 19, 2016, 12:15:17 PM
That's great, I'll link the DD1 and DD2 car and all skins - it's shareware so you can do as you like with it. Remember that Harmalarm is the author of this, so credits should go to him (he is the one that has agreed releasing it to the public).

LINK:
https://mega.nz/#!IhhxEajI!23vPSLVX36azKjNf5PciwMNkd0ynnpI6ZfJk2xS9nzY
 (https://mega.nz/#!IhhxEajI!23vPSLVX36azKjNf5PciwMNkd0ynnpI6ZfJk2xS9nzY)
Title: Re: Mod Development Screenshots
Post by: sam223 on May 21, 2016, 03:43:41 AM
Stumped...Any ideas?

Will happily export and convert like this


try and include the interior

get this error
src\bcore\ErrorCallbacks.cpp(18) ERROR : Assert failed! src\bcore\bbSystem.cpp(1643): "size <= block->heading->maxCount" Invalid resize, block will size would be larger than max count, tag 'vert', max count 65536, resize 143525

too many poly i thought,so i remove engine (see poly count)

then this error instead
src\bcore\ErrorCallbacks.cpp(42) ERROR : Fatal error in src\bmemory\MemoryManager.cpp(85): OUT OF MEMORY!
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 21, 2016, 03:49:30 AM
No idea why the out of memory error occurs :(. The resize error is caused by too many polygons on a single material pass, however.
Title: Re: Mod Development Screenshots
Post by: sam223 on May 21, 2016, 04:00:30 AM
Any ideas what im doing wrong? The above example is with a decimate modifier on the body (thinking i needed to lower poly count). Just tried it without (+20k verts),will still export fine.



But if i join the body with interior(+3k verts) even on lower poly version,converter shits itself.
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 21, 2016, 04:15:42 AM
You can just leave the interior as a seperate object and it will still deform with everything else.
Title: Re: Mod Development Screenshots
Post by: sam223 on May 21, 2016, 04:34:21 AM
You can just leave the interior as a seperate object and it will still deform with everything else.
Have tried that and assigning it a different material,still no luck
Title: Re: Mod Development Screenshots
Post by: Heddly on May 21, 2016, 04:47:53 AM
New car that I'm working on




Just tested your car. Handling is good on this very beautiful classic car. Good work :)

Would like to see upgrades for performance.

The rear lights are always on, when I use the brakes the front parking lights come on btw.
Title: Re: Mod Development Screenshots
Post by: Marky on May 21, 2016, 06:48:20 AM
(https://i.gyazo.com/f3cdec6c04dc5dbd09ec08130ded434f.png)

Coming soon, possibly-- depends If I can fix the exporter errors on it.

However, just to prove custom maps are indeed here..

(https://i.gyazo.com/d0ca3e3451c647c3cef8ababc7920ca3.png)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 21, 2016, 11:35:22 AM
Thanks to Janne's (dev) help we are now able to use the kill_surface, meaning that you can assign materials to it and as soon as a car touches it = death.
Deathbowl is now working :)
(http://s32.postimg.org/61m2gng1t/Untitled.jpg) (http://postimg.org/image/61m2gng1t/)

PS: Attached the files you need for it to work. Just assign any material this and it will kill the player when it's on it. Now purple, you can create your rooftop derby :p
LINK:
https://mega.nz/#!4kp2iAQS!A_F_XmNz_a8goamulNPrgtwf-XAeIZHJJH7n9PeaIiA (https://mega.nz/#!4kp2iAQS!A_F_XmNz_a8goamulNPrgtwf-XAeIZHJJH7n9PeaIiA)

Edited typo, meant now haha!
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on May 21, 2016, 12:08:40 PM
cant wait too see all these mods come too completion
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 21, 2016, 02:02:40 PM
Not for release, just a dive into track modding to see if i could do it :)
(https://cdn.discordapp.com/attachments/155699304235794432/183534751238324225/unknown.png)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 21, 2016, 07:03:19 PM
Thanks to Janne's (dev) help we are now able to use the kill_surface, meaning that you can assign materials to it and as soon as a car touches it = death.
Deathbowl is now working :)
([url]http://s32.postimg.org/61m2gng1t/Untitled.jpg[/url]) ([url]http://postimg.org/image/61m2gng1t/[/url])

PS: Attached the files you need for it to work. Just assign any material this and it will kill the player when it's on it. Now purple, you can create your rooftop derby :p
LINK:
[url]https://mega.nz/#[/url]!4kp2iAQS!A_F_XmNz_a8goamulNPrgtwf-XAeIZHJJH7n9PeaIiA ([url]https://mega.nz/#[/url]!4kp2iAQS!A_F_XmNz_a8goamulNPrgtwf-XAeIZHJJH7n9PeaIiA)

Edited typo, meant now haha!


Thanks End. But can this be done with Bagedit? Or I need 3D max to "assign any material"?

Is the killerplayer.agen file where my killer object need to be listed to work?

If files had a example of a killer object in it that work all ready, then I could make a duplicate and swap in my own object to become a killer object, maybe?
Title: Re: Mod Development Screenshots
Post by: The Very End on May 21, 2016, 07:12:56 PM
You probally could assign some material settings without an 3ds max / blender editor, but not quite sure how to do that. But easiest is to use one of the programs and make sure the material name has #killplayer tag at it - that's all you need with these three files I'v attached :)

killplayer.agen is refering to an generic code that is within the game, the killplayer effect file is the file that tells "do the killplayer.agen effect". Then, to get things working in game, it needs to be dynamic (as from what I have understood so far from the devs). Dynamic effects is like building collapses, surfaces and such. Basically, we tell that the surface named killplayer has a dynamic proberty, and that property is in turn again linked to the agen / effect. Since it's dynamic it will know when a player is on it, and therfor trigger the effects that is killplayer = DNF.

I'm bad at explaining, as I have troubles understand it too, but at least it works ;) All you need to do, is to give an surface name the #killplayer tag!
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 21, 2016, 07:41:50 PM
You probally could assign some material settings without an 3ds max / blender editor, but not quite sure how to do that. But easiest is to use one of the programs and make sure the material name has #killplayer tag at it - that's all you need with these three files I'v attached :)

killplayer.agen is refering to an generic code that is within the game, the killplayer effect file is the file that tells "do the killplayer.agen effect". Then, to get things working in game, it needs to be dynamic (as from what I have understood so far from the devs). Dynamic effects is like building collapses, surfaces and such. Basically, we tell that the surface named killplayer has a dynamic proberty, and that property is in turn again linked to the agen / effect. Since it's dynamic it will know when a player is on it, and therfor trigger the effects that is killplayer = DNF.

I'm bad at explaining, as I have troubles understand it too, but at least it works ;) All you need to do, is to give an surface name the #killplayer tag!


Was trying make this ramp, a killer ramp for a test.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killplayer2.jpg)

Did not work. Maybe because it set to static. So I guess I need find an object that "Dynamic" to make "killer tires". Or turn the surface of Sandpit 1 into killer sand.

Thanks for the info on how killer setting works The Very End. :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 21, 2016, 07:54:31 PM
Np :) Btw, not all collisions / contacts need dynamic type. Take a look on the picture I have attached.

(http://s32.postimg.org/ewd6zlo01/Untitled.jpg) (http://postimg.org/image/ewd6zlo01/)

For example, I once tested adding one extra effect to the car vs car collision. The extra effect were the static killplayer effect. When car's hit eachothers - they instantly DNF'ed :D
I am sure you can make an static object (which does not move or do anything particular), but when something comes in contact with it, link in the killplayer effect. Just play around and test out things, it should work, at least the static type.

Edit: See picture:
(http://s32.postimg.org/nrrepgojl/Untitled.jpg) (http://postimg.org/image/nrrepgojl/)
Change contact effect to the killplayer effect (not the dynamic type, the static). Should give you some interesting results ;)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 21, 2016, 09:29:19 PM
Np :) Btw, not all collisions / contacts need dynamic type. Take a look on the picture I have attached.

([url]http://s32.postimg.org/ewd6zlo01/Untitled.jpg[/url]) ([url]http://postimg.org/image/ewd6zlo01/[/url])

For example, I once tested adding one extra effect to the car vs car collision. The extra effect were the static killplayer effect. When car's hit eachothers - they instantly DNF'ed :D
I am sure you can make an static object (which does not move or do anything particular), but when something comes in contact with it, link in the killplayer effect. Just play around and test out things, it should work, at least the static type.

Edit: See picture:
([url]http://s32.postimg.org/nrrepgojl/Untitled.jpg[/url]) ([url]http://postimg.org/image/nrrepgojl/[/url])
Change contact effect to the killplayer effect (not the dynamic type, the static). Should give you some interesting results ;)


Big thanks End on helping me. I got killer cones!!!  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone.jpg)

Beware of taking alternative route on a Purple44 track!!  ;D   Now I can think more about the King of the Roof\platform derby I want to do above Sandpit 1 track.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone3.jpg)

About making killer cones ( killer objects ), I had already place some cones on the gokart track last night. Even tried tweaking the tracfficone.dntp to see if I could get killer tires using the Restitution setting, but setting only let me go up to 1, not the 35 Restitution number I use in Flatout 1 King of the Roof derby.  ( Any chance of getting a higher Restitution number Bugbear? )

So after seeing End last pic, I wanted to try it on the cones I had on the Gokart track. I change Contact Effect to point to the killplayer.fxtr file End gave us, it work.  :D :D

Now if you were to make a custom object ( prop_killer_ramp ) you wanted to turn into a killer object and not effect the other objects in the game, would need to make a custom dntp file and point your new object to that custom dntp file (killerramp.dntp ).

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone4.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 21, 2016, 09:49:59 PM
Fun to see you got it workng, make ut some fun objects :D
Title: Re: Mod Development Screenshots
Post by: ajanhallinta on May 22, 2016, 05:54:02 PM
I'm actually making this for GTA IV, but i may need try to convert this beauty for NGC when i got it finished.
Valmet 565:
(http://s32.postimg.org/5shfdu8q9/wip8.jpg) (http://postimg.org/image/5shfdu8q9/) (http://s32.postimg.org/pcvygm9bl/wip9.jpg) (http://postimg.org/image/pcvygm9bl/)
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on May 22, 2016, 07:46:56 PM
HAHAHAHAHA

Will we be racing through barns and dodging cows?
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 22, 2016, 07:54:07 PM
I'm actually making this for GTA IV, but i may need try to convert this beauty for NGC when i got it finished.
Valmet 565:
([url]http://s32.postimg.org/5shfdu8q9/wip8.jpg[/url]) ([url]http://postimg.org/image/5shfdu8q9/[/url]) ([url]http://s32.postimg.org/pcvygm9bl/wip9.jpg[/url]) ([url]http://postimg.org/image/pcvygm9bl/[/url])



Hmmm, do I need make a straw bale obstacle course for the tractor?
Title: Re: Mod Development Screenshots
Post by: The Very End on May 23, 2016, 03:41:30 PM
You allways askes for a skyscraper derby Purple, will this be sufficient? xP
(http://s33.postimg.org/d5nuu0bwr/Untitled.jpg) (http://postimg.org/image/d5nuu0bwr/) (http://s33.postimg.org/92wtuxhsb/image.jpg) (http://postimg.org/image/92wtuxhsb/)
I call it, derby on a box!
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 23, 2016, 04:44:35 PM
You allways askes for a skyscraper derby Purple, will this be sufficient? xP
([url]http://s33.postimg.org/d5nuu0bwr/Untitled.jpg[/url]) ([url]http://postimg.org/image/d5nuu0bwr/[/url]) ([url]http://s33.postimg.org/92wtuxhsb/image.jpg[/url]) ([url]http://postimg.org/image/92wtuxhsb/[/url])
I call it, derby on a box!


All right, a King of the Roof derby!!  :D :D  (http://tdudrivetime.com/images/smilies/t2030.gif)

Only suggest I would make is can you make skyscraper taller, make the fall a little looonger.  :)

http://www.youtube.com/watch?v=VW0emWUPwdk (http://www.youtube.com/watch?v=VW0emWUPwdk)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 23, 2016, 04:50:38 PM
Problem is that it is soooooooo ugly lol xD at higher hights I do not have scenery to cover the emty spaces of the world ;p
Title: Re: Mod Development Screenshots
Post by: sam223 on May 23, 2016, 06:38:04 PM


Surprised how easy these low poly models go in,and damage is still decent. Next up rims and fix the n/s maps.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 23, 2016, 06:39:53 PM
Woah! Are you going to release a pack or something?
Title: Re: Mod Development Screenshots
Post by: sam223 on May 23, 2016, 06:47:47 PM
Woah! Are you going to release a pack or something?
Yes working on around 30 cars,low poly conversions from online bangers with a few touch ups
Title: Re: Mod Development Screenshots
Post by: The Very End on May 23, 2016, 07:12:08 PM
30?! Sweet jesus O_o
Title: Re: Mod Development Screenshots
Post by: sam223 on May 23, 2016, 10:45:50 PM
30?! Sweet jesus O_o
Don't worry there another 100 or so after that :)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on May 23, 2016, 11:26:19 PM
30?! Sweet jesus O_o
Don't worry there another 100 or so after that :)

I'm really happy about these cars that will make it in, in time :D
Title: Re: Mod Development Screenshots
Post by: CoolK on May 24, 2016, 01:56:30 AM
Nothing is better than more Cars :D
Looking forward to all these Cars ! Take your Time Guys to make a Masterpiece :)

Reminds me to my old Mod Things Years back also in a Racing Game.
Title: Re: Mod Development Screenshots
Post by: simosimo on May 24, 2016, 02:01:59 AM
(https://i.gyazo.com/f3cdec6c04dc5dbd09ec08130ded434f.png)

Coming soon, possibly-- depends If I can fix the exporter errors on it.

However, just to prove custom maps are indeed here..

(https://i.gyazo.com/d0ca3e3451c647c3cef8ababc7920ca3.png)

I came here to request Brands Hatch. It would be a spectacular map!
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 24, 2016, 03:49:04 AM
New project :D

Title: Re: Mod Development Screenshots
Post by: The Very End on May 24, 2016, 07:29:38 AM
Waaaaaaaa! Nice!
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 24, 2016, 11:49:16 PM
Problem is that it is soooooooo ugly lol xD at higher hights I do not have scenery to cover the emty spaces of the world ;p


(http://s33.postimg.org/d5nuu0bwr/Untitled.jpg)

What if you use a skybox like this one?

I left in the bonus "campus" one, looks like you are in a small sandbox, a little.
([url]http://i.imgur.com/ED6V2x2l.jpg[/url])

Title: Re: Mod Development Screenshots
Post by: Speedevil on May 25, 2016, 03:39:43 PM
Something like this would look better. If you can add custom skyboxes.
http://scmapdb.wdfiles.com/local--files/skybox:city/0-city-skybox.png (http://scmapdb.wdfiles.com/local--files/skybox:city/0-city-skybox.png)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 25, 2016, 07:49:19 PM
I may be working on a track ;)
(https://i.gyazo.com/0fcf2cb5d5b421eb60f22bb32f4362db.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 25, 2016, 07:56:16 PM
:D nice!
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on May 25, 2016, 08:02:59 PM
New project :D




U have answered my prayers me an madman were talking about wanting these in the game soo badly thank you so much cant wait for its completion
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on May 25, 2016, 08:16:00 PM
New project :D




U have answered my prayers me an madman were talking about wanting these in the game soo badly thank you so much cant wait for its completion


Erm, truly hate to mention it but it says dirt3 on the side so not much getting around it.. Got permission Wolfie?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 25, 2016, 10:48:14 PM
Been working on this for a few hours, still a long way to go in terms of sorting out textures and the model but with half term coming up on Friday I should be able to get more done then
(https://i.gyazo.com/7ac6ac0315c38613f98706db8efb9518.jpg)
Title: Re: Mod Development Screenshots
Post by: Paul_B on May 25, 2016, 11:46:41 PM
Rfactor track ?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 26, 2016, 12:20:23 AM
It's a port of an Assetto Corsa mod that I have permission to do, just need to sort out the 200 textures and couple hundred objects :P
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on May 26, 2016, 12:22:02 AM
Be grand you'd do that in an hour XD good luck rat hehe, Mini up yet?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 26, 2016, 12:24:03 AM
Copyright issues, so very unlikely that'll see a release, Codemasters just flatout don't want ports of any vehicles from any of their games into a different game unfortunately
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on May 26, 2016, 12:27:49 AM
Copyright issues, so very unlikely that'll see a release, Codemasters just flatout don't want ports of any vehicles from any of their games into a different game unfortunately

? mini is codemasters? is it the dirt 3 mini?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 26, 2016, 12:31:16 AM
It came from GRID AutoSport, but the response I received from Codemasters was no vehicles from any Codemasters games were to be ported to another game, hence why I'm porting mods over
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on May 26, 2016, 12:33:39 AM
It came from GRID AutoSport, but the response I received from Codemasters was no vehicles from any Codemasters games were to be ported to another game, hence why I'm porting mods over
they really are uptight about it, shame but good work :)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 26, 2016, 12:35:29 AM
Yeah, I had hoped to port the Jupiter over, but that fell through with that as well, thanks though, I'll still be making mods, just finding the right stuff is gonna take a long time
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on May 26, 2016, 12:42:00 AM
Good to hear your gonna keep going :) hopefully u can get snetteton done soon
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on May 26, 2016, 01:34:09 AM
It came from GRID AutoSport, but the response I received from Codemasters was no vehicles from any Codemasters games were to be ported to another game, hence why I'm porting mods over

Ah thats a shame, I thought they had said yes in the past. Was going to reach out to them but I guess theres not much point if they said no to you.
I guess thats an end to my truck too  :(
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on May 26, 2016, 01:47:05 AM
It came from GRID AutoSport, but the response I received from Codemasters was no vehicles from any Codemasters games were to be ported to another game, hence why I'm porting mods over

Ah thats a shame, I thought they had said yes in the past. Was going to reach out to them but I guess theres not much point if they said no to you.
I guess thats an end to my truck too  :(

Nooooooooo
Title: Re: Mod Development Screenshots
Post by: Heddly on May 26, 2016, 02:04:03 AM
It came from GRID AutoSport, but the response I received from Codemasters was no vehicles from any Codemasters games were to be ported to another game, hence why I'm porting mods over

Ah thats a shame, I thought they had said yes in the past. Was going to reach out to them but I guess theres not much point if they said no to you.
I guess thats an end to my truck too  :(

I can understand BugBear and Steam Workshop having an issue with ripped content without permission from the author.  Maybe there is another website that would allow you to host it?   ;)
Title: Re: Mod Development Screenshots
Post by: Speedevil on May 26, 2016, 03:52:27 AM
Well, no publisher wants their assets to get used by somebody else. That's understandable. But if everybody followed those rules, there wouldn't be so much mods. I'm not saying it's the right thing to do, I'm just saying unless you make something from scratch there's always a small chance you aren't allowed to port it to a game.  :-\
Title: Re: Mod Development Screenshots
Post by: dbs213 on May 26, 2016, 07:40:29 AM
Instead of other games, why not ask permission from modders who make addon cars for rFactor or Assetto Corsa? We might get a better chance than asking from publishers bound by licensing.
Or maybe port cars from the FOJ Mod? There's some scratch made cars there I suppose.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 26, 2016, 11:44:47 AM
(http://s33.postimg.org/q4ryrwqjv/Untitled.jpg) (http://postimg.org/image/q4ryrwqjv/)

No idea why it worked now, but either way! It's something! AI is completely batshit insane, but I suspect that is my fault. Will need a lot of tweakin :)
Title: Re: Mod Development Screenshots
Post by: Devin on May 26, 2016, 12:26:02 PM
It came from GRID AutoSport, but the response I received from Codemasters was no vehicles from any Codemasters games were to be ported to another game, hence why I'm porting mods over

Ah thats a shame, I thought they had said yes in the past. Was going to reach out to them but I guess theres not much point if they said no to you.
I guess thats an end to my truck too  :(

Google "rfactor madcowie". First result should be a mod called "ORR". It's basically just this and he ususally grants permission to use his stuff for other mods :P Those things would need a bit of polishing, but still, at least we'd have a trophy truck :P
Title: Re: Mod Development Screenshots
Post by: Gerty on May 26, 2016, 12:46:14 PM
Maybe Reiza worth a try? Automobilista has similar truck.
Or this guy http://tucker65.deviantart.com/art/Five-Nine-Off-Road-Trophy-Truck-374670410 (http://tucker65.deviantart.com/art/Five-Nine-Off-Road-Trophy-Truck-374670410)
Title: Re: Mod Development Screenshots
Post by: Devin on May 26, 2016, 12:57:06 PM
Maybe Reiza worth a try? Automobilista has similar truck.
Or this guy [url]http://tucker65.deviantart.com/art/Five-Nine-Off-Road-Trophy-Truck-374670410[/url] ([url]http://tucker65.deviantart.com/art/Five-Nine-Off-Road-Trophy-Truck-374670410[/url])

Reiza would be worth a try, but I doubt it. The other one looks awesome, but it also looks like too high-poly for a game. Not much you can do about that :P

https://www.rfactorcentral.com/detail.cfm?ID=ORR%202 (https://www.rfactorcentral.com/detail.cfm?ID=ORR%202)
This would seriously need some new textures and maybe some 3d work, but at least it would work in the game :D
Title: Re: Mod Development Screenshots
Post by: The Very End on May 26, 2016, 01:39:42 PM
Shiny!
http://youtu.be/pmyJ-gA2E1s (http://youtu.be/pmyJ-gA2E1s)
(no sound)
Title: Re: Mod Development Screenshots
Post by: Finsku on May 26, 2016, 01:45:54 PM
Shiny!
[url]http://youtu.be/pmyJ-gA2E1s[/url] ([url]http://youtu.be/pmyJ-gA2E1s[/url])
(no sound)


Looks great. It's missing moving head before last turn. You should ask from STRmods how to make animated objects
Title: Re: Mod Development Screenshots
Post by: Speedevil on May 26, 2016, 01:47:18 PM
Take a look at this site: http://www.trackmania-carpark.com/index.php?lang=en (http://www.trackmania-carpark.com/index.php?lang=en)
For over a decade, they've gethered over 1000 3D models for the Trackmania series. I'm pretty sure a good 90% of them are ported from somewhere else. If a copyright owner tells them to delete a file from their server, they'll do it. Maybe you could use a similar modding site to upload your mods, if they aren't allowed on the Steam Workshop.

I never played DD2, but those tracks look great.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 26, 2016, 01:47:25 PM
Yeah, I totally gave up on even trying that damned head thing haha!
Title: Re: Mod Development Screenshots
Post by: Devin on May 26, 2016, 02:56:57 PM
Yeah, I totally gave up on even trying that damned head thing haha!
Why would you do that? D:
Head is love, head is life
Title: Re: Mod Development Screenshots
Post by: The Very End on May 26, 2016, 03:04:39 PM
Think of it this way:
What was Learner Driver in DD2? Now do some parallels to me + 3ds max (generally editing)
....

:(
Title: Re: Mod Development Screenshots
Post by: citizenerased on May 26, 2016, 03:40:37 PM

Having a go at making a track, to learn how everything goes together. It's huge, I'll need to scale it down a bit before I can start profiling the road and adding details.
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 26, 2016, 10:01:34 PM
Instead of other games, why not ask permission from modders who make addon cars for rFactor or Assetto Corsa? We might get a better chance than asking from publishers bound by licensing.
Or maybe port cars from the FOJ Mod? There's some scratch made cars there I suppose.


Ya there were a few cars made from scratch. But the car modders have gone to 4 winds. Might be hard to get hold of them.

But here a list of the cars and the modders that work on them:

http://wayback.archive.org/web/20101122111801/http://flatoutjoint.com/index.php?option=com_smf&Itemid=26&board=7.0

Carpack 1:   Jun 22 2007

Car_46 = Chopped Crusader by Heddly
Car_47 = Sprint Car by Par T Chillin\conversion by Heddly
Car_48 = Dirt Modified by Heddly
Car_49 = Funny Car by Par T Chillin/conversion by Heddly
Car_50 = Black Betty by Par T Chillin/conversion by Heddly
Car_51 = Monster Truck/Drag racer
Car_52 = 1969 Charger/ Ulukaii
Car_53 =  1967 Mustang-Eleanor Missing Parts/Motter
Car_54 = 1970 Chevelle Missing Parts/Motter
Car_55 =  Craftsman Truck by Heddly
Car_56 =  1965 ThunderBird Missing Parts/Motter
Car_57 =  2007 Mott King By Motter
Car_58 =  06 Corvette/ Motter/ Missing Parts
Car_59 =  Datsun 240z By Muck98 /Motter
Car_60 = 1977 Monte Carlo by Muck98 /Motter
Car_61 = 1969 Pontiac GTO GTA beta conversion by OgreToe
Car_62 = 1967 Dodge Coronet GTA conversion by OgreToe
Car_63 = 2006 VW Beetle by OgreToe
Car_64 = 1973 Buick Riviera conversion from GTA by OgreToe
Car_65 = 1954 Chevy Mob Warrior / Motter
Car_66 =  Car Hauler / Motter
Car_67 =  The Mott Rod/ Motter
Car_68 =   Nextel Cup Chevy by Heddly
Car_69 =   Nextel Cup Dodge by Heddly
Car_70 =   Nextel Cup Ford by Heddly
Car_71 =  Lamborghini LM002 American by Xoliul
Car_72 = 1933 Ford Vickys Samman / Skidrow / Motter
Car_73 = 1972 Ford Tow Truck Motter / Mob Warrior
Car_74 = 1972 Ford F-100 4x4 Motter / Mob Warrior
Car_75 = 2004 Dodge Ram Srt/ Black Cat/Motter/Gabriel
Car_76 = 1975 Nova/ Drag Racer
Car_77 = 67 Cougar/ Notlaw/Motter
Car_78 = Dax Rush /Motter
Car_79 = 86 Monte Carlo SS/ Motter
Car_80 = Dodge Charger 68/Ulukaii
Car_81 = Pepper FO1 Car/ Motter
Car_82 =BoneCracker FO1 car/ Motter
Car_83 = 1968 VW Bug by _RicH_   / Motter
Car_84 = 1983 Chevy Blazer Mob /Motter
Car_85 =  1968 Camaro by Muratus, tweak by Shadow and Heddly
Car_86 =  1966 Nova by Dust
Car_87 =  Xcalibur by Heddly
Car_88 =  Formula One by Heddly
Car_89 =  GoKart by Heddly
Car_90 =  Concrete Mixer by Heddly

(http://media.moddb.com/cache/images/mods/1/10/9431/thumb_620x2000/carpack1icons1.jpg)

Carpack 2:  Dec 8 2007

Car_91 = 1965 Mustang/ Smoove/Motter
Car_92 = Nissan 350z/ Motter
Car_93 = 1981 Chevy Malibu  -- drag_racer
Car_94 = Fantom Forty-Nine   Motter
Car_95 = GTA Slam Van -- drag_racer
Car_96 = TwinMill  Motter/Heddly/Shadow
Car_97 = "An Escalade" Monster Truck -- drag_racer
Car_98 = Grave Digger -- drag_racer
Car_99 = 2009 Dodge Challenger - drag_racer
Car_100 = Custom Insetta Sport -- drag_racer
Car_101 = 2009 Chevy Camaro -- drag_racer
Car_102= Ice Cream Truck/ Motter Heddly Shadow
Car_103= Pontiac Firebird Concept -- drag_racer
Car_104 = 2007 Chrysler 300C SRT-8 -- drag_racer
Car_105 = 2007 Dodge Charger SRT-8 -- drag_racer
Car_106 = 1969 GTO Judge  Muck/Motter
Car_107 = Chopped 55  by Pat T. Chillin/Heddly
Car_108 = BMW M3/ Shadow
Car_109 = The Trasher/Motter
Car_110 = Late Model Dirt/Heddly
Car_111 = Hammer  by Heddly
Car_112= Golf Cart by Heddly
Car_113= Pymouth GTX 1970 Blackcat/Motter
Car_114= Mini Cooper S Blackcat/Motter
Car_115= Racing Mower -- drag_racer
Car_116=1973 Gremlin/ Motter
Car_117= 1957 Olds/Motter
Car_118= 1959 Impala/ Motter
Car_119= 1977 Torino Station Wagon/Motter
Car_120= 68 Road Runner/Motter/Missing Parts
Car_121= 1956 T-bird/Motter
Car_122= 03 Mustang Smoove/Motter
Car_123= 1965 mk1 lotus cortina/Black Cat
Car_124= TDU 68 Corvette by Heddly
Car_125= rFactor rTrainer by Heddly
Car_126= Chopped Rod by Par T. Chillin conversion by Heddly
Car_127= Trex by Par T. Chillin conversion by Heddly
Car_128= Hudson by Par T. Chillin conversion by Heddly
Car_129= C cab/Mr. Softee by Par T. Chillin conversion by Heddly
Car_130= 41 Willies PickUp  by Par T. Chillin conversion by Heddly
Car_131= Mob Vert by Heddly
Car_132= 36 5 window coupe/Motter
Car_133= Ford RS 200 Blackcat/Motter
Car_134=1969 Big Bad AMX/Motter
Car_135= 1972 Camaro/Firebird By Motter
Car_136= 99 Dodge Viper / Missing Parts/Motter
Car_137= Cobra 427 (by:shadow/heddly orig:Muratus)
Car_138=Murpepper (by:shadow/heddly orig:Muratus)
Car_139=Unimog (by:shadow/heddly orig:Muratus)
Car_140=Jeep Hurricane (by:shadow/heddly orig:Muratus)

(http://media.moddb.com/images/articles/1/25/24668/auto/carpack2-finished-600.jpg)

Carpack 3:   Oct 22 2008

Car_46= The Machine GT/Motter
Car_47=  TwIsTeD MeTaL AXEL/ Motter
Car_48=  1967 Chevelle/Motter
Car_49=  67  mustang shelby gt 500/ shadow(orig: nfs prostreet)
Car_50= BMW M3 e92 / Shadow (orig: nfs prostreet)
Car_51= 1957 Chevy/Motter
Car_52= nissan skyline /cody from nfsps
Car_53= lotus elise / shadow (orig: nfs prostreet)
Car_54=  67 corvette / shadow  (orig: nfs prostreet)
Car_55= 1971 dodge challenger / shadow   (orig: nfs prostreet)
Car_56= 1970 plymouth hemi cuda / shadow  (orig: nfs prostreet)
Car_57= Lentus GT ? /cody
Car_58= blocker fo1 -cody / orig: bugbear
Car_59= Viper GTS -cody/motter
Car_60= snowplow by cody & divebomb
Car_61= 1985 Nissan pick-up  - cody
Car_62= 1985 ford ranger -cody and a few others
Car_63= speedevil FO1         xxkekkonenxx
Car_64=  Monte Carlo Pro Stock -- drag_racer
Car_65=  1923 T-Bucket -- drag_racer
Car_66= 1965 pontiac gto -- shadow orig: nfs pro street
Car_67= Jet Dragster -- drag_racer
Car_68= Racing Tub -- drag_racer
Car_69= Nextel Dodge by Heddly
Car_70= Nextel Ford by Heddly
Car_71= Soccer Ball Race by Heddly
Car_72= Soccer Ball Play by Heddly
Car_73= Duzenburg by Heddly
Car_74= NFS Carbon GTO Cop Car by Heddly
Car_75= 68 Camaro by Heddly (orig: nfs prostreet)
Car_76= Zonda by Heddly (orig: nfs prostreet)
Car_77= Jet Funny Car -- drag_racer
Car_78= 2009 Chevy Camaro Convertible -- drag_racer
Car_79= 2009 Dodge Challenger Convertible -- drag_racer
Car_80= Little Red Wagon Wheelstander -- drag_racer
Car_81= Racing Shopping Cart -- drag_racer
Car_82= Motter
Car_83= Shadow
Car_84= MRT-- Heddly/Par T Chili
Car_85= Coke Truck FO1 version by Par T Chillin, conversion by Heddly
Car_86= NFS ProStreet Veyron by Heddly
Car_87= NFS ProStreet Chevelle by Heddly
Car_88= ProStreet Ford GT by Heddly
Car_89= BMW Z4 ---- by shadow orig : nfs pro street
Car_90= chevette killer by cody

(http://media.moddb.com/images/downloads/1/13/12608/FOJ_Carpack3.jpg)

http://www.moddb.com/mods/foj-community-mod/downloads

http://www.youtube.com/watch?v=DDbD9eVI9-8 (http://www.youtube.com/watch?v=DDbD9eVI9-8)


But who knows, maybe some them car modders are lurking the Bugbear forum.

Title: Re: Mod Development Screenshots
Post by: The Very End on May 27, 2016, 01:00:24 PM
Guess track :)
PS: Giving texture areas the tag #Speedway01 adds grass to it :D
(http://s33.postimg.org/71pc72nuj/Untitled.jpg) (http://postimg.org/image/71pc72nuj/)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 27, 2016, 09:37:10 PM
(https://i.gyazo.com/8f4ecad249c76985f9f389488221c886.jpg)

Scale looks slightly odd to me, but it could be due to the example being an oval, if it was a circuit getting the scale right would be much easier xD Oval is aligned to Snetterton's start/finish
Title: Re: Mod Development Screenshots
Post by: The Very End on May 27, 2016, 09:57:59 PM
Cool stuff :)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 28, 2016, 12:34:17 PM
turned out that scaling was really far off xD, imported the example vehicle and that showed just how much larger it was, I have now rescaled the model and it looks almost perfect, with perhaps just a bit of downscaling left

(https://i.gyazo.com/7bb15d654b12251415b44da38af3c800.jpg)
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 28, 2016, 02:09:50 PM
The amount of sense this doesnt make :D
(https://cdn.discordapp.com/attachments/122815957361098753/186073163761844226/unknown.png)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 28, 2016, 03:51:04 PM
It had to be done.. ^^
Title: Re: Mod Development Screenshots
Post by: Finsku on May 28, 2016, 03:58:47 PM
Mario Cart rainbow road anyone? <3_<3
Title: Re: Mod Development Screenshots
Post by: Daystar on May 28, 2016, 04:03:35 PM
Try playing that track with the Pinball Effect mod!  :P                                                                                                                                                                             ÿ

Title: Re: Mod Development Screenshots
Post by: CoolK on May 28, 2016, 11:28:29 PM
Original Textures :o

16Bit on the Rocks :D
Title: Re: Mod Development Screenshots
Post by: Finsku on May 29, 2016, 11:45:41 PM
Screenshot needed, here it is:


So basically I'm now texturing car and then exporting it. Question is where's Wreckfest driver's skin? What image I use for it? Do I have to copy skin from game files into mod folders?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 29, 2016, 11:55:00 PM
You shouldn't need to copy the skin, as long as you imported the driver model from the example car you should be good to go as it's got textures linked up already (errors in Max, but it's a false error)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 30, 2016, 12:31:52 AM
So excited!
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 30, 2016, 03:00:54 PM
Information on pivots that will be relevant starting from the next Blender BGO plugni release (now released). The next release will come with an updated example body.blend, which will use one for the steering wheel.
(http://i.imgur.com/W1YneqK.png)
Title: Re: Mod Development Screenshots
Post by: Speedevil on May 30, 2016, 07:41:43 PM
Ok, this doesn't belong here, but I don't want to post a new thread for that question...
How does Bagedit work? When I try to open it, it shows up as a background process in my task manager for a few minutes before closing, but that's all.  ???
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 30, 2016, 07:53:02 PM
That's very odd, as BagEdit worked perfectly for me since the first time I tried it, have you tried running as admin?


Also, Snetterton startpoints done!

(https://i.gyazo.com/9a95a103847305864f96232ec0c04fd0.png)
Title: Re: Mod Development Screenshots
Post by: Speedevil on May 30, 2016, 10:19:26 PM
That's very odd, as BagEdit worked perfectly for me since the first time I tried it, have you tried running as admin?


That worked, I didn't even think about doing that. Thanks.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 30, 2016, 11:46:41 PM
So, very big problem, I got everything sorted and exported, yet in game only 1 thing actually spawns, a default box.
(https://i.gyazo.com/5497013495ce04f5aef494baf2161fce.png)
I literally have no idea how to fix this, as I can't find anything wrong in BagEdit or in the models
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 31, 2016, 01:26:29 AM
Uh Yeah :P
Model as well as most textures is hand done. Not ported.
(https://cdn.discordapp.com/attachments/126191247097462784/186967205097766913/unknown.png)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 31, 2016, 01:52:00 AM
Whoa Dummiesman!! A Cops and Robbers play ground!! (http://www.smiley-lol.com/smiley/energique/sm111.gif)


@PsychOXRat, maybe give this thread a look  [track / blender] I don't get it. (http://community.bugbeargames.com/index.php/topic,8925.0.html)

MamieNova was having troubles getting his track from Blender to load in-game.


@OP, There is a current bug in the Blender exporter preventing nearly all tracks from exporting properly, I will send you a PM with the latest beta version of the exporter that will allow you to export. Note that ironically, this version has troubles with vehicle exporting. I'm trying to get a public version out ASAP to fix this exporting issue (both the vehicle one in the beta, and track one in current public are caused by the same code)


But there been an update to the Blender BGO Exporter (http://community.bugbeargames.com/index.php/topic,8806.0.html). Maybe the bug been fixed.


Edit:

PsychOXRat is using 3dsMax for his stuff.


OPPS


Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 31, 2016, 01:55:54 AM
PsychOXRat is using 3dsMax for his stuff.
Title: Re: Mod Development Screenshots
Post by: Heddly on May 31, 2016, 02:09:36 AM
I would like to see a parking garage like Gas Guzzlers Extreme. Good for derby and cops and robbers.

http://youtu.be/RYufHCE8KfE (http://youtu.be/RYufHCE8KfE)
Title: Re: Mod Development Screenshots
Post by: Vinpetrol on May 31, 2016, 02:42:56 AM
http://steamcommunity.com/sharedfiles/filedetails/?id=694309082 (http://steamcommunity.com/sharedfiles/filedetails/?id=694309082)
Woops!
There goes the AM1 custom rims and tyres!
Very strange indeed, I only altered skin style destination texture to get rid of duplicates, worked Fine on euro 3??
I have no idea.
Title: Re: Mod Development Screenshots
Post by: Finsku on May 31, 2016, 10:16:29 AM
Uh Yeah :P
Model as well as most textures is hand done. Not ported.


That's arena from Mario Cart  :o
Title: Re: Mod Development Screenshots
Post by: Axarator on May 31, 2016, 11:24:04 AM
Uh Yeah :P
Model as well as most textures is hand done. Not ported.
(https://cdn.discordapp.com/attachments/126191247097462784/186967205097766913/unknown.png)
This'll be great for drifting too :D
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 31, 2016, 12:32:01 PM
Got track working, xrefs broke it, yay.



I did find a couple issues, walls don't have collisions and the AI gets stuck going onto the straight, they just go into derby mode
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 31, 2016, 12:42:29 PM
I did find a couple issues, walls don't have collisions and the AI gets stuck going onto the straight, they just go into derby mode


Sound like you got a bad AI sector that confusing the AI. Or maybe AI swinging to
wide out of a turn and are getting outside the sector walls and getting"lost"?

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-splines-final2.jpg)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 31, 2016, 01:02:21 PM
Possibly, I'm going to check everything again as the AI goes wide a lot, but the AI routes look fine, as do the checkpoints, so it could be a fix of just moving a checkpoint slightly
Title: Re: Mod Development Screenshots
Post by: Finsku on May 31, 2016, 01:37:40 PM
Guys please use
Code: [Select]
[hs height=349]image[/hs] because
Code: [Select]
[img]image[/img] breaks forum. BB should remove [img] because it looks awful on phone's and pc's browsers (breaks styles, images with texts will go over white background and text will be unreadable)  :)

EDIT: Example
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 31, 2016, 01:43:37 PM
Edited my post now, shouldn't break it, or if it does, not as much as before
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 31, 2016, 02:14:33 PM
Looked at checkpoints, the AI give up on checkpoint16, I've also checked AI routes, and there's no way they can miss the checkpoint as it goes all the way across the track, this is gonna be fun to fix
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 31, 2016, 02:26:57 PM
OK, so, no shadows appear on anything other than the track and AI is still very, very broken even after making sure everything's correct, starting to think there's a 16 checkpoint limit for AI as I can still complete laps, but the AI get stuck
Title: Re: Mod Development Screenshots
Post by: The Very End on May 31, 2016, 04:57:19 PM
To get shadows on things, make sure to add a thin layer to everything with the shell effect.
Title: Re: Mod Development Screenshots
Post by: Mazay on May 31, 2016, 05:12:47 PM
To get shadows on things, make sure to add a thin layer to everything with the shell effect.

There must be better way as shell modifier adds lots of polygons.

Is it the #asphalt material name that triggers shadows for road?
Maybe something like #Speedway01 will do the trick for grass?
Title: Re: Mod Development Screenshots
Post by: The Very End on May 31, 2016, 05:21:53 PM
No idea sadly. By adding asphalt it gives it more grip and other particles, while speedway01 spawns a lot of gras on the texture areas. Not sure if that makes shadows.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 31, 2016, 05:25:51 PM
To get shadows on things, make sure to add a thin layer to everything with the shell effect.

There must be better way as shell modifier adds lots of polygons.

Is it the #asphalt material name that triggers shadows for road?
Maybe something like #Speedway01 will do the trick for grass?
Already tried to get grass to have grass, it ran out of vertex buffer, so that's fun
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 31, 2016, 06:33:47 PM
:D
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on May 31, 2016, 06:47:23 PM


AI works, but gets stuck at the end of the final sector and some cars turn around on the grid then go normally
Title: Re: Mod Development Screenshots
Post by: The Very End on May 31, 2016, 06:48:55 PM
Do your track use alternative routes?
If not (to you others), anyone care to explain how to do alternative routes? The errors I get and the readme attached give no meaning to me. I can add AI routes all good and fine but alternative routes gives no meaning :D
Title: Re: Mod Development Screenshots
Post by: Devin on May 31, 2016, 09:52:27 PM
Figuring out how AI routes are made in blender to get this beauty into the game. So far, so good!
(http://puu.sh/pbIya/35f36f6080.jpg)

Also, for some weird reason, the alternative routes seemed to technically work fine for me by doing what it says in the readme by accident, so what about that doesn't work for you?
Title: Re: Mod Development Screenshots
Post by: The Very End on May 31, 2016, 09:57:10 PM
Well, I guess it's me not undertstanding it the way it's worded. Care to elobrate in easy steps (and language, not too strong in english) how to diverse a route into an alternative route?
Title: Re: Mod Development Screenshots
Post by: Dummiesman on May 31, 2016, 11:31:40 PM
Working on AI tool stuff for Blender. Will generate ai routes based on a curve and a set width..
(https://cdn.discordapp.com/attachments/172364508814245888/187300505544949761/unknown.png)

example result :
(https://cdn.discordapp.com/attachments/172364492041224192/187308076355813377/unknown.png)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 01, 2016, 11:12:18 AM
Since Sca Motorplex proved to be an utterly asshole, I desided to work on something else.
(http://s33.postimg.org/wp1n1d6sr/Untitled.jpg) (http://postimg.org/image/wp1n1d6sr/)
Title: Re: Mod Development Screenshots
Post by: RickyB on June 01, 2016, 03:28:05 PM
After failing at trying to make the original speedway tarmac track behave like sand (with bagedit), I ordered a few dozen truckloads of sand...
trying to fit that sand as good as I could was a real exercise in patience (pain in the aaahhhh)...
I wonder if the AI drives with racing tires, because tarmac is the original track material...
Title: Re: Mod Development Screenshots
Post by: CoolK on June 01, 2016, 03:30:46 PM
([url]http://puu.sh/pbIya/35f36f6080.jpg[/url])


Plaese tell me THIS is NO JOKE !!!

This is AWESOME ! :O
Title: Re: Mod Development Screenshots
Post by: BrianUK on June 01, 2016, 03:40:51 PM
Since Sca Motorplex proved to be an utterly asshole, I desided to work on something else.
([url]http://s33.postimg.org/wp1n1d6sr/Untitled.jpg[/url]) ([url]http://postimg.org/image/wp1n1d6sr/[/url])


Is that Cactus Creek I spy :O HYPE!
Title: Re: Mod Development Screenshots
Post by: The Very End on June 01, 2016, 03:47:19 PM
It is ;) Will release it hopefully tomorrow morning.
Title: Re: Mod Development Screenshots
Post by: Devin on June 01, 2016, 04:28:06 PM
([url]http://puu.sh/pbIya/35f36f6080.jpg[/url])


Plaese tell me THIS is NO JOKE !!!

This is AWESOME ! :O

This is no joke, I already have it ingame, but some textures don't work as expected, I have yet to find out more about shaders and weather to make it look like the actual road and the AI are going the wrong way, but other than that, it works fine  ;D
Title: Re: Mod Development Screenshots
Post by: Devin on June 01, 2016, 06:44:04 PM
Alright, AI work just fine, the road behaves like tarmac (but is very slippery for some reason) and it's fun to drive! I can't get transparency to work though. Does anyone here know how that works?

(http://puu.sh/pcQTH/90e47bc5d1.jpg)
Title: Re: Mod Development Screenshots
Post by: CoolK on June 01, 2016, 08:13:39 PM
If you do the N64 Rainbow Road like in MK 64, ill love you !!! :D
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 01, 2016, 08:24:36 PM

Got AI working completely fine! Lap counter's still before the s/f line, but easy fix hopefully
Title: Re: Mod Development Screenshots
Post by: Dummiesman on June 02, 2016, 07:06:55 AM
Preparing for Blender xref testing :)

Title: Re: Mod Development Screenshots
Post by: The Very End on June 02, 2016, 10:48:09 AM
Someone asked for big-hit effect like the one in Destruction Derby 2. Well, I could not give up without trying at least. So, here we have, bighit effect:
(http://s33.postimg.org/3xdlx2wh7/Untitled.jpg) (http://postimg.org/image/3xdlx2wh7/)

Tweaked it a bit, added some smoke to it:
(http://s33.postimg.org/4dzc2c1rf/Untitled.jpg) (http://postimg.org/image/4dzc2c1rf/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 02, 2016, 09:14:10 PM
I got the objects place for new Sandpit 1 track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-track.jpg)

Be careful cutting the corner to close, that dump truck can do some damage to your car!

Now I get to do the fun stuff, AI route sectors by hand. NOT!  :P
Title: Re: Mod Development Screenshots
Post by: citizenerased on June 03, 2016, 01:20:18 AM
Alright, AI work just fine, the road behaves like tarmac (but is very slippery for some reason) and it's fun to drive! I can't get transparency to work though. Does anyone here know how that works?




If you add #decal to your material name you can then add a map to the opacity channel of the material. I just added the tarmac map I was using for the main material as it's just grey. For rainbow road I think you could just create a light grey 16x16 image and use that.

I'm not sure how it works in Blender but this is how it looks in 3dsmax
Title: Re: Mod Development Screenshots
Post by: DRK on June 03, 2016, 01:35:35 AM
Hello everyone. I am completely new to modding and Blender, but when I heard that modding was supported for this game I got to work pretty much right away. Today was my first day working on this, but it is a dragstrip that I can hopefully get finished and working in-game at some point. I am not quite finished modelling yet (about halfway to three quarters of the way done), but This is what I have so far.
(http://i613.photobucket.com/albums/tt213/drkyle7/Screenshot%203_zpsgbkx27en.png) (http://s613.photobucket.com/user/drkyle7/media/Screenshot%203_zpsgbkx27en.png.html)
(http://i613.photobucket.com/albums/tt213/drkyle7/Screenshot%204_zpstfnnlqo2.png) (http://s613.photobucket.com/user/drkyle7/media/Screenshot%204_zpstfnnlqo2.png.html)
Let me know what you think about it, I will continue as long as I'm on the right track.
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 03, 2016, 06:55:03 AM
Hi DRK. Ya the car modders would like to see a drag strip for testing cars.

They also might want see a longer version.

Yeah, a really long straight to find out the top speed of any car, engine and gearing setup, all resistances considered - I wouldn't mind if it was completely untextured and undecorated. Or alternatively, a huge, banked ring of constant radius (not oval).

Title: Re: Mod Development Screenshots
Post by: Axarator on June 03, 2016, 09:02:29 AM
Hello everyone. I am completely new to modding and Blender, but when I heard that modding was supported for this game I got to work pretty much right away. Today was my first day working on this, but it is a dragstrip that I can hopefully get finished and working in-game at some point. I am not quite finished modelling yet (about halfway to three quarters of the way done), but This is what I have so far.
([url]http://i613.photobucket.com/albums/tt213/drkyle7/Screenshot%203_zpsgbkx27en.png[/url]) ([url]http://s613.photobucket.com/user/drkyle7/media/Screenshot%203_zpsgbkx27en.png.html[/url])
([url]http://i613.photobucket.com/albums/tt213/drkyle7/Screenshot%204_zpstfnnlqo2.png[/url]) ([url]http://s613.photobucket.com/user/drkyle7/media/Screenshot%204_zpstfnnlqo2.png.html[/url])
Let me know what you think about it, I will continue as long as I'm on the right track.

Nice, would like to see a little drift area in that free space though, haha. :)
Title: Re: Mod Development Screenshots
Post by: Daystar on June 03, 2016, 04:36:17 PM
Working on my SkyPack more lately... added a bunch of new ones.
it is very time consuming... hell, I haven't even slept for like 27 hours now!
I mean there is so much envolved... placement of sun, lens flare placements, correct coloring, sun altitude and placement of the sun and even have to resize my images often
and sometimes even have to manually correct graphic errors, and lots of track testing to see if even the damn skybox looks worthy enough for the Skypack I am trying to eventually
release someday... but! I am doing my best. maybe I sleep with my lady tonight, spent way to many nights in the wee hours in our office (computer room),, anyways... this is what I have so far!

(http://thumbnails116.imagebam.com/48742/5712d8487412800.jpg) (http://www.imagebam.com/image/5712d8487412800) (http://thumbnails115.imagebam.com/48742/0b9ad8487412888.jpg) (http://www.imagebam.com/image/0b9ad8487412888) (http://thumbnails115.imagebam.com/48742/a70dcc487412997.jpg) (http://www.imagebam.com/image/a70dcc487412997) (http://thumbnails115.imagebam.com/48742/a9017f487413073.jpg) (http://www.imagebam.com/image/a9017f487413073) (http://thumbnails116.imagebam.com/48742/5f3ea3487413134.jpg) (http://www.imagebam.com/image/5f3ea3487413134) (http://thumbnails115.imagebam.com/48742/4ff220487413165.jpg) (http://www.imagebam.com/image/4ff220487413165) (http://thumbnails116.imagebam.com/48742/e28327487413200.jpg) (http://www.imagebam.com/image/e28327487413200) (http://thumbnails116.imagebam.com/48742/bb0eec487413251.jpg) (http://www.imagebam.com/image/bb0eec487413251) (http://thumbnails115.imagebam.com/48742/01b312487413295.jpg) (http://www.imagebam.com/image/01b312487413295) (http://thumbnails116.imagebam.com/48742/a10387487413356.jpg) (http://www.imagebam.com/image/a10387487413356) (http://thumbnails116.imagebam.com/48742/550300487413424.jpg) (http://www.imagebam.com/image/550300487413424) (http://thumbnails115.imagebam.com/48742/3faed3487413528.jpg) (http://www.imagebam.com/image/3faed3487413528) (http://thumbnails116.imagebam.com/48742/6e7b22487413609.jpg) (http://www.imagebam.com/image/6e7b22487413609) (http://thumbnails115.imagebam.com/48742/f3b5fb487413633.jpg) (http://www.imagebam.com/image/f3b5fb487413633) (http://thumbnails116.imagebam.com/48742/58db96487413667.jpg) (http://www.imagebam.com/image/58db96487413667) (http://thumbnails115.imagebam.com/48742/88aa4e487413695.jpg) (http://www.imagebam.com/image/88aa4e487413695) (http://thumbnails115.imagebam.com/48742/700242487413719.jpg) (http://www.imagebam.com/image/700242487413719) (http://thumbnails116.imagebam.com/48742/89308b487413743.jpg) (http://www.imagebam.com/image/89308b487413743) (http://thumbnails116.imagebam.com/48742/74ab85487413771.jpg) (http://www.imagebam.com/image/74ab85487413771) (http://thumbnails116.imagebam.com/48742/f6efb4487413807.jpg) (http://www.imagebam.com/image/f6efb4487413807)

 
Title: Re: Mod Development Screenshots
Post by: The Very End on June 03, 2016, 04:44:09 PM
Cool stuff, going to use some of those space ones on the death bowl :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 03, 2016, 05:10:14 PM
Look like I'm going have get this skypack!  ;)

Looking good Daystar.  :D

Title: Re: Mod Development Screenshots
Post by: 05HemiMagnum on June 03, 2016, 06:08:53 PM
Alright, AI work just fine, the road behaves like tarmac (but is very slippery for some reason) and it's fun to drive! I can't get transparency to work though. Does anyone here know how that works?

([url]http://puu.sh/pcQTH/90e47bc5d1.jpg[/url])


DUDE.....That'll be awesome! Hmmmm....a Mario Kart track pack? Tons of tracks possible from the different generations of mario kart.

Now we just need go karts. And in replace of the shells, etc. how about....(here's some nostalgia for everybody)....Horn Balls as seen in the 1998 game Viper Racing.
Title: Re: Mod Development Screenshots
Post by: LoneWolfie on June 03, 2016, 07:55:34 PM
And in replace of the shells, etc. how about....(here's some nostalgia for everybody)....Horn Balls as seen in the 1998 game Viper Racing.

Or the chickens from Driven To Destruction  :D
Title: Re: Mod Development Screenshots
Post by: DRK on June 03, 2016, 08:52:14 PM
Hi DRK. Ya the car modders would like to see a drag strip for testing cars.

They also might want see a longer version.

Yeah, a really long straight to find out the top speed of any car, engine and gearing setup, all resistances considered - I wouldn't mind if it was completely untextured and undecorated. Or alternatively, a huge, banked ring of constant radius (not oval).

Awesome I'm glad I can be of use. I'll see if I can get this working in-game soon.
Title: Re: Mod Development Screenshots
Post by: Finsku on June 03, 2016, 11:15:58 PM
I ask here because if I ask somewhere else I don't get answer..

How exporting works with cars? Do I unhide all car's objects and then export? Or should I export it piece by piece? If I export all layers/objects unhided it creates one file (body.bgo3) and dragging it into build_asset nothing happens. I don't get any error messages.
Title: Re: Mod Development Screenshots
Post by: Devin on June 04, 2016, 12:36:29 AM
I ask here because if I ask somewhere else I don't get answer..

How exporting works with cars? Do I unhide all car's objects and then export? Or should I export it piece by piece? If I export all layers/objects unhided it creates one file (body.bgo3) and dragging it into build_asset nothing happens. I don't get any error messages.


You basically model the whole car and export it as one file. Then drag'n'drop the file onto the build_asset. It should give you some sort of error if it failed. If not, it should produce a .vhcl file instead :P Make sure the .bgo3 is placed in the same directory as the assigned textures. That could sometimes glitch it out.


Alright, AI work just fine, the road behaves like tarmac (but is very slippery for some reason) and it's fun to drive! I can't get transparency to work though. Does anyone here know how that works?




If you add #decal to your material name you can then add a map to the opacity channel of the material. I just added the tarmac map I was using for the main material as it's just grey. For rainbow road I think you could just create a light grey 16x16 image and use that.

I'm not sure how it works in Blender but this is how it looks in 3dsmax



Actually, I applied #decal long ago and it simply used the alpha channel. Worked just fine. Thanks though, at least I can always count on the community if I get stuck at modding :P

Had to do a little cheating though, because I needed #decal, #twosided and #lightcone, but obviously I could only pick one. Looks a bit messy now, but hey, it isn't that bad :D
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 04, 2016, 12:24:10 PM
A repost:

Purple44 custom track WIP page. (http://community.bugbeargames.com/index.php/topic,8779.0.html)

Today was watching the AI take a jump ramp on the new track I'm working on and and you can see the cars act like there bags of cement in the trunk. This is understandable for the Mini Euro, since it has an engine in the back to make it trunk heavy. But the other cars, the frontend should be the heavy end.

[url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url] ([url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url])

I commented on this after the Feb 26, Build release:

The rearend of the Muscle 4 car going off a jump act like the trunk is full of cement bags making the backend drop before the frontend. In real life does not end of the car with the engine should be dropping first?

Has Bugbear goof on a car setting?


I don't recall this happening before the Feb Build. Does make for some interesting crashes with the AI and real players will have be careful taking the jump. Does Bugbear need to do some tweaking here?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 04, 2016, 12:28:53 PM
The reason for that is that all the cars have a slight aero force on the rear, even on cars without spoilers, that causes the cars to jump rear down
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 04, 2016, 12:50:09 PM
The reason for that is that all the cars have a slight aero force on the rear, even on cars without spoilers, that causes the cars to jump rear down


http://www.youtube.com/watch?v=VBfrJHs56cA (http://www.youtube.com/watch?v=VBfrJHs56cA)

After watching this video, I was surprise to see the Gerenal Lee land a few times with the rearend touching first. But most jumps, frontend came down first.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 04, 2016, 01:24:54 PM
I made a quick mod changing all cars aero to 0, they jump like a car would as before they had lift on the front and downforce on the rear

Now they jump realistically
Title: Re: Mod Development Screenshots
Post by: The Very End on June 04, 2016, 01:36:29 PM
Oh nice! What file is that located in again? Is it vehicle shared?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 04, 2016, 01:45:11 PM
It's the chassis file on each car, I'll be uploading this to the Steam Workshop after I get some feedback from testers, all of which say the cars feel more responsive now than they did before and feels like the magic Build 6
Title: Re: Mod Development Screenshots
Post by: BrianUK on June 04, 2016, 02:00:20 PM
It's the chassis file on each car, I'll be uploading this to the Steam Workshop after I get some feedback from testers, all of which say the cars feel more responsive now than they did before and feels like the magic Build 6

Took the AM1 on a 15 lap run on Gravel F. Same setup (locked diff, 4 speed, rally tyres/susp) as for my current board time which was made with heavy doses of handbrake.

Matched my current time of 38.77s. Car is far more responsive on turn-in through raw steering requiring no handbrake at all, and the throttle now rotates the car nicely rather than making it go straight on because the front is no longer being lifted off the floor by the erroneous front lift settings. With my current build pad settings (which are compensating for the shit understeer), I actually found my car too responsive and was constantly countering all the rotation I was able to put in. The RWD felt like RWD again and not an FF.

The jumps were also far nicer, I spent absolutely NO TIME RECOVERING FROM A SUPER-MEGA-CRAZY FLIP that was caused by a diving rear, followed by a slamming front. I took some odd bounces if I landed badly, but all others were Build 6 smooth.

100mph jump on Sandpit 1 Rt2:



Build 6 is back.
Title: Re: Mod Development Screenshots
Post by: Daystar on June 04, 2016, 10:00:32 PM
Making more progress tonight with my skyboxes  :)

(http://thumbnails116.imagebam.com/48769/844fc5487682138.jpg) (http://www.imagebam.com/image/844fc5487682138) (http://thumbnails116.imagebam.com/48769/f8f121487682139.jpg) (http://www.imagebam.com/image/f8f121487682139) (http://thumbnails115.imagebam.com/48769/fb064f487682140.jpg) (http://www.imagebam.com/image/fb064f487682140)

trying new techniques with testing. it is really fun actually. and beer later! yay haha
(http://orig13.deviantart.net/c924/f/2007/140/6/5/_beer__by_nerdxv.gif) Cheers!

Title: Re: Mod Development Screenshots
Post by: Daystar on June 04, 2016, 10:42:54 PM
So new sky created off of my above experiment  :D Arroyo Sky.

Turned out cool I do say lol

(http://thumbnails115.imagebam.com/48769/f9f9fd487688967.jpg) (http://www.imagebam.com/image/f9f9fd487688967) (http://thumbnails116.imagebam.com/48769/622fd8487689010.jpg) (http://www.imagebam.com/image/622fd8487689010) (http://thumbnails115.imagebam.com/48769/bb61f8487689054.jpg) (http://www.imagebam.com/image/bb61f8487689054) (http://thumbnails116.imagebam.com/48769/d39bcb487689094.jpg) (http://www.imagebam.com/image/d39bcb487689094)
Title: Re: Mod Development Screenshots
Post by: Heddly on June 04, 2016, 11:08:46 PM
You should name it Day Star, the sun looks like a star.  8)

Title: Re: Mod Development Screenshots
Post by: Daystar on June 05, 2016, 03:11:21 AM
You should name it Day Star, the sun looks like a star.  8)




Haha good observation! and nah not the Arroyo one I created. That one is actually named after a cool park in Union City, California "Arroyo Park" where me and my friends used to always hang out.
but I will someday name a sky after my user name.. sure why not hehe
Title: Re: Mod Development Screenshots
Post by: Daystar on June 05, 2016, 05:43:39 AM
"Sweet Dreams" maybe comin your way!  testing in game now, to see if it looks good enough ;)

(http://thumbnails115.imagebam.com/48774/e20154487733094.jpg) (http://www.imagebam.com/image/e20154487733094)

Back in a bit... Cheers!
Title: Re: Mod Development Screenshots
Post by: Daystar on June 05, 2016, 06:23:34 AM
Progress report on "Sweet Dreams" sky. Failed!!!
uhm why? no scaling in Bagedit app... ughhh!

Daystar: Why in hell did my sky not work?
NASA: Well Daystar, seems Bagedit does not have a skybox scaling feature!
Daystar: Not only that, I cannot lower my skybox below -4000! wtf!
NASA: Yes that is a serious issue you may want to point out with the Bugbear developers!
Daystar: I will indeed.
NASA: But your sky seems to be ok :-)
Daystar: No effin way! I only see the very bottom part of the crescent moon! it is unacceptable for my skypack!
NASA: Houston, we may have a problem...
Daystar: You think? well duh...

(http://thumbnails115.imagebam.com/48774/249100487734705.jpg) (http://www.imagebam.com/image/249100487734705) (http://thumbnails115.imagebam.com/48774/63938b487734707.jpg) (http://www.imagebam.com/image/63938b487734707) (http://thumbnails116.imagebam.com/48774/c00d67487734709.jpg) (http://www.imagebam.com/image/c00d67487734709)

Fack Shiz damn!!! sometimes modding makes me ticked off!!! haha but I love it none the less  :D
Title: Re: Mod Development Screenshots
Post by: Daystar on June 05, 2016, 04:08:22 PM
Oh! and forgot to mention silly me... It takes freaking forever to render my skys I create ughhhh. sometimes up to 2 hours. specially the panorama renders as illustrated below.
panoramic renders are the best though.. they are seamless and I do not need to edit them in paint programs etc.. but ughhh when I run my Vue art app, I cannot play my Wreckfest. it hogs my memory ahwell.
(http://thumbnails115.imagebam.com/48782/47acdc487810221.jpg) (http://www.imagebam.com/image/47acdc487810221)

 
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on June 06, 2016, 02:00:10 AM
I would love it if we had day-night cycles with street lights that come on at night for long endurance races.
Title: Re: Mod Development Screenshots
Post by: Daystar on June 06, 2016, 10:34:11 AM
I would love it if we had day-night cycles with street lights that come on at night for long endurance races.

Yeah I would love that as well.. and perhaps some real weather effects also, such as rain, fog etc.  :D
 
Title: Re: Mod Development Screenshots
Post by: Daystar on June 06, 2016, 01:46:55 PM
Yep more sneak peeks at my Mega Skypack I am still working on... time consuming making these skys really!
Note: Track names are due to change at any given time. thanks for peeking again! (http://orig08.deviantart.net/1d9a/f/2010/055/f/d/_blank__by_masterddd.gif)

(http://thumbnails115.imagebam.com/48795/de3311487947126.jpg) (http://www.imagebam.com/image/de3311487947126) (http://thumbnails115.imagebam.com/48795/7f4d73487947140.jpg) (http://www.imagebam.com/image/7f4d73487947140) (http://thumbnails115.imagebam.com/48795/79eaa6487947160.jpg) (http://www.imagebam.com/image/79eaa6487947160) (http://thumbnails116.imagebam.com/48795/50aa95487947174.jpg) (http://www.imagebam.com/image/50aa95487947174) (http://thumbnails115.imagebam.com/48795/a0500f487947209.jpg) (http://www.imagebam.com/image/a0500f487947209) (http://thumbnails115.imagebam.com/48795/77254a487947231.jpg) (http://www.imagebam.com/image/77254a487947231) (http://thumbnails116.imagebam.com/48795/fd0ebd487947260.jpg) (http://www.imagebam.com/image/fd0ebd487947260) (http://thumbnails115.imagebam.com/48795/a397b3487947283.jpg) (http://www.imagebam.com/image/a397b3487947283) (http://thumbnails116.imagebam.com/48795/cd7fc3487947305.jpg) (http://www.imagebam.com/image/cd7fc3487947305) (http://thumbnails116.imagebam.com/48795/a4c632487947337.jpg) (http://www.imagebam.com/image/a4c632487947337) (http://thumbnails115.imagebam.com/48795/d18517487947370.jpg) (http://www.imagebam.com/image/d18517487947370)

Oh yes, I refined the "Beautiful" track. optimized it a bit more.

Edit: I meant weather names not track names... I need sleep again haha :P
Title: Re: Mod Development Screenshots
Post by: FollowWings on June 06, 2016, 10:06:01 PM
YES iTS SEEMS to be very impressive Daystar!! :)
Just put more shadow where is night and more fog where is clouds! :)
Cool Weathers!! <3
Title: Re: Mod Development Screenshots
Post by: Daystar on June 06, 2016, 11:04:58 PM
YES iTS SEEMS to be very impressive Daystar!! :)
Just put more shadow where is night and more fog where is clouds! :)
Cool Weathers!! <3

Thanks for your feedback my friend! and I do have fog effects enabled in some. also it is very hard to tweak settings with no documentation with skybox settings!
and sometimes when I do tweak things, it throws off other aspects dramatically. it is really time consuming with not much help from the developers. but I will keep
at this until I reach about 40 or 50 skys.  :D have a nice night Dániel!
Title: Re: Mod Development Screenshots
Post by: Daystar on June 07, 2016, 04:09:08 PM
Evil Empire.. oh wait. I representar newish sky in the works.. "Pirate Sky"

(http://thumbnails116.imagebam.com/48812/e93926488117220.jpg) (http://www.imagebam.com/image/e93926488117220)

testing now... and if I like, I will include it into my Skypack. back in a bit k
Title: Re: Mod Development Screenshots
Post by: Daystar on June 07, 2016, 04:45:18 PM
Haha forget this idea for now.. I added my newsky err tried to add my new sky, but Bagedit does not see it? omg.. either to much beers im drinking.. or there is a limit to how many skys I can add? omg this sucks.. but yeah,.. i attemt this later.. time for me to scope out the girls in Frankenthal I guess.. gotta love this nice warm weather. sooo back later!

(http://thumbnails116.imagebam.com/48813/810e3d488122363.jpg) (http://www.imagebam.com/image/810e3d488122363)

wtf my new sky not listed? ok... I try later when I am back.

Title: Re: Mod Development Screenshots
Post by: Mortal on June 07, 2016, 09:29:03 PM


WIP
Title: Re: Mod Development Screenshots
Post by: The Very End on June 07, 2016, 09:38:45 PM
Wut? :D
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 07, 2016, 11:18:23 PM


WIP



Hmmm, that look interesting Mortal!!  :D
Title: Re: Mod Development Screenshots
Post by: Heddly on June 07, 2016, 11:59:32 PM
Is that the Mother Ship?  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on June 10, 2016, 01:31:35 PM
Anyone have a bounch of building textures? Used all morning to get all the billboards and signs changed into somewhat reasonable ressolutions, but buildings are hard to come by.
(http://s33.postimg.org/ywo0s3fsr/libertycity.jpg) (http://postimg.org/image/ywo0s3fsr/)
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on June 10, 2016, 02:26:01 PM
Ah, a city map. Very nice. What's it going to be called, "Wreckville"?  A nice place to live, just keep your kids of the streets lol.

Building textures are always hard to come by, but this is one of my favorite haunts that may help a bit.
http://www.textures.com/category/buildings/1926 (http://www.textures.com/category/buildings/1926)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 10, 2016, 02:50:04 PM
Hehe thanks :D
Well, it's actually Liberty City from DD2. AI and scales are done, just need to try getting more of the city buildings a more suitable texture :)
Title: Re: Mod Development Screenshots
Post by: Heddly on June 10, 2016, 07:56:32 PM
Hehe thanks :D
Well, it's actually Liberty City from DD2. AI and scales are done, just need to try getting more of the city buildings a more suitable texture :)


How about some FO2 City track building textures?

http://www.mediafire.com/download/ps8eeoi9s1ib42z/FO2_city_textures.rar (http://www.mediafire.com/download/ps8eeoi9s1ib42z/FO2_city_textures.rar)
Title: Re: Mod Development Screenshots
Post by: Axarator on June 11, 2016, 08:03:46 AM
(http://images.akamai.steamusercontent.com/ugc/485641161510950944/A8FC079E949033D6141124021E6BE64D0A18DAA4/)
Drift Map Pack on the way :)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 11, 2016, 06:15:59 PM
Hehe thanks :D
Well, it's actually Liberty City from DD2. AI and scales are done, just need to try getting more of the city buildings a more suitable texture :)


How about some FO2 City track building textures?

[url]http://www.mediafire.com/download/ps8eeoi9s1ib42z/FO2_city_textures.rar[/url] ([url]http://www.mediafire.com/download/ps8eeoi9s1ib42z/FO2_city_textures.rar[/url])


Thanks for link but I got the textures I needed from an earlier link.
Getting closer to finish. Just got to do something about left side (as you can see) and some nitty gritty stuff. Re-fittet every (several houndred) uv maps after I... well I deleted them all by mistake... don't ask!

(http://s33.postimg.org/tj6cz0gnv/Untitled.jpg) (http://postimg.org/image/tj6cz0gnv/)
Title: Re: Mod Development Screenshots
Post by: MamieNova on June 11, 2016, 06:20:59 PM
After watching this video, I was surprise to see the Gerenal Lee land a few times with the rearend touching first. But most jumps, frontend came down first.

The trunk was usually loaded to counter the frontend dropping, giving even less chances to the car of surviving its jump (show destroyed more than one car per two episodes)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 12, 2016, 03:09:54 AM
Quick test of Liberty City:
http://youtu.be/4BvnVpDkv_w (http://youtu.be/4BvnVpDkv_w)

Edit: I hate spirtes.. I hate them. Uvmapping the crowd textures from Bugbear's texture onto plains... done about 200 so far) ..
(http://s33.postimg.org/cz7uky5l7/Untitled.jpg) (http://postimg.org/image/cz7uky5l7/)
Title: Re: Mod Development Screenshots
Post by: Axarator on June 13, 2016, 07:15:42 AM
(http://images.akamai.steamusercontent.com/ugc/485641161519347128/B4F6A008A9D8E680D344EEEB6CB35C6424A1AA37/)
Title: Re: Mod Development Screenshots
Post by: Daystar on June 13, 2016, 07:35:50 AM
([url]http://images.akamai.steamusercontent.com/ugc/485641161519347128/B4F6A008A9D8E680D344EEEB6CB35C6424A1AA37/[/url])


Looks really cool! is it AI ready yet?
Title: Re: Mod Development Screenshots
Post by: Axarator on June 13, 2016, 07:56:41 AM
([url]http://images.akamai.steamusercontent.com/ugc/485641161519347128/B4F6A008A9D8E680D344EEEB6CB35C6424A1AA37/[/url])


Looks really cool! is it AI ready yet?

You could say so, anyway, I just released it :) http://steamcommunity.com/sharedfiles/filedetails/?id=702845117 (http://steamcommunity.com/sharedfiles/filedetails/?id=702845117)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 13, 2016, 06:39:17 PM
(http://s31.postimg.org/htjh36zyv/Untitled.jpg) (http://postimg.org/image/htjh36zyv/)

Some decorations goes a long way.

And Pine Hills are getting a little fix too :D

(http://s31.postimg.org/6lgo29j5j/Untitled.jpg) (http://postimg.org/image/6lgo29j5j/)
Title: Re: Mod Development Screenshots
Post by: Daystar on June 13, 2016, 10:12:47 PM
([url]http://s31.postimg.org/htjh36zyv/Untitled.jpg[/url]) ([url]http://postimg.org/image/htjh36zyv/[/url])

Some decorations goes a long way.

And Pine Hills are getting a little fix too :D

([url]http://s31.postimg.org/6lgo29j5j/Untitled.jpg[/url]) ([url]http://postimg.org/image/6lgo29j5j/[/url])


Looking really good  :)                                                                                                                                                                :

Title: Re: Mod Development Screenshots
Post by: The Very End on June 14, 2016, 12:06:59 PM
Thanks :) Working on Speedway atm.
(http://s32.postimg.org/dmhzgoanl/Untitled.jpg) (http://postimg.org/image/dmhzgoanl/)

Did some further updating:
(http://s31.postimg.org/48b6ho92f/Untitled.jpg) (http://postimg.org/image/48b6ho92f/)

And even further work:
(http://s32.postimg.org/3w6r88zg1/Untitled.jpg) (http://postimg.org/image/3w6r88zg1/)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 01:11:51 PM
New day, new track. This time it's the Ruined Monastery. Does anyone know of ..erhm monastery (?) textures? Searched high and low for it on my known texture sites but nothing so far.
(https://s32.postimg.org/9o5l4qwf5/Untitled.jpg) (https://postimg.org/image/9o5l4qwf5/)
Title: Re: Mod Development Screenshots
Post by: BrianUK on June 17, 2016, 01:23:31 PM
New day, new track. This time it's the Ruined Monastery. Does anyone know of ..erhm monastery (?) textures? Searched high and low for it on my known texture sites but nothing so far.
(https://s32.postimg.org/9o5l4qwf5/Untitled.jpg) (https://postimg.org/image/9o5l4qwf5/)

Nice, the 'hidden track' of DD1.
Title: Re: Mod Development Screenshots
Post by: sam223 on June 17, 2016, 01:31:31 PM
Nice. Stuart tells me you are working on one of his rfactor tracks, hows that going? Excited to see one of his tracks in game if thats still happening.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 01:57:00 PM
Yeah, I'm just awaiting the .tga files and then it's good to go I think. The modell itself looks good, so nothing wrong at all with it - and I have it in game allready, just need those textures from him :)
(https://s32.postimg.org/dnzx1pt0h/Untitled.jpg) (https://postimg.org/image/dnzx1pt0h/)

Edit: Also City Heat and Ocean Drive is in the game ready for next version :)
(https://s31.postimg.org/w29wbezfb/Untitled.jpg) (https://postimg.org/image/w29wbezfb/) (https://s31.postimg.org/clp6ow4bb/Untitled1.jpg) (https://postimg.org/image/clp6ow4bb/)
Title: Re: Mod Development Screenshots
Post by: sam223 on June 17, 2016, 02:45:57 PM
Great stuff,looks like Ringwood? Have you set the infield as a no drive zone to stop people cutting round the inside of the bends?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 03:38:29 PM
It is :) When I get textures the no-go zone is a five minute work :)

Edit: Got em now, I'll get to work!
Title: Re: Mod Development Screenshots
Post by: Jake97 on June 17, 2016, 04:46:19 PM
Nice hope Ringwood is up today :) Looks awesome
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 05:24:00 PM
Allright, proved pretty straght forward. I have not done much to the model and will send the model to him in 10 mins - ready for release. AI and all is working of course :) You can go down low and not trigger red ring of doom on the straights, but if you use the inside in the corners you will have to go back to the last sector to be able to continue.

Added a bit of grass on the inside, thanks to the speedway01 tag on material, but other than that it's the original deal. I guess it will be released when he feels for it ;)

(https://s31.postimg.org/92nx6rux3/Untitled.jpg) (https://postimg.org/image/92nx6rux3/)
Title: Re: Mod Development Screenshots
Post by: sam223 on June 17, 2016, 05:47:15 PM
Looks great,but the scale is too big.

In car vid (in a granada,not much wider than the escort)

https://www.youtube.com/watch?v=R8SpuMkcBzQ (https://www.youtube.com/watch?v=R8SpuMkcBzQ)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 05:53:10 PM
Oh I see, max two cars wide, I'll fix it straight away.
Title: Re: Mod Development Screenshots
Post by: sam223 on June 17, 2016, 06:00:34 PM
Oh I see, max two cars wide, I'll fix it straight away.
https://www.google.co.uk/maps/dir/50.8074918,-1.8201672/50.807487,-1.8200046/@50.8076201,-1.819927,339m/data= (https://www.google.co.uk/maps/dir/50.8074918,-1.8201672/50.807487,-1.8200046/@50.8076201,-1.819927,339m/data=)!3m1!1e3
should help you get the scale right
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 06:12:24 PM
Is this better?
(https://s32.postimg.org/mymjvkkw1/Untitled.jpg) (https://postimg.org/image/mymjvkkw1/)
Title: Re: Mod Development Screenshots
Post by: sam223 on June 17, 2016, 06:19:37 PM
Looks better yea,will have to test to confirm :)

Alphas,messed up on the trees in background?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 06:22:55 PM
The trees looks pretty bad yes. Did No changes to them and in terms of textures it does look right (but then again, I'm no expert). No idea how to fix it. Sollution could be to throw in some of BB's own trees and replace them alltogheter, but not sure what the author want. I'm sending him the updated version now.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 06:38:36 PM
(https://s32.postimg.org/wkmliqp4x/Untitled.jpg) (https://postimg.org/image/wkmliqp4x/) Better?

Edit: Working on changing the spruce trees to birch - guess that's more natural for the area?

Edit 2: Added both types, to conseal (hide) the background more. Does not affect the performance too much:
(https://s32.postimg.org/dx3fz2efl/Untitled.jpg) (https://postimg.org/image/dx3fz2efl/)
Title: Re: Mod Development Screenshots
Post by: sam223 on June 17, 2016, 07:27:35 PM
Looks better to me,but ask Stuart as im no expert on the local foliage

Maybe Dan Moth can give some input?
Title: Re: Mod Development Screenshots
Post by: Paul_B on June 17, 2016, 08:54:19 PM
Nice to see UK ovals are porting soon , how's the cars coming along Sam ?
Title: Re: Mod Development Screenshots
Post by: BenniHazle on June 17, 2016, 10:52:29 PM
Looks good! Any way to get a race/ai going the other way round aswell?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 17, 2016, 10:58:58 PM
Yeah, someone told that you race WITH the clock, so I will fix that this weekend or on Monday :)
Title: Re: Mod Development Screenshots
Post by: sam223 on June 17, 2016, 11:34:47 PM
Nice to see UK ovals are porting soon , how's the cars coming along Sam ?
Slowly getting there. Keep thinking ill do a bit then hop online for some racing for a few hours instead :)
Title: Re: Mod Development Screenshots
Post by: Paul_B on June 17, 2016, 11:51:05 PM
Tracks nearly ready now , so no pressure then !

Sent from my SM-G360F using Tapatalk
Title: Re: Mod Development Screenshots
Post by: FollowWings on June 18, 2016, 04:14:10 PM
Very End I really Appreciate your Hard work!! Dont stop making maps cause these are awsome!
And if we get end of DD maps just continue with other racing game maps!
You are one of the best modder here! ;-)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 18, 2016, 11:08:03 PM
So, in trying to get the bulli into NCG, the exporter decided that instead of exporting a .vhcl file, it would export a .scne file, what's weird about this is that it exported as .vhcl before without an issue, so I don't know why this is now occurring, it fully exports to scne and doesn't produce an error message, so I get stuck with a useless scne file that will never decide to go to a functional vhcl file -_-

EDIT: Got it into vhcl by forcing the exporter to make it one, for an unknown reason the exporter never thought it was a vehicle
Title: Re: Mod Development Screenshots
Post by: Devin on June 18, 2016, 11:17:10 PM
Alright, just got this model, put it into blender, guess what I'll be working on during this week :P

(http://puu.sh/pxtMp/e46c2f4428.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2016, 12:14:43 AM
Thanks for help guys :) Honorable mention to Finsku that gave this a go but was forced to stop due to time issue. I value your help a lot, all of you :)
Title: Re: Mod Development Screenshots
Post by: Devin on June 19, 2016, 12:44:57 AM
Well he did a good job preparing the model! :P A bit of renaming, cleaning up materials, converting textures, getting it into blender and then exporting it and it already looks quite promising!

(http://puu.sh/pxzCs/538ee0e5e6.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2016, 01:07:32 AM
I demand you to finish it and fitting on all the skins! And when done, you can continue on the DD1 cars ;)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 19, 2016, 01:22:35 AM


Sorting out textures was fun when having to hand pick each polygon, works in game and just needs a solidbody, collision spheres and a couple texture paths fixed
Title: Re: Mod Development Screenshots
Post by: Devin on June 19, 2016, 01:57:07 AM
I won't start working on the DD1 model until this one is completely done ;)
Anyway, while having trouble with some textures (which actually crash the game! wtf), at least I made some working damage textures, which obviously become visible with visual damage of the car!

(http://puu.sh/pxDJ4/22fbd83ecf.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2016, 09:20:27 AM
Mmm nice!
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2016, 01:01:59 PM
Meanwhile, it's ready I think! Scale is about right (off with 1 meter on length, give me slack lol). Files sent to Stuart to see if it's ready for release. Great fun and great experience working with great guys as him and you guys, learning a lot! :)

(https://s31.postimg.org/mtb1atztz/enviroment.jpg) (https://postimg.org/image/mtb1atztz/)
Title: Re: Mod Development Screenshots
Post by: Jake97 on June 19, 2016, 01:11:05 PM
Meanwhile, it's ready I think! Scale is about right (off with 1 meter on length, give me slack lol). Files sent to Stuart to see if it's ready for release. Great fun and great experience working with great guys as him and you guys, learning a lot! :)

(https://s31.postimg.org/mtb1atztz/enviroment.jpg) (https://postimg.org/image/mtb1atztz/)


Size looks perfect now. Well done :)
Title: Re: Mod Development Screenshots
Post by: sam223 on June 19, 2016, 02:19:46 PM
Great stuff. Did you manage to fix the clockwise direction?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2016, 02:23:03 PM
Yeah, cars running WITH the clock now ;) And nice seeing more moderator posts filled by the way! :)
Meanwhile, will soon push out update for DD2 mod, since I have done the monastery track, ocean drive, the bowl and city heat. The updated Liberty City track has recieved some tall buildings to look more like a city aswell as some simple scenery (remember that I have low particle / grass settings, so looks better on stronger computers) :
(https://s32.postimg.org/x7esagssh/liberty_City_New.jpg) (https://postimg.org/image/x7esagssh/)
Title: Re: Mod Development Screenshots
Post by: Finsku on June 19, 2016, 02:23:49 PM
Thanks Devin for taking DD2 car project. I've been busy with IRL so I didn't have time to learn modding and finish this project :(
I hope The Very End gets his car as fast as possible  :P

I had ready 3dsmax file about DD2 car but looks like you already did your own version.  :D

EDIT: added content
EDIT2:
Well he did a good job preparing the model! :P A bit of renaming, cleaning up materials, converting textures, getting it into blender and then exporting it and it already looks quite promising!

Wait, how you got my file?  :D :D
Title: Re: Mod Development Screenshots
Post by: Devin on June 19, 2016, 02:52:14 PM
Thanks Devin for taking DD2 car project. I've been busy with IRL so I didn't have time to learn modding and finish this project :(
I hope The Very End gets his car as fast as possible  :P

I had ready 3dsmax file about DD2 car but looks like you already did your own version.  :D

EDIT: added content
EDIT2:
Well he did a good job preparing the model! :P A bit of renaming, cleaning up materials, converting textures, getting it into blender and then exporting it and it already looks quite promising!

Wait, how you got my file?  :D :D
He sent me a .max file of the dd1 and dd2 car, saying I was taking over from you, so I assumed those were your files xD Also, it was surely not a directly ripped, but rather a modified version of the car, so I could only assume that you did work on it :P
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2016, 03:00:41 PM
Haha, well, it's the base modell recieved from Harmalarm back in 2010. He made the car from scratch to Carmageddon 2. You both got the same file, so the work you see is Harmalarms :)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 19, 2016, 11:14:33 PM
Deciding to make a simple vehicle mod just so I can get some motivation for the Bulli and Snetterton, and, well, prepare for tiny driver

(https://i.gyazo.com/7867b1246beed8d8ded27af7a62d8d5a.png)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 21, 2016, 12:25:08 AM
(https://i.gyazo.com/1c4fdef3038c4905925cb5f5f8c0c6a1.png)

Fixed the cap textures so now there's some god damn trolley colour options available, also fixed smoothing groups as they were kinda broke
Title: Re: Mod Development Screenshots
Post by: The Very End on June 22, 2016, 12:52:21 PM
Thanks to Stuard I'v gotten more fun things to play with! But I'v also got issues. In 3ds max (as you can see), everything looks fine. But at game time most texture glow red. I expect it might have something to do with the light in the scene, but any idea how I could fix it?

The scene in max:
(https://s32.postimg.org/3oq773lwx/Untitled.jpg) (https://postimg.org/image/3oq773lwx/)

Edit: This is how it looks in-game. Any ideas what might be wrong?
(https://s32.postimg.org/nje2ywrsh/Untitled.jpg) (https://postimg.org/image/nje2ywrsh/)
Title: Re: Mod Development Screenshots
Post by: Mazay on June 22, 2016, 07:51:51 PM
I don't really know, but it looks like there must be something different with material settings of those objects.
The bigger container piles don't glow the same way.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 22, 2016, 08:08:59 PM
Yup.. dunno what... testing out, but ultimately I'll probally will be forced to shift out the textures ... but well, will try exporting to different formats and test around.
Title: Re: Mod Development Screenshots
Post by: Daystar on June 22, 2016, 08:27:54 PM
You might like this sight The Very End! not sure if you need to ask him, if you can use them for a game. but won't hurt askin lol!  :P

https://3dwarehouse.sketchup.com/user.html?id=0900444124735421890412619
Title: Re: Mod Development Screenshots
Post by: The Very End on June 22, 2016, 08:31:20 PM
Rofl! A guy called shipping contains man xD Haha! Thanks for tip tho :) Will try out various options here and see if I can get it to work. Must be something I'm doing wrong hehe!
Title: Re: Mod Development Screenshots
Post by: Daystar on June 22, 2016, 08:42:51 PM
Rofl! A guy called shipping contains man xD Haha! Thanks for tip tho :) Will try out various options here and see if I can get it to work. Must be something I'm doing wrong hehe!

Lol  :D Your welcome man. and want you to know, that I do not have handling issues anymore with your DD Mod. I disabled my real2life mod and I have much better control on cornering, and a lot less oversteer issues now! forgot to tell you that last night.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 22, 2016, 09:15:51 PM
Update: I tried updating textures / map - still same issue. Got to be something about the object. Any tips?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 22, 2016, 10:49:45 PM


Hmmm, something seems odd here, can't quite figure it out
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 23, 2016, 12:14:51 AM
(https://i.gyazo.com/ab6a3868105e54ad697be2d442fd5618.gif)

We are sad to announce, generic driver #495 died after this spin, he will never be forgotten
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on June 23, 2016, 01:48:05 AM
I hope that thing's got ridiculous handling ;)
Title: Re: Mod Development Screenshots
Post by: Heddly on June 23, 2016, 03:55:44 AM
([url]https://i.gyazo.com/ab6a3868105e54ad697be2d442fd5618.gif[/url])

We are sad to announce, generic driver #495 died after this spin, he will never be forgotten


You got me thinking about my Humpty Dumpty car now PsychOXRat.  :o

http://youtu.be/OKmhd_QHbrk (http://youtu.be/OKmhd_QHbrk)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on June 23, 2016, 10:01:21 AM

We are sad to announce, generic driver #495 died after this spin, he will never be forgotten


Looks like a sweet ride. What are the powertrain options?

You got me thinking about my Humpty Dumpty car now PsychOXRat.  :o


LOL are those chicks driving the eggs?

I need that innertube on wheels with my avatar driving.

Little Donny is a special needs boy. He has magnimus-obliviophallocytis.

Title: Re: Mod Development Screenshots
Post by: tads421 on June 23, 2016, 04:15:49 PM
I just thought i would paste here my Pm to The Very End as he asked me to share the fix to his problem just incase someone else comes into this problem.

Quote
I have found your problem! it is Texture Naming! it seams you cant use stuff like  "_a", "_b" etc must be for engine stuff just like the alpha channels is _c5

As soon as i renamed the texture from "containers_hi_a_02_d" to containers_hi_2 everything worked as it should. as you see in the screen shot i used one mesh that i changed with the new named texture in 3ds max, next to others that i did not rename and you see they are just fine.

Image i will also attach and i hope it may help others if they run into this sort of problem. As for the Alpha Channels on tracks it took me ages yesterday to work out how to use one for a tree line! there was no information that i could find so if anyone is also trying to make alpha channels you use "TextureName_c5.tga" and "TextureName_c5.bmap"

(https://s31.postimg.org/m4b30kwu3/20160623134034_1.jpg)

Kev (Tads421)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 23, 2016, 11:59:42 PM
(https://i.gyazo.com/b737fd4e50b6a5746c7e9fa9468fd93c.gif)

Here is exactly how Generic driver #495 died, a huge high speed incident
Title: Re: Mod Development Screenshots
Post by: Devin on June 24, 2016, 01:37:07 AM
I just thought i would paste here my Pm to The Very End as he asked me to share the fix to his problem just incase someone else comes into this problem.

Quote
I have found your problem! it is Texture Naming! it seams you cant use stuff like  "_a", "_b" etc must be for engine stuff just like the alpha channels is _c5

As soon as i renamed the texture from "containers_hi_a_02_d" to containers_hi_2 everything worked as it should. as you see in the screen shot i used one mesh that i changed with the new named texture in 3ds max, next to others that i did not rename and you see they are just fine.


Image i will also attach and i hope it may help others if they run into this sort of problem. As for the Alpha Channels on tracks it took me ages yesterday to work out how to use one for a tree line! there was no information that i could find so if anyone is also trying to make alpha channels you use "TextureName_c5.tga" and "TextureName_c5.bmap"

([url]https://s31.postimg.org/m4b30kwu3/20160623134034_1.jpg[/url])

Kev (Tads421)

You just fixed an issue that crashed the game for me upon loading certain textures, thanks! xD

Also, carbon doors! They have to be twosided, so why not give it some sort of racing feel? :P

(http://puu.sh/pDxUH/45df144c46.jpg)
Title: Re: Mod Development Screenshots
Post by: tads421 on June 24, 2016, 12:25:50 PM
nice one! happy to help!.... i am just doing "windows" on a track building atm.... i think i have it looking best i can now even the posts work and if you catch them while being pushed it is an EPIC crash!!!

(https://s31.postimg.org/olxv4zz0r/20160624102204_1.jpg)
Title: Re: Mod Development Screenshots
Post by: RickyB on June 24, 2016, 04:03:15 PM
Couldn't resist.. hehe. Still WIP, but already added to Big 8 RampTrack mod. Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=690463832)
The infield is filled with sand so that you won't just get stuck in a giant car trap if you land there. #Bermuda triangle ;)


Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 24, 2016, 08:42:23 PM
(https://i.gyazo.com/a96ce9a5b966b5105a7ff955e16255aa.gif)

This may be my most impressive drift ever
Title: Re: Mod Development Screenshots
Post by: Mortal on June 25, 2016, 02:51:35 AM
Cool
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 25, 2016, 05:11:55 PM
(https://i.gyazo.com/7c238e0f3bc4a4da63e93f3deb1a29c9.gif)

I think he forgot he left the oven on
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 26, 2016, 12:51:35 AM
Trying to get the driver to eject when the trolley rolls, like the lawnmower, yet I can't seem to do this, I have made a dummy called driver_seat, used lawnmower settings in the .jpnl file so it should work, yet I don't know if I'm missing anything important, such as an actual driverx object in the model and joints for it
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on June 28, 2016, 10:37:58 PM
(https://i.gyazo.com/eb30231d383468346a432d09fca6fda2.gif)
Would this be classed as progress or full on fuckery?
Title: Re: Mod Development Screenshots
Post by: timmy76 on July 04, 2016, 12:58:31 AM
Delete this  :D
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 04, 2016, 01:20:38 AM
Few bits n bobs to fix then she's good to go.
American 4 model

Hmm, look like a derby car ready to go to the 4th July derby.   :D

So those bolts on the hood, do they actually work for awhile and keep the hood from popping up timmy?
Title: Re: Mod Development Screenshots
Post by: timmy76 on July 04, 2016, 01:29:58 AM
Delete this  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on July 04, 2016, 01:58:26 PM
Looks good tim.Did you fix the panel files so all the joints stay intact?
Title: Re: Mod Development Screenshots
Post by: Paul_B on July 04, 2016, 02:32:38 PM
Nice work Tim looks a lot more realistic for banger racing, an BB why do we have windows in the cars ??
Title: Re: Mod Development Screenshots
Post by: timmy76 on July 05, 2016, 07:39:58 PM
Delete this  :D
Title: Re: Mod Development Screenshots
Post by: TheEngiGuy on July 06, 2016, 11:24:22 PM
Welp, this is my very first time modeling for game modding and I still doubt everything will come along nicely, but this is what I've done so far.
(http://i.imgur.com/Egzx7F8.png)
(http://i.imgur.com/4EbUyRh.png)

Also, any tips about texturing, damage deformation tweaks and everything I need to do after the model is done would be very appreciated! I'm actually digging Blender.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 14, 2016, 05:01:33 PM
(https://s32.postimg.org/88ifhppq9/loading.png) (https://postimg.org/image/88ifhppq9/) (https://s32.postimg.org/z4wj1jbf5/simstoxparralax1.jpg) (https://postimg.org/image/z4wj1jbf5/)
Track will be released in the next version. Features several crossing and parrallel routes with AI support.

Edit: A video of it all (a bit high volume and some random metal in background since people moaned about music beeing a bit too nice hah!)
http://youtu.be/xAPCE4Z6a1o (http://youtu.be/xAPCE4Z6a1o)
Title: Re: Mod Development Screenshots
Post by: Daystar on July 15, 2016, 12:34:48 PM
(https://s32.postimg.org/88ifhppq9/loading.png) (https://postimg.org/image/88ifhppq9/) (https://s32.postimg.org/z4wj1jbf5/simstoxparralax1.jpg) (https://postimg.org/image/z4wj1jbf5/)
Track will be released in the next version. Features several crossing and parrallel routes with AI support.

Edit: A video of it all (a bit high volume and some random metal in background since people moaned about music beeing a bit too nice hah!)


Just watched your vid, and that track looks like a lot of fun! so when is the ETA for this awesome place?
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 15, 2016, 02:42:19 PM
Look like my kind track ( multiable crossing ) End.  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on July 15, 2016, 03:33:09 PM
Probally pushing out an update in 10 mins from now :)
And thanks :D
Title: Re: Mod Development Screenshots
Post by: RickyB on July 15, 2016, 04:26:34 PM
Teaser trailer? OK, here's another one :) "Coming soon to a mod near you"
New variant "Tarmac 2". Stunt driver = AI.

http://youtu.be/7ZDGqyPjw9o (http://youtu.be/7ZDGqyPjw9o)

@TVE, is that track from a Destruction Derby game or is it your own creation? Looks fun.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 15, 2016, 04:32:15 PM
Haha! Great stuff there!

It's one of the track from Stuart Cowi actually, and from scratch it was a winter themed track. However, as of last path alphas has started to not work as they should, resulting in the snowy trees to look utterly bad, and I was forced to re-texture it and change it into a summer themed track. Original track neither had the mountains not the jump in it, and a lot of extra objects from Bugbears own library was added to it, alltho the base modell is true to the original :)

Title: Re: Mod Development Screenshots
Post by: Daystar on July 15, 2016, 08:28:49 PM
Haha! Great stuff there!

It's one of the track from Stuart Cowi actually, and from scratch it was a winter themed track. However, as of last path alphas has started to not work as they should, resulting in the snowy trees to look utterly bad, and I was forced to re-texture it and change it into a summer themed track. Original track neither had the mountains not the jump in it, and a lot of extra objects from Bugbears own library was added to it, alltho the base modell is true to the original :)

Just spent a couple hours playing your new track, and I love it!  :D Congrats on making the 1st Industrial area for Wreckfest! great job really on arranging all them shipping containers! I know what I will be playing a lot over this weekend! curious how elimination mode will look like when I test that mode later tonight.

Side note: I did find a little bug while racing. there is a couple wiffs of smoke that is following my car in an area. but no biggie, it is not that serious an issue.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 15, 2016, 09:04:40 PM
Thanks :) Yeah the smoke is acting strange, it is visible through stuff.. Dunno why haha but will try to fix it in future :)
Title: Re: Mod Development Screenshots
Post by: Daystar on July 15, 2016, 10:12:04 PM
Thanks :) Yeah the smoke is acting strange, it is visible through stuff.. Dunno why haha but will try to fix it in future :)

Your very welcome The Very End.  :) And ooops my above comment is for the Simstox Bay map! I did not realize you had uploaded the Parralax one already! Oh yipeee yay! twice the fun now haha! I go play on that track now and report back later sometime tonight with what my thoughts are on the Parralax track!

Cheers Bud  ;D
Title: Re: Mod Development Screenshots
Post by: Daystar on July 16, 2016, 03:36:57 AM
_________________________________________________________________________________________________________________
Title: Re: Mod Development Screenshots
Post by: Daystar on July 16, 2016, 03:38:08 AM
I really like your new track! please and I really mean it.. continue making cool tracks! and so far you are the best track maker yet! great job, and I am still having a blast on your newest creation! 
(http://orig02.deviantart.net/98e9/f/2008/205/4/9/i_am_the_winner_by_furatix.gif) Awesome job with all your tracks so far! looking forward to many more tracks by you! (http://orig08.deviantart.net/8b49/f/2011/146/d/6/yay_by_sml_e-d2hje6p.gif)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 16, 2016, 09:52:58 AM
Thanks :) Do you experoence pink trees btw? Is a user reporting that when mixing with other mods.
Title: Re: Mod Development Screenshots
Post by: Daystar on July 16, 2016, 01:46:59 PM
No prob, and no I have not experienced any weird color  issues. I will let you know if I ever see anything unusual.   :D
Title: Re: Mod Development Screenshots
Post by: The Very End on July 16, 2016, 01:49:08 PM
And you mixed other track mds too? Try Black Sails Vellet please. Someone tells that us messed up :)
Title: Re: Mod Development Screenshots
Post by: Daystar on July 16, 2016, 02:20:04 PM
On my game all the trees look good  :D Made some screenshots. have a cool weekend The Very End!

(http://thumbnails115.imagebam.com/49525/837a6f495249536.jpg) (http://www.imagebam.com/image/837a6f495249536) (http://thumbnails116.imagebam.com/49525/71a7c7495249563.jpg) (http://www.imagebam.com/image/71a7c7495249563) (http://thumbnails115.imagebam.com/49525/40042a495249609.jpg) (http://www.imagebam.com/image/40042a495249609)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 16, 2016, 02:34:33 PM
Thanks for the help mate :) keep us updated on your skies by the way!
Title: Re: Mod Development Screenshots
Post by: Daystar on July 16, 2016, 03:33:57 PM
Thanks for the help mate :) keep us updated on your skies by the way!


Welcome... And your wish is my command. so here is some screenshots of one of my new skies called Egypt. My new Skypack is at about 35% completed now. I like to take my time and not rush them to quickly lol.

(http://thumbnails116.imagebam.com/49526/4a5b88495257616.jpg) (http://www.imagebam.com/image/4a5b88495257616) (http://thumbnails116.imagebam.com/49526/553e14495257634.jpg) (http://www.imagebam.com/image/553e14495257634) (http://thumbnails116.imagebam.com/49526/ce2c14495257660.jpg) (http://www.imagebam.com/image/ce2c14495257660) (http://thumbnails115.imagebam.com/49526/9b62a1495257693.jpg) (http://www.imagebam.com/image/9b62a1495257693)

Title: Re: Mod Development Screenshots
Post by: Daystar on July 16, 2016, 04:21:00 PM
Here is last sneak peek of one of my new skies today. this one is called Montana. Might make some more later today or tonight.

(http://thumbnails116.imagebam.com/49527/92286c495262099.jpg) (http://www.imagebam.com/image/92286c495262099) (http://thumbnails116.imagebam.com/49527/f15d0d495262113.jpg) (http://www.imagebam.com/image/f15d0d495262113) (http://thumbnails115.imagebam.com/49527/b8064e495262131.jpg) (http://www.imagebam.com/image/b8064e495262131) (http://thumbnails116.imagebam.com/49527/18e5ce495262141.jpg) (http://www.imagebam.com/image/18e5ce495262141)

Title: Re: Mod Development Screenshots
Post by: The Very End on July 16, 2016, 04:30:27 PM
Looks like you figured out the ressolution issues aswell as giving the light / illumination the right color. Good stuff :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 16, 2016, 04:44:47 PM
I like the look of a setting sun reflecting off the clouds. My favorite type sunset in real life.  :D

(http://thumbnails116.imagebam.com/49527/92286c495262099.jpg)
Title: Re: Mod Development Screenshots
Post by: Daystar on July 17, 2016, 07:23:31 PM
Hey Dudes! got another sneak peek for all you guys today  :) This one called Universe. and no worries... there is enough ambient lighting to see all the track!

(http://thumbnails115.imagebam.com/49545/760f23495446322.jpg) (http://www.imagebam.com/image/760f23495446322) (http://thumbnails115.imagebam.com/49545/742dad495446341.jpg) (http://www.imagebam.com/image/742dad495446341) (http://thumbnails115.imagebam.com/49545/69a1ae495446356.jpg) (http://www.imagebam.com/image/69a1ae495446356) (http://thumbnails115.imagebam.com/49545/e91978495446370.jpg) (http://www.imagebam.com/image/e91978495446370) (http://thumbnails116.imagebam.com/49545/9be0e7495446388.jpg) (http://www.imagebam.com/image/9be0e7495446388)

This will be one of my skies featured in my new Mega Skypack later in the distant future  ;)
Title: Re: Mod Development Screenshots
Post by: hande11 on July 18, 2016, 12:50:02 PM
Teaser trailer? OK, here's another one :) "Coming soon to a mod near you"
New variant "Tarmac 2". Stunt driver = AI.
[url]http://youtu.be/7ZDGqyPjw9o[/url] ([url]http://youtu.be/7ZDGqyPjw9o[/url])


Awesome props destruction RickyBøbby :D Looks fun to utilize responsive cars and great physics to some "hollywood movie stunt" -style type of silly action! Great stuff to watch from slow motion replays on different angles :)
Title: Re: Mod Development Screenshots
Post by: RickyB on July 18, 2016, 09:44:13 PM
hehe, yeah, who doesn't like some slow motion destruction replays :) I just updated the mod with that variant (Tarmac 2), although the AI racing line is still not optimised. Fun nonetheless. Was waiting for the AI racing line optimisation tool but now I wonder if Bugbear may be on vacation.
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 19, 2016, 02:17:42 AM
Ya I'm thinking Bugbear has gone on vacation, so may be a few weeks before we see next Build get release next month.

Ricky, do any them barrels explode?
Title: Re: Mod Development Screenshots
Post by: RickyB on July 19, 2016, 02:03:55 PM
Unfortunately not. If you hit one, a chain reaction would take down everything on the plateau. I didn't take the time to carefully place everything where it is just to have it blown away in a few seconds ;D The power of the explosion would have to be much smaller, no idea how to do that atm.
This is what happened when I placed just three of TheVeryEnd's gasbottles on there. (one in each barrels field)

http://youtu.be/7lpYrVmQg0w (http://youtu.be/7lpYrVmQg0w)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 19, 2016, 04:26:03 PM
Rofl, Michael Bay would be proud! That's version two of the gasbottle btw? Its a bit more gentle than nr1.
Title: Re: Mod Development Screenshots
Post by: Mazay on July 21, 2016, 04:12:16 PM


Loop I made for other map, but started to think it could actually work in fig 8.
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 21, 2016, 04:54:45 PM


Loop I made for other map, but started to think it could actually work in fig 8.



I wonder where that loop might pop up at!!  ;)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on July 21, 2016, 06:18:40 PM
The way ramps work or don't lately will a car not last about 2.5 loops in that?
Title: Re: Mod Development Screenshots
Post by: Mazay on July 21, 2016, 06:35:07 PM
The way ramps work or don't lately will a car not last about 2.5 loops in that?

I got am1 through it atleast 7 times and damage indicators started to get orange.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 21, 2016, 06:41:23 PM
Nice model :) Care to share a scne and max file of it?
Title: Re: Mod Development Screenshots
Post by: RickyB on July 22, 2016, 11:56:46 AM
Rofl, Michael Bay would be proud! That's version two of the gasbottle btw? Its a bit more gentle than nr1.

Yes it was v2. (pun not intended) Acts different in every replay. Sometimes explodes right away, or flys off in some random direction.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 22, 2016, 12:00:21 PM
Haha... Well, for me I can only have ONE mod with the gasbottle effect. If I have two it acts, as you say, random. If you got my gasbottle mod - remove it, and make sure you only have one mod active / installef at the time you use gasbottle. At least that worked for me :) The explosions for me is more mild than yours.
Edit: to ve sure, delete the trigger explosion file(s) too, only have the gasbottle scne and the effects related to that only to ensure right functionallity.
Title: Re: Mod Development Screenshots
Post by: Mazay on July 22, 2016, 01:24:07 PM
Nice model :) Care to share a scne and max file of it?


Ok, here is download (http://www.elisanet.fi/~y633454/tied/WF_Blender_loop_scne.zip)

Done in Blender so there is only .blend .scne and .fbx
But I am sure you can make atleast placeholder max out of fbx.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 22, 2016, 01:39:17 PM
Fbx works wonders, thanks :)
Two quickies:
1: Can I use the model as I like in other creations?
2: How you actually create a loop or shapes in general? You use a line tool to draw the form and then later solify it / making it thick?

Oh and lastly, would be great with a four-way loop. Having four exit points (and entry points) linked togheter with a plate / flat area on top to connect them :)
Title: Re: Mod Development Screenshots
Post by: Mazay on July 22, 2016, 02:45:33 PM
1. There is license.txt in, use as you wish ;)

2. The way I did loop was pure randomness. I made cylinder and with booleans substracted smaller cylinder so it became tube. Then I cut it in half.
Rotated the half of tube along x axis, basically like skew tool in photoshop. Then I had one side of loop ready. Copy and rotate and loop was ready.

I am not sure what you mean with four-way loop. You can make kind of four way loop if you put 4 loops together

Title: Re: Mod Development Screenshots
Post by: The Very End on July 22, 2016, 02:53:41 PM
Hehe ;) I mean like a loop in four directions, s-w-e-n (directions) :)
It would fit perfect for fig8.
Title: Re: Mod Development Screenshots
Post by: Mazay on July 22, 2016, 03:23:17 PM
Like this? It's bit challenging shape to create.
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 22, 2016, 03:33:41 PM
The way ramps work or don't lately will a car not last about 2.5 loops in that?

If loop is nice and smooth and no bump as you enter the loop, only causes just a tad of damage. Can do the loop many times.  ;)

Unless you go to slow or fall out of the loop as you try and go around the loop, then you can do some damage to your car.


Rofl, Michael Bay would be proud! That's version two of the gasbottle btw? Its a bit more gentle than nr1.

Yes it was v2. (pun not intended) Acts different in every replay. Sometimes explodes right away, or flys off in some random direction.

Ya the replays are not accurate with the gas bottle in my testings.
Title: Re: Mod Development Screenshots
Post by: sam223 on July 22, 2016, 03:51:26 PM
The way ramps work or don't lately will a car not last about 2.5 loops in that?
could always include a damage modifier with the track
Title: Re: Mod Development Screenshots
Post by: The Very End on July 22, 2016, 04:00:25 PM
Like this? It's bit challenging shape to create.


Yeah hehe ;) Four ways in, four ways out. It will need an flat overlap area at top to prevent the loops getting stuck inside eachothers. If you like I can scetch up an bad piece of art to illstrate it? :)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on July 22, 2016, 04:34:16 PM

If loop is nice and smooth and no bump as you enter the loop, only causes just a tad of damage. Can do the loop many times.  ;)

Unless you go to slow or fall out of the loop as you try and go around the loop, then you can do some damage to your car.




Yes, thanks :p I thought it would have to be bigger from just looking at it, and/or not be precisely circular on entry and exit - but lasting 7 runs through sounds good anyway :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 22, 2016, 05:01:16 PM

If loop is nice and smooth and no bump as you enter the loop, only causes just a tad of damage. Can do the loop many times.  ;)

Unless you go to slow or fall out of the loop as you try and go around the loop, then you can do some damage to your car.




Yes, thanks :p I thought it would have to be bigger from just looking at it, and/or not be precisely circular on entry and exit - but lasting 7 runs through sounds good anyway :)

And when we get the next Build, objects should damage the cars less after Bugbear tweak the settings of the health bar.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 23, 2016, 01:19:09 AM
Got internet today and did some work :] Cowden Showdown! Release in not a too distant future.
http://youtu.be/wffbwt1Bj6I (http://youtu.be/wffbwt1Bj6I)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 25, 2016, 04:37:17 PM
Since Vin Petrol has desided to help me skin the DD1 skins on the sedan and the DD2 skins on the AM4, I had to find a sollution to get all cars using same car / setup. The game really is too random sometimes. Even when you told the different AI cars to use THIS-CAR(x)-ONLY it would throw 1-3 cars of a other type, but if you then said THIS-CAR(x)-ONLY&ONE(x)PART it worked flawless.. I don't know, but it works now at least. The one car out of line is me btw.

(https://s31.postimg.org/53fqrcrhj/DD1.png) (https://postimg.org/image/53fqrcrhj/)
(https://s32.postimg.org/xdwi8qr3l/DD2.png) (https://postimg.org/image/xdwi8qr3l/)

Will be released as own small mods so they won't interfer with other stuff. Will also use 22 skin slots since that's the amount of skins there is.
Title: Re: Mod Development Screenshots
Post by: Mazay on July 26, 2016, 08:46:47 PM
Like this? It's bit challenging shape to create.


Yeah hehe ;) Four ways in, four ways out. It will need an flat overlap area at top to prevent the loops getting stuck inside eachothers. If you like I can scetch up an bad piece of art to illstrate it? :)

Yeah, that would be helpful. I could stretch the ramp sideways, but won't it become hard to drive through? For the top part I imagine sphere shape would work best.

The Cowden Showdown btw. looks really great.
One wish. Could we get physics separated from tracks? For some reason I do fail driving with destruction derby physics.
Title: Re: Mod Development Screenshots
Post by: The Very End on July 26, 2016, 08:58:31 PM
Just delete the chassie files and it should be standard :) You know where they are located?
Title: Re: Mod Development Screenshots
Post by: The Very End on July 27, 2016, 11:54:17 AM
This picture is from Vin Petrol, but it gives a picture of what to come the upcoming days ;) :

(http://images.akamai.steamusercontent.com/ugc/270598716224924459/B5C8837E9FF98032201F52997AE55F2F92E6B5F3/)

It will be released as it's own pack, making it optional for the ones interested. The AI cars will be set to Sedans only.

There will however, be some shortcomings. Since it's no way telling one speicifiq car to use one specifiq skin (the best we can do is to tell, use one of these skins) the names and skins will most likely not match. That means that even if the skins are working, I highly doubt that we'll manage to get Learned Driver to drive the yellow car and the Beast to drive his car and so on.. I'll look into it, but for a start I recommend disabling names above car and use your imagination when seeing the skins :)

Edit: I think I got an idea!
I think that in the ainames file, the number they are listed is the way they are selected in game. Like the first one corresponds to player 1, and so on. So when I get the skin list I can just alter the name - chain to match up with the skin names and their numbers. So if Suicide Squad is number one in skin menu, then I'll have to make sure Suicide Sqad is number one in names too. Should be possible?
Title: Re: Mod Development Screenshots
Post by: The Very End on August 06, 2016, 01:16:46 PM
New day, new work. Mud is pretty fun to drive on. Got a long way to go, but it's a start.
(https://s32.postimg.org/oosi8xn35/Untitled.jpg) (https://postimg.org/image/oosi8xn35/)
Title: Re: Mod Development Screenshots
Post by: Mazay on August 06, 2016, 06:15:28 PM


Working on some kind of stunt arena. Learning to place objects in max. Next trying to build car crusher machine.

Edit: no luck with car crusher. All animated parts of crusher become ghost objects whatever I try.
Title: Re: Mod Development Screenshots
Post by: The Very End on August 07, 2016, 08:58:20 PM
Looks like good fun :)
Meanwhile, work continues!
(https://s7.postimg.org/4g5sselcn/Untitled.jpg) (https://postimg.org/image/4g5sselcn/)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on August 08, 2016, 01:05:56 AM


Marker boards going into place now, will be dynamic objects eventually
Title: Re: Mod Development Screenshots
Post by: sam223 on August 08, 2016, 07:38:01 AM
Title: Re: Mod Development Screenshots
Post by: The Very End on August 08, 2016, 09:21:18 PM
New update for the DD mod is out, adding the Mudring Raceway:
http://www.youtube.com/watch?v=orValeVLPlw&feature=youtu.be (http://www.youtube.com/watch?v=orValeVLPlw&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 08, 2016, 09:48:12 PM
Double post sorry, but could not ressist - fun with objects!
http://www.youtube.com/watch?v=frcUv5h9kJw&feature=youtu.be (http://www.youtube.com/watch?v=frcUv5h9kJw&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Mazay on August 08, 2016, 10:47:38 PM
You did beat me in it  :P I didn't get to finish car crusher yet. That's awesome lol.
Title: Re: Mod Development Screenshots
Post by: The Very End on August 08, 2016, 10:53:42 PM
Just make a big thing, link it to the new dntp and throw in an animation. Be warned, cars gets smacked through ground sometimes :p
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on August 09, 2016, 12:35:35 AM
So, can't add grass to snetterton because the game runs out of vertex buffer when I try to... I've tried to reduce the amount of grass as much as possible and alas, still runs out of vertex buffer

EDIT: I got grass working, but, welllllllll, it doesn't work. at all.

Title: Re: Mod Development Screenshots
Post by: The Very End on August 09, 2016, 12:59:46 AM
Xform the shit out of the model :p Usually fix my problems.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on August 09, 2016, 01:15:15 AM
yep, fixed it for me, although I think the grass is a bit too high for a racing circuit xD


sucks how I can't just create a new suse file and have it work though :/ unless I'm missing something
Title: Re: Mod Development Screenshots
Post by: Heddly on August 09, 2016, 01:22:38 AM
Xform the shit out of the model :p Usually fix my problems.

What is "xform" ? I'm learning Blender, I have used Zmod2, never heard that term. Thanks for any help. My guess is resize.?

EDIT  I found it on Google, will do that first before I ask any more dumb questions.  :o
Title: Re: Mod Development Screenshots
Post by: Daystar on August 09, 2016, 07:59:18 AM
Double post sorry, but could not ressist - fun with objects!
[url]http://www.youtube.com/watch?v=frcUv5h9kJw&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=frcUv5h9kJw&feature=youtu.be[/url])


This is freakin awesome! perhaps you could make a derby arena with a smaller version of the spinning demolisher?  or even a race circuit with a couple mini swinging arms just off the side of the track, so that we can nudge an AI into one hehe! would love to see replays of other AI cars getting hit by cars that were smacked by a spinner!  ;D
Title: Re: Mod Development Screenshots
Post by: The Very End on August 09, 2016, 08:50:26 AM
Me and Mazay is going to make a little something, and yes, that should include something that spins and bounches ;) Thanks btw! When it is released I'll make sure I'll share the objects so you can use them too :)

Edit: Tesselate the ground to get smaller squares, then copy your grass texture, one with grass tag on it and one without. Then highlight the squares you want grass on and assign them to the texture with grass tag on. The smaller the squares are the easier to finetune it :)

Heddly - no worries, just fun to help! I am not sure myself what xform is, but as I understand it resets the geometry / references of stuff. There also is a texture xref which works on textures :)
Why things get messed out of propotions I dunno, wonders of 3ds max I guess :p
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 09, 2016, 07:29:50 PM
Me and Mazay is going to make a little something, and yes, that should include something that spins and bounches ;) Thanks btw! When it is released I'll make sure I'll share the objects so you can use them too :)



Maybe a spinner will show up in the Cops and Robbers arena?  ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 09, 2016, 07:33:46 PM
I'v send a bounch of items to Mazay so he can play around with them, but if you need one you can take this spinner. I sadly cannot do much about collisions tho, it's a bit buggy. Nevertheless, link:
https://mega.nz/#!U9xQhDiL!IzG2qLzhMPRuYW3z9pVUha1g9YzX1Je8j7v0DOXNhjo

Edit: Car crushers are the easiest part to make. Two blocks meeting after 2 minutes of slowly getting closer:
(https://s9.postimg.org/diqqn2pyj/Untitled.jpg) (https://postimg.org/image/diqqn2pyj/)
Struggle with texture transition tho. Ideally you want to change the surface texture to #killplayer effect when the blocks collide to ensure the players are killed. But, cannot seem to do that the right way, resulting in cars survive the smash.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on August 10, 2016, 02:40:32 PM
I'm probably missing something, but I can't get the marker boards on Snetterton to be dynamic objects as whenever I add a dntp to them they go from being solid static objects to static 'ghost' objects you can go through.




Anything wrong there? dntp file is called "boards", marker boards only have col = true as a defined property in max
Title: Re: Mod Development Screenshots
Post by: Mazay on August 10, 2016, 03:27:57 PM
Try to add in max property:
dyn = "boards"
...and take the "col = true" away.

I think you can't turn non dynamic object to dynamic just with bagedit, because something is exported differently.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on August 10, 2016, 03:48:38 PM
done that, don't know if it'll work as the boards.dntp is under the mod folder as I had to tweak some things like mass, so the dynamic type appears in red text as for some reason it's pointing towards the Snetterton/data/track/snetterton folder and not Snetterton/data/art/objects folder
Title: Re: Mod Development Screenshots
Post by: Mazay on August 10, 2016, 04:02:43 PM
It won't work if the path is wrong.
I think it assumes that .dntp file is in same folder as .scne, but should work also if changed in badedit to somewhere else.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on August 10, 2016, 04:14:26 PM
Yep, it worked so now I have dynamic marker boards!

(https://i.gyazo.com/7d135cfc6e8ebab399cfa66224fde024.gif)

All I have to do now is hope that otherway = true works again, very intermittent on if it'll work or not
Title: Re: Mod Development Screenshots
Post by: sam223 on August 14, 2016, 03:32:53 PM
Cya roof fin



www.youtube.com/watch?v=gqY08i0PbI4 (http://www.youtube.com/watch?v=gqY08i0PbI4)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 14, 2016, 09:35:23 PM
(Copied from YT description)
Showcasing the upcoming track for the Destruction Derby mod (http://steamcommunity.com/sharedfiles/filedetails/?id=688649575 (http://steamcommunity.com/sharedfiles/filedetails/?id=688649575)). Track named Widow Valley. Will be released when the AI is somewhat functional.
Originally I wanted higher banked corners, but due to the way Wreckfest cars behave, this is the highest banking we can do fullspeed without bottoming-out / spinning out.

https://youtu.be/wR9KAt2mDfo (https://youtu.be/wR9KAt2mDfo)

Edit: Why does Youtube links not work anymore?
Title: Re: Mod Development Screenshots
Post by: St. Jimmy on August 14, 2016, 10:16:19 PM
Edit: Why does Youtube links not work anymore?
Take the 's' out of the https

Also I'm not sure if the youtu.be format works. Just use the normal youtube format.
Title: Re: Mod Development Screenshots
Post by: The Very End on August 14, 2016, 10:36:02 PM
http://www.youtube.com/watch?v=wR9KAt2mDfo&app=desktop (http://www.youtube.com/watch?v=wR9KAt2mDfo&app=desktop)
Like this?
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on August 14, 2016, 11:30:49 PM
http://www.youtube.com/watch?v=wR9KAt2mDfo&app=desktop (http://www.youtube.com/watch?v=wR9KAt2mDfo&app=desktop)


Wow,  8) either clean or not that is going to provide some entertainment :)

Hopefully the code underneath will show

Code: [Select]
http://www.youtube.com/watch?v=wR9KAt2mDfo&app=desktop
As said just delete the S off https and the vid will embed :)
Title: Re: Mod Development Screenshots
Post by: sam223 on August 16, 2016, 02:08:54 PM


Thanks to jim and mazy for bits n bobs.
Now to try and damage it like this

Title: Re: Mod Development Screenshots
Post by: The Very End on August 17, 2016, 05:50:37 PM
A quick shot of the upcoming track Pines Peak:
(https://s3.postimg.org/c11ptuo27/pinespeak.jpg) (https://postimg.org/image/c11ptuo27/)

Video:
http://www.youtube.com/watch?v=PQexMur_Asw&feature=youtu.be (http://www.youtube.com/watch?v=PQexMur_Asw&feature=youtu.be)

Edit: Do you guys see the YT video (I cannot)? Have linked it right now without the S on the end and all.
Alternative, LINK: http://www.youtube.com/watch?v=PQexMur_Asw&feature (http://www.youtube.com/watch?v=PQexMur_Asw&feature)
Title: Re: Mod Development Screenshots
Post by: BrianUK on August 17, 2016, 06:51:36 PM
A quick shot of the upcoming track Pines Peak:
([url]https://s3.postimg.org/c11ptuo27/pinespeak.jpg[/url]) ([url]https://postimg.org/image/c11ptuo27/[/url])

Video:
[url]http://www.youtube.com/watch?v=PQexMur_Asw&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=PQexMur_Asw&feature=youtu.be[/url])

Edit: Do you guys see the YT video (I cannot)? Have linked it right now without the S on the end and all.
Alternative, LINK: [url]http://www.youtube.com/watch?v=PQexMur_Asw&feature[/url] ([url]http://www.youtube.com/watch?v=PQexMur_Asw&feature[/url])


Change the 'http' in the addresses to 'https' and they should show up. I think that's how it used to work.
Title: Re: Mod Development Screenshots
Post by: St. Jimmy on August 17, 2016, 07:18:57 PM
A quick shot of the upcoming track Pines Peak:
([url]https://s3.postimg.org/c11ptuo27/pinespeak.jpg[/url]) ([url]https://postimg.org/image/c11ptuo27/[/url])

Video:
[url]http://www.youtube.com/watch?v=PQexMur_Asw&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=PQexMur_Asw&feature=youtu.be[/url])

Edit: Do you guys see the YT video (I cannot)? Have linked it right now without the S on the end and all.
Alternative, LINK: [url]http://www.youtube.com/watch?v=PQexMur_Asw&feature[/url] ([url]http://www.youtube.com/watch?v=PQexMur_Asw&feature[/url])


Change the 'http' in the addresses to 'https' and they should show up. I think that's how it used to work.


Nope the 'http' works 'https' doesn't.

Both of them show to me now.
Title: Re: Mod Development Screenshots
Post by: The Very End on August 17, 2016, 08:09:27 PM
Hmm, guess my Chrome refuses to load them right. What browser you use?
Title: Re: Mod Development Screenshots
Post by: Daystar on August 17, 2016, 08:16:42 PM
No it's not just you The Very End. I cannot see youtube vids over here in the forums. I use Firefox 31.4
and this is what I see.... sucks really!

(http://thumbnails116.imagebam.com/50026/535713500259900.jpg) (http://www.imagebam.com/image/535713500259900)

Title: Re: Mod Development Screenshots
Post by: BrianUK on August 17, 2016, 08:42:37 PM
No it's not just you The Very End. I cannot see youtube vids over here in the forums. I use Firefox 31.4
and this is what I see.... sucks really!

([url]http://thumbnails116.imagebam.com/50026/535713500259900.jpg[/url]) ([url]http://www.imagebam.com/image/535713500259900[/url])


Odd, I'm using Firefox 47.0.1 and it all shows fine to me. It didn't show on my phone or tablet however, which both use Chrome.

@Jim: Thanks, I got it the wrong way round.

@TVE: Looks like a fun track.
Title: Re: Mod Development Screenshots
Post by: Daystar on August 17, 2016, 08:49:49 PM
I am curious if Moderators have access to the forums video display settings. maybe someone screwed something up? or... possibly a youtube connection problem with this site? I first noticed this problem about 4 days ago.  And when I am on other sites that show a youtube video, they all show up fine, and work as well. I do not want to update my Firefox, because I have numerous add-ons that will no longer function.  :(
Title: Re: Mod Development Screenshots
Post by: The Very End on August 17, 2016, 08:56:04 PM
Thanks :)

Yes, started like 4 days ago. I have not changed anythin. Have the exact same look as yours, a black bar on right side.
Also this forum has never showed right on my windows phone or ipad mini. When people write the text continues off screen and I cannot read it all lol.
Title: Re: Mod Development Screenshots
Post by: sam223 on August 17, 2016, 08:59:02 PM
works fine for me on firefox 47.0.1
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 17, 2016, 10:03:41 PM
No it's not just you The Very End. I cannot see youtube vids over here in the forums. I use Firefox 31.4
and this is what I see.... sucks really!

([url]http://thumbnails116.imagebam.com/50026/535713500259900.jpg[/url]) ([url]http://www.imagebam.com/image/535713500259900[/url])


Odd, I'm using Firefox 47.0.1 and it all shows fine to me. It didn't show on my phone or tablet however, which both use Chrome.

@Jim: Thanks, I got it the wrong way round.

@TVE: Looks like a fun track.


My Firefox is 35.0.1 and I get the black bar like Daystar. Guess it time let Firefox upgrade.  :P

Link without the feature part:

End Pines Peak:
http://www.youtube.com/watch?v=PQexMur_Asw (http://www.youtube.com/watch?v=PQexMur_Asw)

Purple Wreckfest - CanyonCross Double Figure 8:
http://www.youtube.com/watch?v=yZAVRQaJaks (http://www.youtube.com/watch?v=yZAVRQaJaks)


I'm thinking Bugbear has broken their forum code for embeded youtube code.
Title: Re: Mod Development Screenshots
Post by: Daystar on August 18, 2016, 03:31:39 AM
Well this is freakin weird. I can see all videos now?! strange though, I lost connection about half an hour ago.. finally got it back a little bit ago. and everything is fine on the forums again.
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 18, 2016, 05:02:24 AM
Well this is freakin weird. I can see all videos now?! strange though, I lost connection about half an hour ago.. finally got it back a little bit ago. and everything is fine on the forums again.


Yup they loading now.  :D


To much??   

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/to-big-CnR.jpg)


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/to-big-CnR2.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 18, 2016, 07:44:33 AM
Lol, did you go batshit with the explosion effect? :D
Also, the pictures work again! Guess it must be an forum bug?
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on August 18, 2016, 09:25:10 AM

To much??   


I dunno. We'll have to beta test that. I see your name and health bar near the middle of all that fire, so how's it look from inside?   ;D
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 18, 2016, 01:01:44 PM

To much??   


I dunno. We'll have to beta test that. I see your name and health bar near the middle of all that fire, so how's it look from inside?   ;D


If you inside the blast, you are blinded by the light ( watch out for that killer cone ahead of you!!! ). Hmm, I should write a song about being blinded by the light!!  :P
Title: Re: Mod Development Screenshots
Post by: Daystar on August 20, 2016, 09:59:11 AM
Just need to make 5 more skies. than I will upload my Mega SkyPack ver.2 sometime next week I think...

(http://thumbnails116.imagebam.com/50059/e2566a500580021.jpg) (http://www.imagebam.com/image/e2566a500580021) (http://thumbnails115.imagebam.com/50059/a85242500580047.jpg) (http://www.imagebam.com/image/a85242500580047) (http://thumbnails116.imagebam.com/50059/e18ee3500580065.jpg) (http://www.imagebam.com/image/e18ee3500580065) (http://thumbnails116.imagebam.com/50059/effc35500580087.jpg) (http://www.imagebam.com/image/effc35500580087) (http://thumbnails115.imagebam.com/50059/f26eeb500580121.jpg) (http://www.imagebam.com/image/f26eeb500580121) (http://thumbnails116.imagebam.com/50059/7a7941500580160.jpg) (http://www.imagebam.com/image/7a7941500580160) (http://thumbnails115.imagebam.com/50059/ff70d6500580201.jpg) (http://www.imagebam.com/image/ff70d6500580201) (http://thumbnails115.imagebam.com/50059/521e35500580235.jpg) (http://www.imagebam.com/image/521e35500580235) (http://thumbnails116.imagebam.com/50059/64082c500580277.jpg) (http://www.imagebam.com/image/64082c500580277) (http://thumbnails116.imagebam.com/50059/006a09500580304.jpg) (http://www.imagebam.com/image/006a09500580304) (http://thumbnails116.imagebam.com/50059/f8c8c2500580337.jpg) (http://www.imagebam.com/image/f8c8c2500580337) (http://thumbnails116.imagebam.com/50059/a2773f500580368.jpg) (http://www.imagebam.com/image/a2773f500580368) (http://thumbnails115.imagebam.com/50059/adc422500580395.jpg) (http://www.imagebam.com/image/adc422500580395) (http://thumbnails115.imagebam.com/50059/3d84de500580425.jpg) (http://www.imagebam.com/image/3d84de500580425) (http://thumbnails116.imagebam.com/50059/c8947d500580459.jpg) (http://www.imagebam.com/image/c8947d500580459) (http://thumbnails116.imagebam.com/50059/9e26c1500580478.jpg) (http://www.imagebam.com/image/9e26c1500580478) (http://thumbnails115.imagebam.com/50059/2775cb500580508.jpg) (http://www.imagebam.com/image/2775cb500580508) (http://thumbnails115.imagebam.com/50059/505c29500580528.jpg) (http://www.imagebam.com/image/505c29500580528) (http://thumbnails115.imagebam.com/50059/8f35e1500580549.jpg) (http://www.imagebam.com/image/8f35e1500580549) (http://thumbnails115.imagebam.com/50059/63b3d2500580577.jpg) (http://www.imagebam.com/image/63b3d2500580577) (http://thumbnails115.imagebam.com/50059/ff8ce6500580598.jpg) (http://www.imagebam.com/image/ff8ce6500580598) (http://thumbnails115.imagebam.com/50059/5d7845500580630.jpg) (http://www.imagebam.com/image/5d7845500580630) (http://thumbnails115.imagebam.com/50059/a6b670500580656.jpg) (http://www.imagebam.com/image/a6b670500580656) (http://thumbnails116.imagebam.com/50059/f12d54500580692.jpg) (http://www.imagebam.com/image/f12d54500580692) (http://thumbnails116.imagebam.com/50059/c84416500580727.jpg) (http://www.imagebam.com/image/c84416500580727) (http://thumbnails115.imagebam.com/50059/a65c90500580744.jpg) (http://www.imagebam.com/image/a65c90500580744) (http://thumbnails116.imagebam.com/50059/b5feae500580788.jpg) (http://www.imagebam.com/image/b5feae500580788) (http://thumbnails116.imagebam.com/50059/323d56500580826.jpg) (http://www.imagebam.com/image/323d56500580826) (http://thumbnails115.imagebam.com/50059/17218f500580851.jpg) (http://www.imagebam.com/image/17218f500580851) (http://thumbnails116.imagebam.com/50059/4c02d6500580872.jpg) (http://www.imagebam.com/image/4c02d6500580872) (http://thumbnails116.imagebam.com/50059/6bf909500580892.jpg) (http://www.imagebam.com/image/6bf909500580892) (http://thumbnails116.imagebam.com/50059/cd3ab5500580915.jpg) (http://www.imagebam.com/image/cd3ab5500580915) (http://thumbnails116.imagebam.com/50059/125745500580936.jpg) (http://www.imagebam.com/image/125745500580936) (http://thumbnails116.imagebam.com/50059/1e96f3500580953.jpg) (http://www.imagebam.com/image/1e96f3500580953) (http://thumbnails115.imagebam.com/50059/b6866b500580981.jpg) (http://www.imagebam.com/image/b6866b500580981) (http://thumbnails115.imagebam.com/50059/70b835500581026.jpg) (http://www.imagebam.com/image/70b835500581026) (http://thumbnails116.imagebam.com/50059/1df772500581069.jpg) (http://www.imagebam.com/image/1df772500581069) (http://thumbnails116.imagebam.com/50059/f937f3500581084.jpg) (http://www.imagebam.com/image/f937f3500581084) (http://thumbnails115.imagebam.com/50059/9b1227500581103.jpg) (http://www.imagebam.com/image/9b1227500581103) (http://thumbnails116.imagebam.com/50059/b1d5bf500581117.jpg) (http://www.imagebam.com/image/b1d5bf500581117) (http://thumbnails116.imagebam.com/50059/930c7e500581132.jpg) (http://www.imagebam.com/image/930c7e500581132) (http://thumbnails116.imagebam.com/50059/523193500581148.jpg) (http://www.imagebam.com/image/523193500581148) (http://thumbnails115.imagebam.com/50059/6e2c2e500581177.jpg) (http://www.imagebam.com/image/6e2c2e500581177) (http://thumbnails115.imagebam.com/50059/22639a500581247.jpg) (http://www.imagebam.com/image/22639a500581247) (http://thumbnails116.imagebam.com/50059/3ca176500581314.jpg) (http://www.imagebam.com/image/3ca176500581314) (http://thumbnails115.imagebam.com/50059/c2149a500581351.jpg) (http://www.imagebam.com/image/c2149a500581351) (http://thumbnails116.imagebam.com/50059/f72cbc500581406.jpg) (http://www.imagebam.com/image/f72cbc500581406) (http://thumbnails116.imagebam.com/50059/56189f500581456.jpg) (http://www.imagebam.com/image/56189f500581456) (http://thumbnails115.imagebam.com/50059/e29003500581529.jpg) (http://www.imagebam.com/image/e29003500581529) (http://thumbnails116.imagebam.com/50059/f1abd0500581625.jpg) (http://www.imagebam.com/image/f1abd0500581625) (http://thumbnails116.imagebam.com/50059/195376500581717.jpg) (http://www.imagebam.com/image/195376500581717) (http://thumbnails115.imagebam.com/50059/9a90a0500581801.jpg) (http://www.imagebam.com/image/9a90a0500581801) (http://thumbnails116.imagebam.com/50059/db86c9500581853.jpg) (http://www.imagebam.com/image/db86c9500581853) (http://thumbnails115.imagebam.com/50059/5be17d500581892.jpg) (http://www.imagebam.com/image/5be17d500581892) (http://thumbnails115.imagebam.com/50059/2a4094500581969.jpg) (http://www.imagebam.com/image/2a4094500581969) (http://thumbnails116.imagebam.com/50059/7f8669500581990.jpg) (http://www.imagebam.com/image/7f8669500581990) (http://thumbnails115.imagebam.com/50059/ddad00500582023.jpg) (http://www.imagebam.com/image/ddad00500582023) (http://thumbnails116.imagebam.com/50059/0b8753500582049.jpg) (http://www.imagebam.com/image/0b8753500582049) (http://thumbnails115.imagebam.com/50059/79d23e500582069.jpg) (http://www.imagebam.com/image/79d23e500582069) (http://thumbnails116.imagebam.com/50059/1e296a500582103.jpg) (http://www.imagebam.com/image/1e296a500582103) (http://thumbnails115.imagebam.com/50059/eb07b1500582142.jpg) (http://www.imagebam.com/image/eb07b1500582142) (http://thumbnails116.imagebam.com/50059/413292500582199.jpg) (http://www.imagebam.com/image/413292500582199) (http://thumbnails115.imagebam.com/50059/4a07d7500582241.jpg) (http://www.imagebam.com/image/4a07d7500582241) (http://thumbnails115.imagebam.com/50059/e0bcb9500582304.jpg) (http://www.imagebam.com/image/e0bcb9500582304) (http://thumbnails116.imagebam.com/50059/521f19500582331.jpg) (http://www.imagebam.com/image/521f19500582331) (http://thumbnails116.imagebam.com/50059/99fc8b500582361.jpg) (http://www.imagebam.com/image/99fc8b500582361) (http://thumbnails116.imagebam.com/50059/073253500582380.jpg) (http://www.imagebam.com/image/073253500582380) (http://thumbnails116.imagebam.com/50059/667a4a500582406.jpg) (http://www.imagebam.com/image/667a4a500582406) (http://thumbnails115.imagebam.com/50059/68634e500582450.jpg) (http://www.imagebam.com/image/68634e500582450) (http://thumbnails115.imagebam.com/50059/799a07500582476.jpg) (http://www.imagebam.com/image/799a07500582476) (http://thumbnails115.imagebam.com/50059/fd8006500582512.jpg) (http://www.imagebam.com/image/fd8006500582512) (http://thumbnails115.imagebam.com/50059/a94ed2500582540.jpg) (http://www.imagebam.com/image/a94ed2500582540) (http://thumbnails116.imagebam.com/50059/1cc5fb500582581.jpg) (http://www.imagebam.com/image/1cc5fb500582581) (http://thumbnails115.imagebam.com/50059/7dce8b500582622.jpg) (http://www.imagebam.com/image/7dce8b500582622) (http://thumbnails116.imagebam.com/50059/05831d500582692.jpg) (http://www.imagebam.com/image/05831d500582692) (http://thumbnails116.imagebam.com/50059/7d89dd500582787.jpg) (http://www.imagebam.com/image/7d89dd500582787) (http://thumbnails115.imagebam.com/50059/69833e500582852.jpg) (http://www.imagebam.com/image/69833e500582852) (http://thumbnails115.imagebam.com/50059/9197e2500582908.jpg) (http://www.imagebam.com/image/9197e2500582908) (http://thumbnails115.imagebam.com/50059/9cdb0e500582954.jpg) (http://www.imagebam.com/image/9cdb0e500582954) (http://thumbnails116.imagebam.com/50059/76816b500582989.jpg) (http://www.imagebam.com/image/76816b500582989) (http://thumbnails116.imagebam.com/50059/0a26c7500583025.jpg) (http://www.imagebam.com/image/0a26c7500583025) (http://thumbnails115.imagebam.com/50059/fd509f500583066.jpg) (http://www.imagebam.com/image/fd509f500583066) (http://thumbnails115.imagebam.com/50059/f191a8500583089.jpg) (http://www.imagebam.com/image/f191a8500583089) (http://thumbnails116.imagebam.com/50059/ca112c500583116.jpg) (http://www.imagebam.com/image/ca112c500583116) (http://thumbnails116.imagebam.com/50059/7a47e2500583149.jpg) (http://www.imagebam.com/image/7a47e2500583149) (http://thumbnails115.imagebam.com/50059/411181500583192.jpg) (http://www.imagebam.com/image/411181500583192) (http://thumbnails116.imagebam.com/50059/615cc4500583218.jpg) (http://www.imagebam.com/image/615cc4500583218) (http://thumbnails115.imagebam.com/50059/01940b500583248.jpg) (http://www.imagebam.com/image/01940b500583248) (http://thumbnails116.imagebam.com/50059/d5291b500583281.jpg) (http://www.imagebam.com/image/d5291b500583281) (http://thumbnails115.imagebam.com/50059/c5e7eb500583319.jpg) (http://www.imagebam.com/image/c5e7eb500583319) (http://thumbnails115.imagebam.com/50059/0d66ef500583359.jpg) (http://www.imagebam.com/image/0d66ef500583359)

I need to change Varian sky.. looks really bad I think.

Have a good day.

Title: Re: Mod Development Screenshots
Post by: Zebulon55 on August 20, 2016, 11:26:09 AM
Awesome stuff! Love the green auroras!

I would have assumed sailor sky to be red .... Red sky in the morning, sailor take warning, red sky at night, sailor's delight.   ;D

also, if you're still looking for ideas, make the sun a binary star.
or, black hole sun/eclipse?

Great work!
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 20, 2016, 03:55:39 PM
Good stuff Daystar! Quite the variety of weather maps, going make it hard to choose one.  :D
Title: Re: Mod Development Screenshots
Post by: Daystar on August 20, 2016, 07:24:13 PM
Hey thanks a lot guys (http://orig09.deviantart.net/0947/f/2014/168/a/b/_lol__by_idjpanda-d7916gx.gif) appreciate your nice words!

and Zebulon55, that would be cool to have in a sky, but unfortunately that is not possible with the way BB has their settings. there is only so much I can do with the settings. I cannot even resize the sun, or make the sun a different color. I have tried to do both but does not work. really sucks when their is no documentation on all the settings. I would like to make my own suns, lens flares but do not know how yet.

Also I would like to point out, Bugbear uses lower res skies than I do, yet my skies do not have that ultra real look to them! ughhh they use only 1024 and 2048 resolutions and yet I am using 4096x4096 and mine do not look as real as theirs. I am really scratching my head on how they achieve this? like I said, wish there was some wiki or text doc describing how to get great looking skies!

(http://thumbnails116.imagebam.com/50065/a7330b500642870.jpg) (http://www.imagebam.com/image/a7330b500642870)

Title: Re: Mod Development Screenshots
Post by: Mazay on August 20, 2016, 08:01:30 PM
Have you managed to create skies without mipmaps? This should make them sharper.

Flares and sun are in: \data\art\effects\flares\
You can extract them with Breckfest (http://community.bugbeargames.com/index.php/topic,7468.0.html). Put Breckfest in folder with bmaps and it will extract all at once.




Hopefully we can complete the wiki once we figure things out:
https://dummiesman.com/wfwiki/index.php/Modding (https://dummiesman.com/wfwiki/index.php/Modding)
Title: Re: Mod Development Screenshots
Post by: Daystar on August 20, 2016, 09:23:05 PM
Have you managed to create skies without mipmaps? This should make them sharper.

Flares and sun are in: \data\art\effects\flares\
You can extract them with Breckfest ([url]http://community.bugbeargames.com/index.php/topic,7468.0.html[/url]). Put Breckfest in folder with bmaps and it will extract all at once.




Hopefully we can complete the wiki once we figure things out:
[url]https://dummiesman.com/wfwiki/index.php/Modding[/url] ([url]https://dummiesman.com/wfwiki/index.php/Modding[/url])


Hey thanks for piping in Mazay! and to answer your question, No because I do not know how to do that with Mipmapping. but sounds very good for realisticness and lower file sizes per image.
so how would I go about making mipmaps? and thanks, I already know where the lense files are located, and know about that great tool Breckfest!  :D

When the Bugbear guys get back to work, I will ask Janne to ask his graphics artist if they use mipmapping and how do they do it.

Title: Re: Mod Development Screenshots
Post by: Mazay on August 20, 2016, 11:57:24 PM
I did check the skies earlier with breckfest and they don't seem to have mipmaps.
You could use the Bimage.exe (https://dummiesman.com/wfwiki/index.php/Bimage) from commandline with -nomipmap parameter.

Or if you are used to build_asset.bat you could make copy of it and edit in notepad to include -nomipmap:

Code: [Select]
:BuildTexture
"%scriptdir%bimage.exe" -auto -nomipmap -input "%in_fullpath%" -output "%out_noext%.bmap" || (pause && exit /b 1)
goto :EOF


If you used Breckfest, then it's something else as Breckfest don't make mipmaps at all.
Title: Re: Mod Development Screenshots
Post by: Daystar on August 21, 2016, 02:14:04 AM
I did check the skies earlier with breckfest and they don't seem to have mipmaps.
You could use the Bimage.exe (https://dummiesman.com/wfwiki/index.php/Bimage) from commandline with -nomipmap parameter.

Or if you are used to build_asset.bat you could make copy of it and edit in notepad to include -nomipmap:

Code: [Select]
:BuildTexture
"%scriptdir%bimage.exe" -auto -nomipmap -input "%in_fullpath%" -output "%out_noext%.bmap" || (pause && exit /b 1)
goto :EOF


If you used Breckfest, then it's something else as Breckfest don't make mipmaps at all.

Thanks for the tip. I will try that out sometime this weekend. and if the results are better than my current wip skies, I will use the tweaked build_asset.bat file! and guess I will have to make another mega skypack after this one is completed some time next week hehe!
Title: Re: Mod Development Screenshots
Post by: timmy76 on August 21, 2016, 01:47:34 PM
:o
Title: Re: Mod Development Screenshots
Post by: The Very End on August 21, 2016, 01:58:47 PM
Nice :)

My next project:
(https://s14.postimg.org/z7n1yhnjh/Untitled.jpg) (https://postimg.org/image/z7n1yhnjh/)

Going to be a very twisty and diffcoult gravel track!
Title: Re: Mod Development Screenshots
Post by: sam223 on August 21, 2016, 02:40:48 PM
Very nice jim. You need to start some more of cowie's ovals the very end :)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 21, 2016, 04:57:33 PM
But isn't an oval an oval? ;P Maybe! Or you can do it? :P
Title: Re: Mod Development Screenshots
Post by: sam223 on August 21, 2016, 07:20:25 PM
But isn't an oval an oval? ;P Maybe! Or you can do it? :P
On first inspection maybe, the combination of many small differences makes them unique to drive. Slight banking,bumpy surface, length of straights,different apexs etc etc
Title: Re: Mod Development Screenshots
Post by: The Very End on August 21, 2016, 08:24:09 PM
Oh well, time will show, cannot promis anything, having fun doing these other things as a part of my training to become somewhat acceptable at making tracks. Doing so many mistakes and stuff on it :/

Meanwhile, Twistwood:
(https://s9.postimg.org/7pzuroeq3/twistwood.jpg) (https://postimg.org/image/7pzuroeq3/)
Video (First part is the original layout, second part is the reverse configuration):
http://youtu.be/6L_UkkJmR6Y (http://youtu.be/6L_UkkJmR6Y)

The AI needs some serious tweaking before beeing able to drive this very difficoult gravel course. Rest assured - I'm working on it!
Title: Re: Mod Development Screenshots
Post by: Daystar on August 21, 2016, 10:03:02 PM
Oh well, time will show, cannot promis anything, having fun doing these other things as a part of my training to become somewhat acceptable at making tracks. Doing so many mistakes and stuff on it :/

Meanwhile, Twistwood:
([url]https://s9.postimg.org/7pzuroeq3/twistwood.jpg[/url]) ([url]https://postimg.org/image/7pzuroeq3/[/url])
Video (First part is the original layout, second part is the reverse configuration):
[url]http://youtu.be/6L_UkkJmR6Y[/url] ([url]http://youtu.be/6L_UkkJmR6Y[/url])

The AI needs some serious tweaking before beeing able to drive this very difficoult gravel course. Rest assured - I'm working on it!


Looks really good The Very End! but do we really need the wall barriers? would be nice to do it like Bugbear does their non oval tracks. reason I ask is, because with the drift mod integrated with your DD mod, makes my car sometimes hit a barrier at an angle and my car sticks to it like a magnet, and I really have to reverse out of it. other than that, it is a beautiful track I must say  ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 21, 2016, 10:52:18 PM
Thank you :) Hmm, maybe I could replace them with something else? Not sure with what tho.. Hmm, give me ideas and I see to it :D
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 21, 2016, 11:11:53 PM
Oh well, time will show, cannot promis anything, having fun doing these other things as a part of my training to become somewhat acceptable at making tracks. Doing so many mistakes and stuff on it :/

Meanwhile, Twistwood:
([url]https://s9.postimg.org/7pzuroeq3/twistwood.jpg[/url]) ([url]https://postimg.org/image/7pzuroeq3/[/url])
Video (First part is the original layout, second part is the reverse configuration):
[url]http://youtu.be/6L_UkkJmR6Y[/url] ([url]http://youtu.be/6L_UkkJmR6Y[/url])

The AI needs some serious tweaking before beeing able to drive this very difficoult gravel course. Rest assured - I'm working on it!


Looks really good The Very End! but do we really need the wall barriers? would be nice to do it like Bugbear does their non oval tracks. reason I ask is, because with the drift mod integrated with your DD mod, makes my car sometimes hit a barrier at an angle and my car sticks to it like a magnet, and I really have to reverse out of it. other than that, it is a beautiful track I must say  ;)


I was wondering the same thing when I watch the video End, be to easy to get stop by a barrier.

Thank you :) Hmm, maybe I could replace them with something else? Not sure with what tho.. Hmm, give me ideas and I see to it :D


If want to line the track, what about putting down racing kerbs in the corners ( not sure how Bugbear does it, if the kerbs are objects ), leave the straightways open?

(http://media.speedcafe.com/wp-content/uploads/2013/04/speedcafe-nz-thu-44142-344x229.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 21, 2016, 11:46:46 PM
But then again it is gravel road, which does not suit kerbs. Guess I'll just have to let some of those walls go. Bit worried that the flaws of the road pathing will be shown better aswell as an feeling of emtynnes in the terrain.
Title: Re: Mod Development Screenshots
Post by: Daystar on August 22, 2016, 04:10:15 AM
Thank you :) Hmm, maybe I could replace them with something else? Not sure with what tho.. Hmm, give me ideas and I see to it :D

Your welcome. and if it was up to me, I would probably use them orange cones (Pylons)  :D makes sense to me to use them!

Edit: Just thought about this some more... How about tires along the straights, and the cones on the corners? or other way, cones along the straights and tires stacked around the turns?! seems better my last suggestion!
 

Title: Re: Mod Development Screenshots
Post by: The Very End on August 22, 2016, 07:21:13 AM
Thanks for suggestions. Will play around and see what I can come up with :)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 22, 2016, 10:08:27 AM
After some feedback it was clear that we wanted less solid fences, therfor I have tried to add more alternative obstacles and destroyable fences. The road edge is a bit rought tho, and will flip you if beeing too agressive.
PS: Some of the obstacles I hit to demonstrate what you can hit and get away with it ;)
http://youtu.be/7wSnd_S81qw (http://youtu.be/7wSnd_S81qw)
Title: Re: Mod Development Screenshots
Post by: Daystar on August 22, 2016, 11:33:17 AM
After some feedback it was clear that we wanted less solid fences, therfor I have tried to add more alternative obstacles and destroyable fences. The road edge is a bit rought tho, and will flip you if beeing too agressive.
PS: Some of the obstacles I hit to demonstrate what you can hit and get away with it ;)
[url]http://youtu.be/7wSnd_S81qw[/url] ([url]http://youtu.be/7wSnd_S81qw[/url])


Great improvement! it is much better, and man I love them jumps! I will have lots of fun on this track indeed! thx for fixing it up!  :D
Title: Re: Mod Development Screenshots
Post by: hande11 on August 22, 2016, 01:39:23 PM
After some feedback it was clear that we wanted less solid fences, therfor I have tried to add more alternative obstacles and destroyable fences. The road edge is a bit rought tho, and will flip you if beeing too agressive.
PS: Some of the obstacles I hit to demonstrate what you can hit and get away with it ;)
[url]http://youtu.be/7wSnd_S81qw[/url] ([url]http://youtu.be/7wSnd_S81qw[/url])


Great improvement! it is much better, and man I love them jumps! I will have lots of fun on this track indeed! thx for fixing it up!  :D

Agree with Daystar, cool track design The End! Having right amount of dangerous objects very close to road edges (trees, stones), to make track edges more visually defined than many of the current stock tracks. This also makes many non-cuttable corners, sense of speed, because foliage is so close.. and many sections are dangerous for taking some driving risks.. and all looks beatiful too! :)

That tree occupying 1/3rd of track width is a blast detail!! (you could also put red cones first warning it coming and then putting tyres stack around it) I think your track is good design, having some easy and hard parts well balanced :)
Title: Re: Mod Development Screenshots
Post by: The Very End on August 22, 2016, 01:49:44 PM
Thanks guys! :) I'll add some warning cones on top of hill to make a visual indication of an upcoming hazard :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 22, 2016, 02:04:18 PM
Ya nice design on the track. :) It not flat! :) Fences are good, hills are good.  :D
Title: Re: Mod Development Screenshots
Post by: hande11 on August 22, 2016, 03:37:11 PM
Thanks guys! :) I'll add some warning cones on top of hill to make a visual indication of an upcoming hazard :)

Very cool idea. You could even put some more red cones / warning sign to some other danger place, like house close to track.. it brings nice feeling to track :)

Your placement of very close rocks and trees feels very natural.. and they make also natural choke points for being so close to the road. In this track, you mainly cannot overshoot corners without penalty anymore and neither drive outside the track in high speed anymore! It works also visually like charm! On the other hand, couple of Run-off areas are also excellent and spot on! Wooden fence always works to make track more visually defined. And even some occasional house + cottages very close to road is cool :) (<== all this making a good track example for BB to have a look on and comparing to their Forest and Sand tracks)

It would be interesting to see how AI drives track like this, it could produce some real cool memorable crashes and lot of events on track (lot of events are always cool, imho).. like in Basti's video: https://youtu.be/CBPJXnxFZw4?t=53s
Title: Re: Mod Development Screenshots
Post by: The Very End on August 22, 2016, 05:42:07 PM
Thanks guys :D I'll try making some warning areas either with help of cones, signs or both :) Will also use AI on next video.
Title: Re: Mod Development Screenshots
Post by: sam223 on August 22, 2016, 06:10:07 PM
Looks a lot better like that
Title: Re: Mod Development Screenshots
Post by: hande11 on August 22, 2016, 07:31:49 PM
Thanks guys :D I'll try making some warning areas either with help of cones, signs or both :) Will also use AI on next video.

Thanks The Very End.. and take your time :)

In addition to cones and barrels, Bugbear devs could maybe make for us one destroyable generic warning fence prop some day, could be fun and usable on many modded tracks.. like this perhaps  ;)

Title: Re: Mod Development Screenshots
Post by: The Very End on August 22, 2016, 08:49:13 PM
So, I though about the cones you mentioned - turned out I prefer to have the sillyness of the track intact, meaning that it's still a surprise without warning signs ;p What I have done however is to add some more destructable things around - as I show in these two videos.
Now, take a look on the original version, should I get the AI's to brake before the jump or should they go flat-out as they do now? I can make them brake, but then - it's fun when they are a bit wonky? :p

Original (final):
http://youtu.be/odwDl9TByfQ (http://youtu.be/odwDl9TByfQ)
Reverse (final):
http://youtu.be/V5k4TpPJ0nc (http://youtu.be/V5k4TpPJ0nc)

PS: Sorry framerate issues. My computer is like, 4 years old, and particle effects does kill the fps :D But who cares as long as the chaos is fun right?
Title: Re: Mod Development Screenshots
Post by: Daystar on August 23, 2016, 12:04:29 AM
So, I though about the cones you mentioned - turned out I prefer to have the sillyness of the track intact, meaning that it's still a surprise without warning signs ;p What I have done however is to add some more destructable things around - as I show in these two videos.
Now, take a look on the original version, should I get the AI's to brake before the jump or should they go flat-out as they do now? I can make them brake, but then - it's fun when they are a bit wonky? :p

Original (final):
[url]http://youtu.be/odwDl9TByfQ[/url] ([url]http://youtu.be/odwDl9TByfQ[/url])
Reverse (final):
[url]http://youtu.be/V5k4TpPJ0nc[/url] ([url]http://youtu.be/V5k4TpPJ0nc[/url])

PS: Sorry framerate issues. My computer is like, 4 years old, and particle effects does kill the fps :D But who cares as long as the chaos is fun right?


Oh hell yeah!!! looks super, and reverse mode as well! what you waiting for... release it! haha I can't wait to play on it! and man, you did an awesome job with the vegetation as well!
Title: Re: Mod Development Screenshots
Post by: hande11 on August 23, 2016, 12:16:56 AM
Latest additions looked very cool, thanks The Very End! And never mind the warning signs, they would'nt stand in place intact long anyway ;D 

I won't personally mind some havoc with AI in jumps. Or you could tone it down to them having sometimes havoc maybe..

Btw, if you ever make more variants of this same track in future and have time, maybe you could perhaps consider also testing to replace big huge jumps with 2-4 smaller jumps being very close to each others, so it would be very rapid 2-4 sequential jumps in a row instead of one big one? When you land from 1st jump, you'd already landing directly into then 2nd jump.. and so on. It would be interesting to test multiple small-to-medium jumps in-a-row and being challenging also to keep car on the road :)

Agree with Daystar, beautiful track already release ready! :D
Title: Re: Mod Development Screenshots
Post by: The Very End on August 23, 2016, 08:19:08 AM
Thanks guys :) Since I am learning more and more I can try out various things. I think more layouts in this track is a bit hard tho, since the terrain have been made up entierly to match the roads. I started out with a single, twisty road, and then I built the terrain around it.

But, I,ll make more forrest themed tracks with a bit smaller jumps :) First out I will have to do a snowy mountain course, since people keep asking for it hehe.

Will release this track in couple of hours :)

Title: Re: Mod Development Screenshots
Post by: Purple44 on August 23, 2016, 09:31:19 AM
Original (final):
http://youtu.be/odwDl9TByfQ (http://youtu.be/odwDl9TByfQ)

Did I see a tree get knock down at 1:17 in video End?


Btw, if you ever make more variants of this same track in future and have time, maybe you could perhaps consider also testing to replace big huge jumps with 2-4 smaller jumps being very close to each others, so it would be very rapid 2-4 sequential jumps in a row instead of one big one? When you land from 1st jump, you'd already landing directly into then 2nd jump.. and so on. It would be interesting to test multiple small-to-medium jumps in-a-row and being challenging also to keep car on the road :)


Ya be nice see some Whoop-to-doos. launch from first hill and come down on backside of second hill if time it right.  :D  We do this with the jump ramp in the derby figure 8 track.  :)

http://www.youtube.com/watch?v=gsUA8JRCS9E (http://www.youtube.com/watch?v=gsUA8JRCS9E)

(http://vignette4.wikia.nocookie.net/mxwikia/images/a/ae/Whoops.jpg/revision/latest?cb=20070515185114)

Would not want the doos that close together using cars. 2 set or 4 set of doos be enough.
Title: Re: Mod Development Screenshots
Post by: The Very End on August 23, 2016, 09:40:33 AM
Yeah, you are right :D It got kicked over! It's actually one of the foliage_small_trees assets from Bugbears own library, and it's standard that it get's knocked over. I don't understand why they do not use it themself, it's great! :D
Title: Re: Mod Development Screenshots
Post by: hande11 on August 23, 2016, 11:42:07 AM
Ya be nice see some Whoop-to-doos. launch from first hill and come down on backside of second hill if time it right.  :D  We do this with the jump ramp in the derby figure 8 track.  :)
Would not want the doos that close together using cars. 2 set or 4 set of doos be enough.


That would be cool! I'm drooling to the have 3-4 small-to-medium jumps in-a-row  :P Something like this madnitude:
http://youtu.be/NLpskd5Ijms?t=6s (http://youtu.be/NLpskd5Ijms?t=6s)

=> taking 1st biggest jump in video and multiplying it to sequence of jumps.. (it could be also fun with varying jump heights like in video, jumps don't need to be very big to be fun too) This i bet would be hard to keep car on track in jumps, speed control very important when jumping!.. especially if slight turn will follow the jumps immediately  :)

Edit: The Very End has very nice jump in 0:57 in Twistwood: https://youtu.be/odwDl9TByfQ?t=57s (https://youtu.be/odwDl9TByfQ?t=57s) ,that could cool jump height to multiply in a series of very close jumps, even including smaller height jumps, if it's possible technically :)

Edit2: Good find that that fallen tree setting End! I think it was at 0:17 https://youtu.be/odwDl9TByfQ?t=17s (https://youtu.be/odwDl9TByfQ?t=17s)
Title: Re: Mod Development Screenshots
Post by: Daystar on August 23, 2016, 06:37:45 PM
So I am almost ready to upload some new sky screen shots. noticed this sky while browsing some skies in my art app. and this particular sky reminded me of Zeb! haha  ;D

(http://thumbnails115.imagebam.com/50109/cd542c501085961.jpg) (http://www.imagebam.com/image/cd542c501085961)

It is true what you said Zebulon55!

I will be uploading to steam my new sky pack tomorrow, for whoever is interested.
Title: Re: Mod Development Screenshots
Post by: Daystar on August 23, 2016, 11:33:21 PM
Here ya go Purple44 - As promised last screenshots of what I worked on these last 2 days. I will upload Mega SkyPack V2 sometime tomorrow with all the 50 new skies to Steam.

(http://thumbnails116.imagebam.com/50114/149390501132949.jpg) (http://www.imagebam.com/image/149390501132949) (http://thumbnails115.imagebam.com/50114/f47dfd501132967.jpg) (http://www.imagebam.com/image/f47dfd501132967) (http://thumbnails115.imagebam.com/50114/aa6c94501132978.jpg) (http://www.imagebam.com/image/aa6c94501132978) (http://thumbnails115.imagebam.com/50114/3607ca501132992.jpg) (http://www.imagebam.com/image/3607ca501132992) (http://thumbnails116.imagebam.com/50114/d9498f501133004.jpg) (http://www.imagebam.com/image/d9498f501133004) (http://thumbnails115.imagebam.com/50114/9152d8501133016.jpg) (http://www.imagebam.com/image/9152d8501133016) (http://thumbnails115.imagebam.com/50114/35d510501133027.jpg) (http://www.imagebam.com/image/35d510501133027) (http://thumbnails116.imagebam.com/50114/3bb256501133042.jpg) (http://www.imagebam.com/image/3bb256501133042) (http://thumbnails115.imagebam.com/50114/b618eb501133054.jpg) (http://www.imagebam.com/image/b618eb501133054) (http://thumbnails115.imagebam.com/50114/8c8cf4501133071.jpg) (http://www.imagebam.com/image/8c8cf4501133071) (http://thumbnails115.imagebam.com/50114/573b08501133086.jpg) (http://www.imagebam.com/image/573b08501133086) (http://thumbnails116.imagebam.com/50114/571b4a501133100.jpg) (http://www.imagebam.com/image/571b4a501133100) (http://thumbnails115.imagebam.com/50114/3955ce501133120.jpg) (http://www.imagebam.com/image/3955ce501133120) (http://thumbnails115.imagebam.com/50114/56a5ab501133138.jpg) (http://www.imagebam.com/image/56a5ab501133138) (http://thumbnails116.imagebam.com/50114/11f8a5501133179.jpg) (http://www.imagebam.com/image/11f8a5501133179) (http://thumbnails115.imagebam.com/50114/26826b501133212.jpg) (http://www.imagebam.com/image/26826b501133212) (http://thumbnails116.imagebam.com/50114/32f676501133243.jpg) (http://www.imagebam.com/image/32f676501133243) (http://thumbnails116.imagebam.com/50114/55a276501133284.jpg) (http://www.imagebam.com/image/55a276501133284) (http://thumbnails115.imagebam.com/50114/68a350501133309.jpg) (http://www.imagebam.com/image/68a350501133309) (http://thumbnails116.imagebam.com/50114/1568af501133331.jpg) (http://www.imagebam.com/image/1568af501133331) (http://thumbnails115.imagebam.com/50114/a41460501133348.jpg) (http://www.imagebam.com/image/a41460501133348)


Title: Re: Mod Development Screenshots
Post by: Daystar on August 24, 2016, 03:51:41 AM
Finished my steam prev. pic.... just need to wait 3 more hours for my ladies son to go to work, and then I upload the mod to steam. hope it uploads with my pos O2 internet service.

(http://thumbnails116.imagebam.com/50116/06e64e501158945.jpg) (http://www.imagebam.com/image/06e64e501158945)

Title: Re: Mod Development Screenshots
Post by: Daystar on August 24, 2016, 03:15:53 PM
Finally it uploaded! if you want, go grab that sucka at http://steamcommunity.com/sharedfiles/filedetails/?id=750731264 Thanks for taking interest in this new Mega Skypack!
Title: Re: Mod Development Screenshots
Post by: sam223 on August 25, 2016, 04:57:32 AM


Title: Re: Mod Development Screenshots
Post by: Purple44 on August 25, 2016, 06:03:44 AM
Nice looking car Sam, but I'm bias.  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on August 25, 2016, 07:16:28 AM
Looks great!
Title: Re: Mod Development Screenshots
Post by: Mazay on August 25, 2016, 12:57:32 PM
That's coming out really great!
Title: Re: Mod Development Screenshots
Post by: sam223 on August 26, 2016, 02:11:40 PM
Showroom quality and barnfind textures for the mk1 granny done.



Title: Re: Mod Development Screenshots
Post by: MSPORTBMW on August 27, 2016, 04:36:08 PM
Fantastic Sam......I see a big difference from the 1st granny that im testing.  The rear end didnt look right on the one im testing(looked to square) However, this one has the nice rounded back end which i love.

Keep up the great work Sam :)
Title: Re: Mod Development Screenshots
Post by: sam223 on August 27, 2016, 08:04:46 PM
mk1 granada template for skin painters
https://drive.google.com/open?id=0B9NiAB1uGacPd096V2ZtZVVtMFU
Title: Re: Mod Development Screenshots
Post by: The Very End on August 28, 2016, 04:37:17 PM
Picture of the upcoming Hillbrand Raceway.
(https://s12.postimg.org/vhwfgutnd/hillbrandraceway.jpg) (https://postimg.org/image/vhwfgutnd/)

Videos! Standard:
http://youtu.be/aXeifE160Zc (http://youtu.be/aXeifE160Zc)
Reverse:
http://youtu.be/XpJbG9UHIVw (http://youtu.be/XpJbG9UHIVw)
Title: Re: Mod Development Screenshots
Post by: hande11 on August 28, 2016, 08:08:33 PM
Picture of the upcoming Hillbrand Raceway.
Videos! Standard:
[url]http://youtu.be/aXeifE160Zc[/url] ([url]http://youtu.be/aXeifE160Zc[/url])


Congrats The Very End!! You made super cool track! 8) I love it. Those many small jumps (and having double triple ones!) troughout the track, that beautiful tunnel-bridge and many tight corners with close surroundings and objects putting you to think first before going full speed into the corner!  This track has lot of going on, all the good stuff! :D
Title: Re: Mod Development Screenshots
Post by: sam223 on August 31, 2016, 02:22:25 PM


First attempt at a part fibreglass body
Title: Re: Mod Development Screenshots
Post by: The Very End on August 31, 2016, 02:23:11 PM
Great stuff Sam, love your work!
Title: Re: Mod Development Screenshots
Post by: The Very End on September 01, 2016, 08:30:58 PM
Quick picture of the upcoming track Westwood!
(https://s15.postimg.org/aj9hpxogn/Untitled.jpg) (https://postimg.org/image/aj9hpxogn/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on September 02, 2016, 07:41:52 PM
I'v send a bounch of items to Mazay so he can play around with them, but if you need one you can take this spinner. I sadly cannot do much about collisions tho, it's a bit buggy. Nevertheless, link:
[url]https://mega.nz/#[/url] ([url]https://mega.nz/#[/url])!U9xQhDiL!IzG2qLzhMPRuYW3z9pVUha1g9YzX1Je8j7v0DOXNhjo

Edit: Car crushers are the easiest part to make. Two blocks meeting after 2 minutes of slowly getting closer:
([url]https://s9.postimg.org/diqqn2pyj/Untitled.jpg[/url]) ([url]https://postimg.org/image/diqqn2pyj/[/url])
Struggle with texture transition tho. Ideally you want to change the surface texture to #killplayer effect when the blocks collide to ensure the players are killed. But, cannot seem to do that the right way, resulting in cars survive the smash.


Hi guys I need your help. I got a working spinner drawbridge now, with a little help from Mazay.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde2.jpg)

My problem is with my cop car sedan, car was broging down going up the ramp and getting stuck. I found lowering the Friction setting from .85 to .2  help. But now sedan sliding down the bridge and can't get enough traction to get up the bridge, even at a lower angle.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde-dntp.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde-dntp2.jpg)

But the ramps Mazay made me, I get good traction.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde-dntp3.jpg)

But the ramps are a static object and I wonder if there something else in these settings that give ramp surface better grip?

Spinner drawbridge is an dynamic animated object. So is there a trick to getting Spinner drawbridge surface more gripper so the sedan can get up the bridge if angle not to high?

If I get drawbridge working OK, you will get see this drawbridge in the update to the Cops and Robbers mod I'm trying get finish up today.
Title: Re: Mod Development Screenshots
Post by: The Very End on September 03, 2016, 02:40:26 PM
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 :)

As for me, done some work when I got time today and worked on the upcoming track Westwood. Still some things left but getting there:
http://youtu.be/Thi718IYEv8 (http://youtu.be/Thi718IYEv8)
Title: Re: Mod Development Screenshots
Post by: Purple44 on September 03, 2016, 08:18:36 PM
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.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde-dntp.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde-dntp4.jpg)

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.

http://www.youtube.com/watch?v=VW0emWUPwdk (http://www.youtube.com/watch?v=VW0emWUPwdk)

Here video of drawbridge in action:

http://www.youtube.com/watch?feature=player_embedded&v=HXpZNbJ3HJI (http://www.youtube.com/watch?feature=player_embedded&v=HXpZNbJ3HJI)

Title: Re: Mod Development Screenshots
Post by: timmy76 on September 03, 2016, 08:30:00 PM
Template for the American 4 banger variant for skin painters
https://drive.google.com/file/d/0BzWa2BYn7SCJVGpVNWpxbGlFUlk/view
Title: Re: Mod Development Screenshots
Post by: The Very End on September 03, 2016, 09:10:03 PM
Well, to get the object to move it MUST use start_dynamic_animation as dntp.
I was wrong about asphalt. What you need to do is to use either max or blender, and give the texture of the ramp the #asphalt tag. Then add custom properties to the object: dyn = "start_dynamic_animation"

It should now have friction and move.

If that does not work, send me the max / blender file and I'll sort it out.
Title: Re: Mod Development Screenshots
Post by: Purple44 on September 04, 2016, 12:22:17 PM
K, I will get a hold of Mazay and see if he can fix my drawbridge blender file. Thanks for the help End.  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on September 05, 2016, 05:07:25 AM
Title: Re: Mod Development Screenshots
Post by: Heddly on September 05, 2016, 05:56:59 AM



Nice work Sam, I'm sure a lot of players will be in love with this. Thanks.   ;D
Title: Re: Mod Development Screenshots
Post by: The Very End on September 05, 2016, 09:05:25 AM
Ssssuper early in development:
(https://s15.postimg.org/ebsl9nrrb/Untitled.jpg) (https://postimg.org/image/ebsl9nrrb/)
Title: Re: Mod Development Screenshots
Post by: Daystar on September 05, 2016, 06:34:06 PM
Ssssuper early in development:
(https://s15.postimg.org/ebsl9nrrb/Untitled.jpg) (https://postimg.org/image/ebsl9nrrb/)

Awesome! and hey I really love your Westwood track! great work you have been doing The Very End!  ;D
Title: Re: Mod Development Screenshots
Post by: The Very End on September 06, 2016, 02:13:16 PM
Work continues!
(https://s16.postimg.org/ejrr9u1gx/Untitled.jpg) (https://postimg.org/image/ejrr9u1gx/)
Title: Re: Mod Development Screenshots
Post by: MarcellusW on September 06, 2016, 03:13:26 PM
@TheVeryEnd
Title: Re: Mod Development Screenshots
Post by: The Very End on September 06, 2016, 05:09:02 PM
@TheVeryEnd

What? Did you link a picture or anything? Cannot see anything in your post :)
Title: Re: Mod Development Screenshots
Post by: MarcellusW on September 06, 2016, 05:57:43 PM
that didn't work the way I wanted .

My question is: Is the road(mesh) intergrated into the landscape(mesh) as a single mesh, or are the road and landscape two different meshes joined to make it a single mesh?
To me it seems to be the latter because at certain points it seems that the road is floating over lower parts of the landscape.(in your initial pic.)( but it being a 2d pic, I cant tell for sure)

Would it be possible for you take make a screenshot of the track(map) as a wireframe? So we can see how the mesh layout of the map is done?
That would help a lot for those who (like me) want to make tracks from scratch.

Thanks for yet another great track.
Title: Re: Mod Development Screenshots
Post by: The Very End on September 06, 2016, 06:55:12 PM
Thank you :}

Actually, what I usually do (workflow):
1: Create a line / several lines combined / lined shapes whatever into the layout of the track you want. Flat - no elevation yet.
2: Create a plane, with the size about 2000 in length and 10-15 width. I then give it 4 width segments and 1000 length segments. This is now the road, alltho it still is a long plane
3: Apply texture and UV-Map to the road. As for UV-Map I usually chose Box, and then set it to the widt of the road and about 10-20 length (meters)
4: Chose Path Deform on the road, and deform it on the line you created. Usually I have to chose deform on the Y-axis, rotate the road 90 degrees and stretch on 0.5 - 1. Make sure the road does not overlap itself, meaning it does more than one loop on the lined track. Best is to fiddle around til it's very close to eachothers, then go into vertex mode and weld the 4 vertexes togheter (4 on each side) - two at a time.
5: Great! You know have the track layout! Now you can play around with the elevation and whatnot, just make sure that you do the elevation and such now, since it will save you a lot of work later
6: Now download a script called terrain deformer or terrain to road... cannot actually remember what it is right now, but either way, aim is to form the terrain AROUND our track.
7: Create a big plane, that will server as our terrain. Make sure it has enough vertexes.
8: Use the script and play around with it's settings, and mend the terrain around your track.
9: Go to road, chose all the polygons and then chose modifier "face extrude". Set it to, hm, 0.05 or 0.1. You will get a lot of artifacts, or areas where the terrain is a bit higher than your road level. Simply play around and move the vertexe of the terrain under the road. It's a bit manually labour, and as you noticed, if you look closely things are not perfect. But it's good enough to be entertaining.
10: Play around with the terrain and form it more to your liking, put objects around (you know the XREF function and how to use Bugbears items right?) and voila! You have made yourself a track :)

Last tip - Soft selection on polygon level is great for adding fun elevations or jumps.

Hope this helps :)
Title: Re: Mod Development Screenshots
Post by: MarcellusW on September 07, 2016, 04:46:45 AM
Thank you so much for this simple and very helpfull explanation of your workflow.
If I'm not mistaking you're using 3dsMax for your creations? ( I'm using Blender, but what you described can also be done in Blender, for the most part )

Been digging around in both 3dsMax and Blender fora on the subject of track creation and 99.9% were talking about creating a road mesh and a terrain mesh,
 and using various techniques to "stitch" the two together, either manually or with the use of add-ons (3dsMax "ANT stitching" )(unfortunately not avaiably for Blender yet).
This is I believe the way to make the track fully integrated into the terrain, allowing for more detail to the map. ( according to most responses )
Only 1 thread on a 3dsMax forum talked about "loft/lofting"( making road- and terrain mesh and joining them into one object, not worrying about overlapping meshes )
Most responses on this way of creating tracks were "not done" and "does not allow for great detail", others argued that "race tracks dont have to look perfect,
at 100+ km/h you wont even notice the level of detail, the entertainment level of the track should be higher than the level of detail". ( I must agree on that )

Now I know it can be done this way, will save me a lot of time and headache.  :)
Not familiar with XREF yet and how that works in Blender, as for objects, I've been making a couple of background trees, groups of trees and landscape scenery.
(the optical illusion of a far greater surounding landscape)(using BB stock textures)
I read something about placeholders for BB stock objects for Blender and 3dsMax, I'll figure it out.

Thanks again for the tips and hints.
Keep up the good work.

Cheers
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 07:19:59 AM
I use Max yes, and your welcome :)

Well, as I belive most do it, is to extrude vertexes from road to form the terrain. That way it should be one mesh. Never did try myself. I think one of the problems is that people think their way is the best way, do what works for you and if it looks allright - then do that :)
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 09:05:36 AM
Meanwhile, a video of the upcoming track called Deadwind Pass. You got two options, either go full speed or brake - anything between and your screwed!
http://www.youtube.com/watch?v=3gLhrS_3lbU&feature=youtu.be (http://www.youtube.com/watch?v=3gLhrS_3lbU&feature=youtu.be)

Edit: Tweaked version will come, it's a bit too mad at the moment. Video coming up later today.
Title: Re: Mod Development Screenshots
Post by: Mazay on September 07, 2016, 09:17:13 AM
Not familiar with XREF yet and how that works in Blender, as for objects, I've been making a couple of background trees, groups of trees and landscape scenery.
(the optical illusion of a far greater surounding landscape)(using BB stock textures)
I read something about placeholders for BB stock objects for Blender and 3dsMax, I'll figure it out.

The one big problem with Blender is that you can't place any .scne object/ xref anything on maps.
So you can't really use BB objects.

What I have been doing is to make objects in Blender and xref in 3dsmax to also use Bugbear's stuff.
Title: Re: Mod Development Screenshots
Post by: Daystar on September 07, 2016, 09:50:18 AM
Meanwhile, a video of the upcoming track called Deadwind Pass. You got two options, either go full speed or brake - anything between and your screwed!
[url]http://www.youtube.com/watch?v=3gLhrS_3lbU&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=3gLhrS_3lbU&feature=youtu.be[/url])

Edit: Tweaked version will come, it's a bit too mad at the moment. Video coming up later today.


Very nice driving.. I see that your keyboard play is working out! and looks like a fun track  :D And oh hey! if you cannot make a Canal Track... could you make a track with an animated train crossing area in it? you know, like your blimp animation in the sky but instead have a moving train (solid object)..or something smaller like a couple moving cars (very little traffic) in a crossing area? that would be sick. thx for listening!
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 10:14:44 AM
Oh, maybe that's the case then... allways driving with the mod on so maybe that is why I don't have the troubles you mention regarding keyboard. Wonder what's the difference? Maybe it is  the aero settings for the cars that cause them to work better with keyboar? Hmm :/

The canal track proved to be a bit difficult, but I'll see if I can do some crossing. Next track will also be in theme of snow / mountain, but can add a road crossing to it. I don't have much models tho (and I am not good at making them myself), so might just be the standard Bugbear buses and van moving about. Would that be sufficient? Won't have moving wheels or whatnot, so it will look a bit strange ;p
Title: Re: Mod Development Screenshots
Post by: Daystar on September 07, 2016, 10:51:13 AM
Oh, maybe that's the case then... allways driving with the mod on so maybe that is why I don't have the troubles you mention regarding keyboard. Wonder what's the difference? Maybe it is  the aero settings for the cars that cause them to work better with keyboar? Hmm :/

The canal track proved to be a bit difficult, but I'll see if I can do some crossing. Next track will also be in theme of snow / mountain, but can add a road crossing to it. I don't have much models tho (and I am not good at making them myself), so might just be the standard Bugbear buses and van moving about. Would that be sufficient? Won't have moving wheels or whatnot, so it will look a bit strange ;p

Yeah the Bugbear ones would be sufficient enough  :) and I know it will look a little strange, but hey! that would be another 'Danger Element' and a first ever in Wreckfest maybe... well maybe Purple44 was the 1st with his moving ramps and hammer type of animation. just one or two cars would be good enough I would believe.
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 11:30:58 AM
Hmm, I got an idea. What if I get one of the trucks or busses to follow the track layout? Not sure how that would look, but it would provide a moving element to dodge.
Title: Re: Mod Development Screenshots
Post by: Daystar on September 07, 2016, 12:30:21 PM
Hmm, I got an idea. What if I get one of the trucks or busses to follow the track layout? Not sure how that would look, but it would provide a moving element to dodge.

Hehe sure why not? it's worth a try at least. but let the moving bus or truck cut into the track at one or two different places!
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 01:04:54 PM
Why can't anything be easy? xD Ok, I will look into it!
Title: Re: Mod Development Screenshots
Post by: hande11 on September 07, 2016, 02:45:34 PM
I imagined instantly putting bus going merry-go-round in figure of eight -track in slow speed. It would be both covering wall and stopping wall for crossing intersection area. And plowing everything on a path of it's slow movement.  :) Not a best application of it though probably :D
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 04:44:26 PM
Well, I am sorry to disapoint, I did not do the crossing, I did following:
http://www.youtube.com/watch?v=hJWhFKE4yWU&feature=youtu.be (http://www.youtube.com/watch?v=hJWhFKE4yWU&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: hande11 on September 07, 2016, 05:10:05 PM
Well, I am sorry to disapoint, I did not do the crossing, I did following:
[url]http://www.youtube.com/watch?v=hJWhFKE4yWU&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=hJWhFKE4yWU&feature=youtu.be[/url])

Cool tests The Very End, this opens endless new possibilities!  :)

Btw, would you think it could be somehow possible to add random seeds to move/place objects? I was thinking for example if you have object on track-side / track, let's say stationary car/stack of tyres blocking a bit the track road. Could we at the start of the each race randomly move it's stationary position let's say 0,5-3meters worth to random direction? Relocating stationary objects on track, ie. in every race's start could give nice suprises and affecting driving lines. Maybe issue could be then that AI driving path will crash it, or can they avoid objects automatically? No need to put effort on this, just a more theoretical question :)
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 05:12:03 PM
Hmm.. that's interesting... I guess, first we need to make something random in 3ds max, maybe a random line or whatnot. Then we must use path constraint, meaning an object will follow that random path.. Maybe, but no idea how actually, feel free to brainstorm :p
Title: Re: Mod Development Screenshots
Post by: hande11 on September 07, 2016, 05:31:26 PM
Ah, it's totally secondary matter The End. Now.. back to moving objects, congrats!! Cool stuff and lot of applications for it :) What next design project with them?  ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 05:32:52 PM
Not sure actually. I promised a guy to make a secondary snow/hill/thingy course with at least two routes. So I guess I will be doing that when I get time in between studies and works :)
Thanks btw! And feel free to use whatever you need of the mod.
Title: Re: Mod Development Screenshots
Post by: Mazay on September 07, 2016, 05:49:56 PM
To hande's idea, I don't know how to randomly place objects. But I saw random timer in gasbottle files. Maybe we could trigger animation at random times? For example couple of falling stones blocking road randomly.
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 06:02:08 PM
Hmm... That would mean we have to have both an .agen and effect / trigger file. But those would only be to trigger whatever effect we had stored, to create the effect in first place... not sure if that is possible at current time beeing.
All moving things in Wreckfest are determined by the animation / time we export from 3ds max, but that is nonear precivce enough for an effect.

*thinking*... Well, hard brainstorming here, see picture:
(https://s13.postimg.org/prp1i59er/Untitled.jpg) (https://postimg.org/image/prp1i59er/)

Basically we can do a lot with the dynamic objects. If you "turns into physics if..." the objects assigned to this effect / physics above will move about until it is hit - then it will act as an object with close to no weight.
The next step is to make a trigger effect that points to an .agen file. What we do is to say to an object  - start beeing dynamic (moving) after certain amounts of seconds. Then this object (maybe it could be hidden?) moves to a pre-defined spot, and colides with our "random" effect, maybe a rockpile or whatnot. This will trigger the "turns into physics" and the pre-defined rockslide animation would start. We could also just assign a other dntp file, such as barrel, box or whatnot to it, only thing we need is to have something touch it at a random time.

But as you see, it's complicated as fuk.. but might be doable?
Title: Re: Mod Development Screenshots
Post by: The Very End on September 07, 2016, 08:11:43 PM
See what I made ;)
http://www.youtube.com/watch?v=XU481KdUFes&feature=youtu.be (http://www.youtube.com/watch?v=XU481KdUFes&feature=youtu.be)

Sharing the download and discription in the dynamic object topic soon (http://community.bugbeargames.com/index.php/topic,9167.0.html (http://community.bugbeargames.com/index.php/topic,9167.0.html)) .
Title: Re: Mod Development Screenshots
Post by: Purple44 on September 08, 2016, 02:29:13 AM
See what I made ;)
[url]http://www.youtube.com/watch?v=XU481KdUFes&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=XU481KdUFes&feature=youtu.be[/url])

Sharing the download and discription in the dynamic object topic soon ([url]http://community.bugbeargames.com/index.php/topic,9167.0.html[/url] ([url]http://community.bugbeargames.com/index.php/topic,9167.0.html[/url])) .


This is truly random End? If I restart the race, those objects would explodes at different times than what was shown in video? Would the objects on the track maybe even explode before the tires explode?

I would love to be able to random have some explosions go off during a race!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on September 08, 2016, 07:21:59 AM
Random yes! I think the video demonstrate random between 10 - 20 seconds, meaning at least 10 but no more than 20 :) You can have high numbers too. Tested with random between 0 - 150, and objects would explode at different times.

You could make a bomb run event with this :p

Edit: Timer starts when race starts, not before countdown.
Title: Re: Mod Development Screenshots
Post by: The Very End on September 10, 2016, 11:30:42 AM
Work continues. Someone askes for tracks with more routes - I plan to deliver. Note that that every place that has two routes, one is faster but more dangerous than the other. Chose your route wisely!
(https://s15.postimg.org/3lx6a616f/Untitled.jpg) (https://postimg.org/image/3lx6a616f/)
Title: Re: Mod Development Screenshots
Post by: The Very End on September 10, 2016, 04:10:30 PM
Also, I finally found out how we can make an animated object (lets say we have a object we want to move from X to Y, or on a path) to start at a random time. Meaning, we can assign an object with an animation to the random timer!
Basically, see the 5 pictures I have attached. This way you object, let's say a traffic car on a predefined track will start moving on it's path at a random time.

1:
(https://s9.postimg.org/v731psv4b/image.jpg) (https://postimg.org/image/v731psv4b/)
2:
(https://s18.postimg.org/4usg4t92t/image.jpg) (https://postimg.org/image/4usg4t92t/)
3:
(https://s12.postimg.org/di1p4o3hl/image.jpg) (https://postimg.org/image/di1p4o3hl/)
4:
(https://s14.postimg.org/8r70iw5rh/image.jpg) (https://postimg.org/image/8r70iw5rh/)
5:
(https://s13.postimg.org/ch4eg1bcj/image.jpg) (https://postimg.org/image/ch4eg1bcj/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on September 10, 2016, 06:54:53 PM
Thanks End for figuring this stuff out!!  :D   (http://tdudrivetime.com/images/smilies/t2030.gif)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on September 11, 2016, 09:11:31 AM
Any chance of random after a trigger?
Say the leader passes, then the random countdown starts?
Title: Re: Mod Development Screenshots
Post by: The Very End on September 11, 2016, 10:04:23 AM
Not sure, but you could make it so that hitting an object starts the random effect which in turn starts something else. What you need to do is to change or make a new dntp file and change the contact effect from emty to random timer.


Or......hmmm..thinking..
Ok, what about this: Find the contact effects between cars (under contact subfolder). Here there are a range of options. Here you can change what happens when cars hit eachothers. Alltho I am not sure and highly doubt you can define what isb1st place, you at least can make loads of interesting effects / timers / whatnot here.

Edit: ohh, you mean, do one completely random effect? Not sure, will have to check that out. My first thought is to look in the weather files, there is a random there. Maybe random does random between anything in it's folder. Therefor if you try making an random file in property/effects you might be on right trail!
Title: Re: Mod Development Screenshots
Post by: Daystar on September 11, 2016, 03:28:45 PM
Not sure, but you could make it so that hitting an object starts the random effect which in turn starts something else. What you need to do is to change or make a new dntp file and change the contact effect from emty to random timer.


Or......hmmm..thinking..
Ok, what about this: Find the contact effects between cars (under contact subfolder). Here there are a range of options. Here you can change what happens when cars hit eachothers. Alltho I am not sure and highly doubt you can define what isb1st place, you at least can make loads of interesting effects / timers / whatnot here.

Edit: ohh, you mean, do one completely random effect? Not sure, will have to check that out. My first thought is to look in the weather files, there is a random there. Maybe random does random between anything in it's folder. Therefor if you try making an random file in property/effects you might be on right trail!

There is something RANDOM in the weather files? please let me know the file name or what is random in weather, maybe a screen shot please! I would like to exploit that feature myself.
Title: Re: Mod Development Screenshots
Post by: The Very End on September 11, 2016, 03:48:34 PM
Not home now, but in weathers there is a random file. Not sure what it contains tho :)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on September 12, 2016, 10:49:52 AM
Not sure, but you could make it so that hitting an object starts the random effect which in turn starts something else. What you need to do is to change or make a new dntp file and change the contact effect from emty to random timer.

Your example is much more what I was thinking of than mine. Yes - a car hits a cone or barrel, or whatever, and starts a timer. This way, a player can cause an event to occur which the other players can see or be affected by.    :o  ;D 8)


Or......hmmm..thinking..
Ok, what about this: Find the contact effects between cars (under contact subfolder). Here there are a range of options. Here you can change what happens when cars hit eachothers. Alltho I am not sure and highly doubt you can define what isb1st place, you at least can make loads of interesting effects / timers / whatnot here.

Edit: ohh, you mean, do one completely random effect? Not sure, will have to check that out. My first thought is to look in the weather files, there is a random there. Maybe random does random between anything in it's folder. Therefor if you try making an random file in property/effects you might be on right trail!

You answered my question in your first sentence, but the more concepts we can come up with, the more fun there is to be had. LOL

Thanks
Title: Re: Mod Development Screenshots
Post by: The Very End on September 14, 2016, 09:18:22 PM
Part of the upcoming "new" mod (it's basically just a track pack, that will contain all-new tracks).

(https://s13.postimg.org/n7szsezgz/Kristiansand_Raceway.jpg) (https://postimg.org/image/n7szsezgz/)

https://www.youtube.com/watch?v=CLm1tve6cqs&feature=youtu.be (http://www.youtube.com/watch?v=CLm1tve6cqs&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on September 14, 2016, 11:30:15 PM
Not mod not dev not screenshot but thanks TVE :) I'm watching and enjoying
Title: Re: Mod Development Screenshots
Post by: The Very End on September 15, 2016, 07:35:18 AM
Say what? Does the image and youtube link not work? :)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on September 15, 2016, 08:50:13 AM
Say what? Does the image and youtube link not work? :)

I think he's referring to the fact that his post in the screenshots thread doesn't contain a screenshot. I'm guilty of breaking that rule as well.  :-[
Title: Re: Mod Development Screenshots
Post by: Racerguy on September 19, 2016, 11:03:46 PM
I am new to this forum. I am working on a vehicle for this game and I am struggling to figure out why it keeps crashing the game everytime the body collides into something. Not sure if this picture shows up if not then I dont know how to post pictures. :P  (http://i.imgur.com/5pZdXWf.jpg) (http://imgur.com/a/ssR4P)
Ignore the other vehicle mods in the game, I was too lazy to edit.
Title: Re: Mod Development Screenshots
Post by: The Very End on September 21, 2016, 03:57:44 PM
Goodie :D Looks like good fun!
Meanwhile, finally I got decals working! It has to be on it's own serparate object, which is vis = true | col = false, and then slap it ontop your road textures. Example:
(http://s12.postimg.org/qisgubs95/Untitled.jpg) (http://postimg.org/image/qisgubs95/)

Edit, further progress:
(http://s11.postimg.org/4bh8r9ki7/Untitled.jpg) (http://postimg.org/image/4bh8r9ki7/)
Title: Re: Mod Development Screenshots
Post by: The Very End on September 22, 2016, 08:56:32 AM
Video of upcoming Arendal Triangle. I am seriously trying to make a start camera on this one, so not sure when it's done (I have no idea what I am doing).
http://www.youtube.com/watch?v=xltTWngUgqU&feature=youtu.be (http://www.youtube.com/watch?v=xltTWngUgqU&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Daystar on September 23, 2016, 08:10:01 PM
Video of upcoming Arendal Triangle. I am seriously trying to make a start camera on this one, so not sure when it's done (I have no idea what I am doing).
[url]http://www.youtube.com/watch?v=xltTWngUgqU&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=xltTWngUgqU&feature=youtu.be[/url])


You camera worked out rather well I must say!  :D Congrats on getting it to work!
Title: Re: Mod Development Screenshots
Post by: The Very End on September 23, 2016, 08:15:02 PM
Thanks :) Alltho STRmods should recieve some praise too, he was the first to get cameras in game (ref the DD tracks), I just experimentet and continued where he left off :) Fun to find a sollution to a problem I have been annoyed with for so long :D All new tracks will at least now have intro camera and hopefully a handfull track cameras.

But do not expect wonders, I aint got time making the coolest camera veiws, I am just makng sure the cameras should cover the whole lap ;)
Title: Re: Mod Development Screenshots
Post by: Daystar on September 23, 2016, 11:01:54 PM
Thanks :) Alltho STRmods should recieve some praise too, he was the first to get cameras in game (ref the DD tracks), I just experimentet and continued where he left off :) Fun to find a sollution to a problem I have been annoyed with for so long :D All new tracks will at least now have intro camera and hopefully a handfull track cameras.

But do not expect wonders, I aint got time making the coolest camera veiws, I am just makng sure the cameras should cover the whole lap ;)

Duly noted! (as Jori used to say). Yeah it is rather cool to see the camera moving along the path before race start. as Bugbear does their track previews. and yeah STRmods is a cool guy, he really gave me some vital tips in my sky box questions!
Title: Re: Mod Development Screenshots
Post by: Racerguy on October 02, 2016, 03:10:51 AM
Heres the final picture of my dune buggy (its named RG Sandstorm) before maybe putting it on the workshop whener I finish it. Let me know what you guys think? It may be a while to upload since Forza Horizon 3 came out. (http://i.imgur.com/h03u7kd.jpg) (http://imgur.com/a/Saga3)
By the way is my picture too big? I can shrink the picture next time. Right now its a little late and I dont feel like editing.
Title: Re: Mod Development Screenshots
Post by: The Very End on October 02, 2016, 08:17:17 AM
Great :) cannot read most of the post due to the image hehe, it totally obscures the view ;P
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 02, 2016, 12:02:01 PM
Great :) cannot read most of the post due to the image hehe, it totally obscures the view ;P


I use my mouse to highlight the text so I can see it, then scroll screen to the right to read it when a pic take the text off to the dark side of page.

Racerguy, I added this code to make my pics small enough for the forum: img width=650]

(http://i.imgur.com/h03u7kd.jpg)

Nice buggy Racerguy.  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on October 02, 2016, 01:57:24 PM
Looking good racerguy

Title: Re: Mod Development Screenshots
Post by: The Very End on October 02, 2016, 04:56:09 PM
Good stuff Sam.

Inspired by the local track (Konsmo Motorbane (NMK)) I made a track which resembles it. Scales are off, and I'v just drawn it out of my head, so call it a inspired track instead. Got a lot of stuff left, but slowly getting there.
(https://s18.postimg.org/o9drk93vp/Untitled.jpg) (https://postimg.org/image/o9drk93vp/)
Title: Re: Mod Development Screenshots
Post by: Racerguy on October 02, 2016, 07:13:07 PM
Oh yah forgot to say before I upload the buggy sometime, Is the tire texture ok? It was from the lawnmower and not from the example so I dont know if copyright might strike at me. If it's not ok, I'll switch textures. I am always worried about copyright.  :-\
Title: Re: Mod Development Screenshots
Post by: sam223 on October 02, 2016, 08:36:02 PM
Oh yah forgot to say before I upload the buggy sometime, Is the tire texture ok? It was from the lawnmower and not from the example so I dont know if copyright might strike at me. If it's not ok, I'll switch textures. I am always worried about copyright.  :-\
I dont think there is any issues with using wreckfest assets again as mods in wreckfest
Title: Re: Mod Development Screenshots
Post by: The Very End on October 03, 2016, 09:38:56 PM
Starting to take shape (asphalt looks better when right textures are applied to it, just not using time on that before finalizing stage). Think I will have to make two layouts, one where you are foced to take the chicanes and one without. Wish I could force joker laps but dunno how to do it. Also, the things around track is meant to be sandbanks, but since I suck at everything they turned out to look like fences... sigh... Next track will hopefully be better, it's a learning process :)
(https://s13.postimg.org/ew6mb0u3n/Untitled.jpg) (https://postimg.org/image/ew6mb0u3n/)
Title: Re: Mod Development Screenshots
Post by: Daystar on October 03, 2016, 09:44:13 PM
Starting to take shape (asphalt looks better when right textures are applied to it, just not using time on that before finalizing stage). Think I will have to make two layouts, one where you are foced to take the chicanes and one without. Wish I could force joker laps but dunno how to do it. Also, the things around track is meant to be sandbanks, but since I suck at everything they turned out to look like fences... sigh... Next track will hopefully be better, it's a learning process :)
(https://s13.postimg.org/ew6mb0u3n/Untitled.jpg) (https://postimg.org/image/ew6mb0u3n/)

No worries, take your time :) and wow, this looks like a really proper racing circuit! cannot wait to try it out man! great work as always!!!
Title: Re: Mod Development Screenshots
Post by: Daystar on October 03, 2016, 09:54:00 PM





Looks awesome Sam... got a couple questions for you. 1.did you make that model? 2. will it be in A class races as an AI car?
thanks for your time!
Title: Re: Mod Development Screenshots
Post by: sam223 on October 03, 2016, 10:20:56 PM
Looks awesome Sam... got a couple questions for you. 1.did you make that model? 2. will it be in A class races as an AI car?
thanks for your time!

They are old very low poly models from online bangers (the nascar heat mod). Heavily edited by me,same as all the cars ive done so far and the many many more to come :)
There will be a class A version yea, the default engines, 390 cu in (6.4 L) OHV V8,429 cu in (7.0 L) OHV V8 and jaguar 4.2L v6 transplant

A few other WIP bits to wet your appetite


Title: Re: Mod Development Screenshots
Post by: Finsku on October 04, 2016, 12:46:49 AM
Starting to take shape (asphalt looks better when right textures are applied to it, just not using time on that before finalizing stage). Think I will have to make two layouts, one where you are foced to take the chicanes and one without. Wish I could force joker laps but dunno how to do it. Also, the things around track is meant to be sandbanks, but since I suck at everything they turned out to look like fences... sigh... Next track will hopefully be better, it's a learning process :)
(https://s13.postimg.org/ew6mb0u3n/Untitled.jpg) (https://postimg.org/image/ew6mb0u3n/)

I have to ask this.. can you make a video about track making and modding into Wreckfest. Example track about simple oval track with a few jumps and terrain editing.
The video doesn't have to be so high-tech video, just record and then speed it up. No fancy texts, effects, etc. People who are interested (ME!) could get some tips :)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 04, 2016, 08:43:39 AM
Sure :) Might have to wait some weeks before I can do it tho. Got studies and work and have to finish that track first - but after that I can do a quick video. Got no mic tho, so think you will have to pause it at parts where it is confusing :)
Title: Re: Mod Development Screenshots
Post by: Finsku on October 04, 2016, 11:13:43 AM
Sure :) Might have to wait some weeks before I can do it tho. Got studies and work and have to finish that track first - but after that I can do a quick video. Got no mic tho, so think you will have to pause it at parts where it is confusing :)
Brilliant! Just a simple speed modeling + modding video, you don't need mic ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 04, 2016, 10:11:13 PM
New day, new WIP:
http://youtu.be/-d5O8zBYQLE (http://youtu.be/-d5O8zBYQLE)
Title: Re: Mod Development Screenshots
Post by: Racerguy on October 07, 2016, 05:37:44 PM
I am making a custom atv which the physics will be simular to the lawnmower but faster. Ignore the bumper position being weird, I didnt position it propertly before export. Let me know what you guys think.  :)
(http://i.imgur.com/WvV3zoB.jpg) (http://imgur.com/a/qSonK)

EDIT: I dont know how to get the ragdoll stuff to work, when I tried to launch the game it crashes right away. Any help will be apreciated.
Title: Re: Mod Development Screenshots
Post by: sam223 on October 07, 2016, 06:41:25 PM
mk2 granny estate coming along nicely

Title: Re: Mod Development Screenshots
Post by: The Very End on October 08, 2016, 05:44:26 PM
Got a long, LONG way to go, but it's a start at least!
(https://s21.postimg.org/bgj1fhqs3/Untitled.jpg) (https://postimg.org/image/bgj1fhqs3/)
Title: Re: Mod Development Screenshots
Post by: slavikov4 on October 08, 2016, 07:36:31 PM
excuse me, what's a scale (units) of the human?
Title: Re: Mod Development Screenshots
Post by: The Very End on October 08, 2016, 08:00:02 PM
What you mean? :)
Title: Re: Mod Development Screenshots
Post by: slavikov4 on October 08, 2016, 08:09:48 PM
What you mean? :)
I want to know a human height (scale units) in game universe
Title: Re: Mod Development Screenshots
Post by: The Very End on October 08, 2016, 08:16:12 PM
Not sure but scale should be one to one. So, heights from aprox 1,7 - 2,0 meters.
Either way, use same as real scale :)
Title: Re: Mod Development Screenshots
Post by: slavikov4 on October 08, 2016, 08:21:12 PM
Not sure but scale should be one to one. So, heights from aprox 1,7 - 2,0 meters.
Either way, use same as real scale :)
okay thanks!
Title: Re: Mod Development Screenshots
Post by: The Very End on October 09, 2016, 09:30:54 PM
Work continues on the track called Bugbear Island. Track is a highly elevated mountain course set out in the ocean.
PS: The ships does move (model from Stuard Cowi).
(https://s12.postimg.org/ljxxkfp7d/bugbearisland.jpg) (https://postimg.org/image/ljxxkfp7d/)
Title: Re: Mod Development Screenshots
Post by: Bonecracker on October 10, 2016, 12:21:18 AM
can anyone share (upload) the american 4 banger isn't anymore on steam workshop it was my favorite car
Title: Re: Mod Development Screenshots
Post by: sam223 on October 10, 2016, 02:01:35 AM
can anyone share (upload) the american 4 banger isn't anymore on steam workshop it was my favorite car
Itll be coming back soon as part of the online bangers mod
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 10, 2016, 06:44:04 AM
Work continues on the track called Bugbear Island. Track is a highly elevated mountain course set out in the ocean.
PS: The ships does move (model from Stuard Cowi).
(https://s12.postimg.org/ljxxkfp7d/bugbearisland.jpg) (https://postimg.org/image/ljxxkfp7d/)

This is a different track than one with the second track below if get knock off the upper track, End?
Title: Re: Mod Development Screenshots
Post by: slavikov4 on October 10, 2016, 07:50:21 PM
Excuse me, but I can't find the information - how to export 3ds Max models to Wreckfest
Title: Re: Mod Development Screenshots
Post by: The Very End on October 10, 2016, 08:28:43 PM
You use the bugtools (bugexported) :) The script is found in Bugbear's main folder / tools / 3ds max. Then load it into 3ds max, restart 3ds max and it should be functional. I recommend making a shortcut button for it on in 3ds max. If stuck ask, and I'll throw in a picture or two to show it.
Title: Re: Mod Development Screenshots
Post by: The Very End on October 10, 2016, 09:26:12 PM
Meanwhile, a sneak peak on the new track:
http://youtu.be/HPn9ncQezUI (http://youtu.be/HPn9ncQezUI)

Title: Re: Mod Development Screenshots
Post by: Purple44 on October 10, 2016, 10:16:09 PM
End, you giving true meaning to racing on the edge with that track!!  :D

Like at 1:10, coming down the hill and have make that turn!
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on October 10, 2016, 10:21:37 PM
Doesn't look as if the AI stand a chance on BB Island :D Good! Looks like one of the most fun creations yet.
Title: Re: Mod Development Screenshots
Post by: The Very End on October 10, 2016, 10:29:15 PM
Thanks :) Want me to get the AIs to make safe corners or should they be a bit wonky as they are now?
Title: Re: Mod Development Screenshots
Post by: Cornkid on October 10, 2016, 10:34:51 PM
Looks fantastic, that jump at .52 will add to the fun me thinks.
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on October 10, 2016, 10:41:47 PM
I like wonky AI myself. Starting with 23 and ending with 2 OR 3 lol
Title: Re: Mod Development Screenshots
Post by: sam223 on October 11, 2016, 04:47:45 AM

Fixed sprint cup to be a normal race length

http://steamcommunity.com/sharedfiles/filedetails/?id=778999116 (http://steamcommunity.com/sharedfiles/filedetails/?id=778999116)
Title: Re: Mod Development Screenshots
Post by: slavikov4 on October 11, 2016, 06:35:35 PM
You use the bugtools (bugexported) :) The script is found in Bugbear's main folder / tools / 3ds max. Then load it into 3ds max, restart 3ds max and it should be functional. I recommend making a shortcut button for it on in 3ds max. If stuck ask, and I'll throw in a picture or two to show it.
I can't get this to load. I can't explain it to you

Title: Re: Mod Development Screenshots
Post by: The Very End on October 11, 2016, 07:32:02 PM
Make video of it :)
Title: Re: Mod Development Screenshots
Post by: slavikov4 on October 11, 2016, 07:41:21 PM
555 California Street
San Francisco, California
XD
Title: Re: Mod Development Screenshots
Post by: The Very End on October 11, 2016, 08:03:38 PM
Nice :D
Btw, if you struggle, here are two ways doing it (see below). Note that you first must do the "Install_BugTools.mzp" before these buttons are active:
(https://s3.postimg.org/k011xrra7/how_TO.jpg) (https://postimg.org/image/k011xrra7/)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 11, 2016, 09:26:01 PM
Meanwhile, for your banger people, here's my little gift to you:
(https://s3.postimg.org/uiatzf2wf/Untitled.jpg) (https://postimg.org/image/uiatzf2wf/)

Still need some work but slowly getting there. And yes, that's a tunnel rofl xD
Title: Re: Mod Development Screenshots
Post by: sam223 on October 12, 2016, 12:10:44 AM
Meanwhile, for your banger people, here's my little gift to you:
(https://s3.postimg.org/uiatzf2wf/Untitled.jpg) (https://postimg.org/image/uiatzf2wf/)

Still need some work but slowly getting there. And yes, that's a tunnel rofl xD
Planning on converting anymore cowie ovals?
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on October 12, 2016, 12:34:46 AM
No screenshots, well, mayyyybe a gif, but working on B6 mod a bit today and seem to have gotten the braking close to the level it used to be where you couldn't do anything stupid under braking without assists.



Still got a ways to go but it'll happen eventually
Title: Re: Mod Development Screenshots
Post by: Facial_Burns on October 12, 2016, 12:38:01 AM
Looking good XD
Title: Re: Mod Development Screenshots
Post by: The Very End on October 12, 2016, 07:23:15 AM
Meanwhile, for your banger people, here's my little gift to you:
(https://s3.postimg.org/uiatzf2wf/Untitled.jpg) (https://postimg.org/image/uiatzf2wf/)

Still need some work but slowly getting there. And yes, that's a tunnel rofl xD
Planning on converting anymore cowie ovals?

Bit unsure. By just converting the ovals I gain no new skills or insights, aswell that it is more givin for me to make new ones from scratch :) But feel free to give requests on track layout / how you want the tracks and I'll try to comply.

Psy: Nice!

Edit: The tunnel is mostly for fun, so can remove that if people feel for it? Also, for fences I'm thinking of giving them the texture of white/blue or red/white stripes as the armco barriers. Lastly I'm thinking of adding a layer of catchfence or barb wired fence between the road fences and the tents. What you think of that?
Title: Re: Mod Development Screenshots
Post by: sam223 on October 12, 2016, 03:08:10 PM
@The Very End: Fair enough and very true about learning more from not just converting. Id like to see another tarmac,armco/concrete walled oval (ringwood has a issue where the cars climb to walls) for tight fast racing,although most of the decent one are already pretty well made for rfactor so not sure if you'd want to try remaking one?

Something like Arena Essex (https://www.google.co.uk/maps/place/Arena+Essex+Raceway/@51.4940046,0.2823352,251m/data=!3m1!1e3!4m5!3m4!1s0x47d8b74aae25bc97:0x925de2b1af235688!8m2!3d51.4937575!4d0.2828554),Birmingham wheels (https://www.google.co.uk/maps/place/Birmingham+Wheels+Park/@52.4816504,-1.8597917,134m/data=!3m1!1e3!4m5!3m4!1s0x4870bb714a50829d:0xd4df23a5538a61bd!8m2!3d52.480085!4d-1.863075), Ipswich (Foxhall Stadium) (https://www.google.co.uk/maps/place/Foxhall+Stadium/@52.0545233,1.2249537,150m/data=!3m1!1e3!4m5!3m4!1s0x47d99e59b10f319d:0xfadb5036af6525e2!8m2!3d52.0544829!4d1.2249435) or Hednesford Hills Raceway (https://www.google.co.uk/maps/place/Hednesford+Hills+Raceway/@52.7085635,-1.9778445,244m/data=!3m1!1e3!4m5!3m4!1s0x487a0ab685f09601:0x70cc7f69c75cbdc7!8m2!3d52.7092122!4d-1.9755032). All have rfactor models though,Hednesford being the worst model of them.

If you wanted to try something that hasnt been made for rfactor you could maybe try
Arlington Raceway (https://www.google.co.uk/maps/place/Arlington+Stadium/@50.857718,0.2275843,253m/data=!3m1!1e3!4m5!3m4!1s0x47df6e32300c5fa9:0x78b60bb1ed800ed1!8m2!3d50.8580634!4d0.2277443),Brampton (https://www.google.co.uk/maps/place/Brampton+Raceway/@53.3779112,-1.2667288,196m/data=!3m1!1e3!4m5!3m4!1s0x48799fd38573fac9:0xf5d4023b74de8095!8m2!3d53.3779809!4d-1.2661504),St Day (United Downs) (https://www.google.co.uk/maps/place/United+Downs+Raceway/@50.2300652,-5.1551163,512m/data=!3m1!1e3!4m5!3m4!1s0x486b227e6051aabd:0x360a444dad87f01!8m2!3d50.2300381!4d-5.1551658),Emmen (https://www.google.co.uk/maps/place/Ase+speedway+emmen/@52.8190309,6.984798,486m/data=!3m1!1e3!4m5!3m4!1s0x47b7e9b51d738c4f:0x1c557b781aaa29eb!8m2!3d52.8158646!4d6.9786356),Warton (https://www.google.co.uk/maps/dir/Warton+Stock+Car+Race+Track//@54.1315075,-2.7931261,472m/data=!3m1!1e3!4m8!4m7!1m5!1m1!1s0x0:0x2a7cc1cde9ba4399!2m2!1d-2.794091!2d54.1313188!1m0),Warneton (https://www.google.co.uk/maps/place/Comines+Auto+Moto+Speedway+-+Organisation/@50.7270449,2.9276705,254m/data=!3m1!1e3!4m5!3m4!1s0x47dcd3f6cc0279eb:0xf4779d35b9779e46!8m2!3d50.7271205!4d2.9276759) or Smallfield (https://www.google.co.uk/maps/place/Smallfield+raceway/@51.181469,-0.124841,254m/data=!3m1!1e3!4m5!3m4!1s0x4875fa75bf94a507:0x449d941d8a4efb08!8m2!3d51.180785!4d-0.1203346)

Id happily help with texturing and gathering resource photos,im sure others would aswell.

Ipswich (Foxhall) last weekend
www.youtube.com/watch?v=XSoH_lPoSuE (http://www.youtube.com/watch?v=XSoH_lPoSuE)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 12, 2016, 03:17:32 PM
Allright, thanks! I'll finish the thing I have in works now, and I'll give an honest try on doing one of those tracks that has not allready been done before.
What actually would be nice are some top down images (maybe you could just slap them on a plain using Google Sketchup, then I can import that as reference in 3ds max) with a bit scale information. Since I am no professional I would not need absolute everything, since most likely the thing I will make is a bit limited, but at least the length of the track and width of it (from above, not the track length itself, but diameter etc) - this way I can make an honest attempt on something which in form at least looks like the original.

As of size management it's best to use BB's own texture, to prevent track that takes way too much space. But if we have some shots of walls and such it helps so I can find texture which resembles the original.


Title: Re: Mod Development Screenshots
Post by: sam223 on October 12, 2016, 03:36:15 PM
I can do that for you,no problem. Ill put it to a vote and see what people want to see. I wouldnt worry about space to much,im certainly not with 30+ skins per car
Title: Re: Mod Development Screenshots
Post by: The Very End on October 12, 2016, 03:39:27 PM
Hehe goodie! Just a heads up - going to Germany this week for a study on technologies on a eco-farm, so it will take a bit of time before I can start working on that track (since I need to finish the other first after the trip). But if you got patience I'll promise I do my best - even tho the results most likely will vary ;)
Title: Re: Mod Development Screenshots
Post by: sam223 on October 12, 2016, 03:45:18 PM
No problem,there no rush. Its still early days for wreckfest modding imo
Title: Re: Mod Development Screenshots
Post by: 101peter on October 12, 2016, 07:20:04 PM
Hehe goodie! Just a heads up - going to Germany this week for a study on technologies on a eco-farm, so it will take a bit of time before I can start working on that track (since I need to finish the other first after the trip). But if you got patience I'll promise I do my best - even tho the results most likely will vary ;)

Hi mate, been following your creations for a while now, top work as usual

Just wondering, do you have any plans to fix the wall on ringwood? It does cause quite a lot of problems online with cars riding up it as sam said. Other than that its really good

Will try and put some more of your mods on my youtube when i get a chance (pf gaming media)

Cheers and keep up the great work
Title: Re: Mod Development Screenshots
Post by: The Very End on October 12, 2016, 07:37:48 PM
Thanks :) Not sure what the problem might be, but I will test out on my new track with low walls how they perform, to see if it is an issue with walls beeing low or if it is something else.

Alltho it's up to Stuard if he wants to push out an update if I fix it, since he got the needed modinfo files :)

Oh and thanks for effort on Youtube, the more the merrier! Just glad someone enjoys my work. Cannot promise much, only that things will get better the more I learn about possibilities and limitations in Max and WF :)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on October 12, 2016, 08:34:56 PM


So, TIL speed sensitivity makes a *huge* difference in how the tyres grip, less = more here xD
Title: Re: Mod Development Screenshots
Post by: The Very End on October 12, 2016, 08:48:55 PM
Mmm, rollovers :}

Edit: Sam, does these walls looks somewhat better? Also managed to get the driving line a bit better:
(https://s11.postimg.org/gionjokgv/test.jpg) (https://postimg.org/image/gionjokgv/)
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on October 13, 2016, 12:05:50 AM

So, slightly screwed up in braking causing the rear to slide out, almost saved it and then I forgot briefly that the brakes would lock the rear up and, well, this happened
Title: Re: Mod Development Screenshots
Post by: sam223 on October 13, 2016, 12:13:46 AM
@PsychOXRat adjusting the brake torque? been looking at it myself to try stop people using handbrakes instead of brakes.Was hoping i could just increase handbrake power to a ridiculous amount but seems as though 1 (current setting) is the limit. So back to the drawing board with rear brake torque. Interested to see what you eventually have yours set at.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on October 13, 2016, 12:25:11 AM
Yeah, brake torque and balance, I think this is the value I'm sticking with for the AM3 since it seems to be just right for the mix of current and B6, which is what I was looking for
Title: Re: Mod Development Screenshots
Post by: St. Jimmy on October 13, 2016, 02:00:24 AM
@PsychOXRat adjusting the brake torque? been looking at it myself to try stop people using handbrakes instead of brakes.Was hoping i could just increase handbrake power to a ridiculous amount but seems as though 1 (current setting) is the limit. So back to the drawing board with rear brake torque. Interested to see what you eventually have yours set at.
If you want you can make the Brake Torque huge and then the Brake Power very minimal. Hand Brake uses the torque value of the rear and has that own Hand Brake Power. Just calculate then how much the real torque is when braking with pedals with the brake power multiplier. Making it more annoying you can tune the steering files (vehicle physics steering or .vpst) and increase the Hand Brake Release Time so the hand brake will be engaged for some time :P

For Euro 1 something like 650-700 is the minimum torque. If you go lower that the brakes won't likely lock up.
Title: Re: Mod Development Screenshots
Post by: sam223 on October 13, 2016, 02:29:42 AM
Cheers jimmy,the hand brake time sounds like a much easier way to fix it. As the brakes perform alright imo,but handbrake needs hindering so it isnt the faster alternative.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on October 13, 2016, 11:07:22 PM


So, the dreaded bounce still occurs, meaning more work for me (yay) to try and resolve this year+ old bug
Title: Re: Mod Development Screenshots
Post by: St. Jimmy on October 13, 2016, 11:37:20 PM


So, the dreaded bounce still occurs, meaning more work for me (yay) to try and resolve this year+ old bug
It's that the model hits the ground so it deforms a bit. Deforming makes counter force so the car rebounds. Suspension and tires are also rebounding at the same time so they give a nice launch.
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on October 16, 2016, 07:46:28 PM


Made the Euro 1 more drive-able, doesn't want to oversteer a lot, is the king of understeer, like it used to be
Title: Re: Mod Development Screenshots
Post by: PsychOXRat on October 21, 2016, 10:18:44 PM
Game time!!!

The game is simple, all you have to do is guess which gif was taken using a mod for the current build to make it similar to Build 6, and one from Build 6 of NCG

1)


2)


So, pretty similar, eh?
Title: Re: Mod Development Screenshots
Post by: Daystar on October 21, 2016, 10:49:26 PM
Just a small update how my Mega Skypack v3 is doing... still work in progress obviously. so here is 17 out of planned 50 skies so far... ETA for release is late November, or sometime in December.

(http://thumbnails115.imagebam.com/51089/a28be4510882620.jpg) (http://www.imagebam.com/image/a28be4510882620) (http://thumbnails115.imagebam.com/51089/da57b3510882656.jpg) (http://www.imagebam.com/image/da57b3510882656) (http://thumbnails116.imagebam.com/51089/7a6a44510882684.jpg) (http://www.imagebam.com/image/7a6a44510882684) (http://thumbnails115.imagebam.com/51089/c78d64510882714.jpg) (http://www.imagebam.com/image/c78d64510882714) (http://thumbnails115.imagebam.com/51089/6ed1eb510882755.jpg) (http://www.imagebam.com/image/6ed1eb510882755) (http://thumbnails116.imagebam.com/51089/21588a510882804.jpg) (http://www.imagebam.com/image/21588a510882804) (http://thumbnails115.imagebam.com/51089/0e6144510882868.jpg) (http://www.imagebam.com/image/0e6144510882868) (http://thumbnails115.imagebam.com/51089/e1e07e510882983.jpg) (http://www.imagebam.com/image/e1e07e510882983) (http://thumbnails115.imagebam.com/51089/75e156510883031.jpg) (http://www.imagebam.com/image/75e156510883031) (http://thumbnails115.imagebam.com/51089/fb3a30510883104.jpg) (http://www.imagebam.com/image/fb3a30510883104) (http://thumbnails116.imagebam.com/51089/d0f754510883159.jpg) (http://www.imagebam.com/image/d0f754510883159) (http://thumbnails115.imagebam.com/51089/ca2655510883209.jpg) (http://www.imagebam.com/image/ca2655510883209) (http://thumbnails115.imagebam.com/51089/3e3794510883254.jpg) (http://www.imagebam.com/image/3e3794510883254) (http://thumbnails116.imagebam.com/51089/987219510883284.jpg) (http://www.imagebam.com/image/987219510883284) (http://thumbnails115.imagebam.com/51089/029fa1510883322.jpg) (http://www.imagebam.com/image/029fa1510883322) (http://thumbnails115.imagebam.com/51089/8481eb510883353.jpg) (http://www.imagebam.com/image/8481eb510883353) (http://thumbnails115.imagebam.com/51089/b7daac510883369.jpg) (http://www.imagebam.com/image/b7daac510883369)

Thanks for peeking.
Title: Re: Mod Development Screenshots
Post by: The Very End on October 21, 2016, 10:50:42 PM
Good stuff, both of you :)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 24, 2016, 09:59:15 PM
Next project! This one surely will be painfull.
Oh ps: if you look in corner of picture, I missed the size with about 4 metres, should be 3.2km *cry*
Well, anyhow, looong way to go!
(https://s15.postimg.org/gqmpvesrr/Untitled.jpg) (https://postimg.org/image/gqmpvesrr/)

Edit: This time I have used an banking calculator to get the banking right hah!
Title: Re: Mod Development Screenshots
Post by: Daystar on October 26, 2016, 08:06:06 PM
Next project! This one surely will be painfull.
Oh ps: if you look in corner of picture, I missed the size with about 4 metres, should be 3.2km *cry*
Well, anyhow, looong way to go!
([url]https://s15.postimg.org/gqmpvesrr/Untitled.jpg[/url]) ([url]https://postimg.org/image/gqmpvesrr/[/url])

Edit: This time I have used an banking calculator to get the banking right hah!


The Very End, what is status on this cool high speed track? I love big Nascar type of tracks! (http://orig04.deviantart.net/a3c7/f/2014/365/f/e/t__alphabets__by_ehsan_m-d87cxzv.gif)(http://orig03.deviantart.net/e2f3/f/2014/365/d/6/v__alphabets__by_ehsan_m-d87cy3t.gif)(http://orig01.deviantart.net/958b/f/2014/365/d/2/e__alphabets__by_ehsan_m-d87cwvx.gif)(http://orig02.deviantart.net/abb1/f/2014/357/1/1/__exclamation_mark__symbols__by_ehsan_m-d8amdqw.gif)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 26, 2016, 08:34:25 PM
Lol, it's hard work, that's for sure. Gimme an hour and a half and I will post an update picture :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 26, 2016, 09:07:07 PM
Lol, it's hard work, that's for sure. Gimme an hour and a half and I will post an update picture :)

Hmmm, will this be the first Wreckfest oval where the guys online will be able to keep the pedal to the medal the whole lap and get these cars to hit their top speeds?

Will the Muscle 3 ( Muscle 2 in Build #6 ) rule the oval again?
Title: Re: Mod Development Screenshots
Post by: The Very End on October 26, 2016, 09:51:41 PM
It is! It's really, really big! This time I have used a lot of time to get the scales right. The track length is now 3196meters when it should be 3200,
and the level of banking should be right. That means backstraight have 5% banking, corners 18% and start/finish straight about 12%.

So it's still very, VERY early in progres, but slowly getting there.
Oh, and surface is a bit rough on this aswell, flat is no fun! And yes, you can still go flat-out no problems at all :)

(http://i64.tinypic.com/2du0dbd.jpg)
Title: Re: Mod Development Screenshots
Post by: Daystar on October 26, 2016, 11:00:57 PM
Awesome but please make a smooth surface version also!!!!!!!!  lol                                                              _
Title: Re: Mod Development Screenshots
Post by: The Very End on October 26, 2016, 11:46:26 PM
Its not thaaat bumpy hehe, you can safely do full speed without beeing afraight to bounche off it :D
Title: Re: Mod Development Screenshots
Post by: The Very End on October 28, 2016, 04:51:55 PM
Aight, development goes slow after about 4 hours wasted on some silly UV issues. Anyhow, a pic of small progress:
(http://i64.tinypic.com/2uxv5ux.jpg)
Title: Re: Mod Development Screenshots
Post by: Finsku on October 28, 2016, 05:57:11 PM
([url]http://i64.tinypic.com/2uxv5ux.jpg[/url])

SWEET!  :o :o
Title: Re: Mod Development Screenshots
Post by: The Very End on October 29, 2016, 06:42:14 PM
Uff, this takes time, but more progress has been made:
(http://i67.tinypic.com/bi58gy.jpg)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on October 29, 2016, 07:04:21 PM
Looking really good :) Please don't get too overenthusiastic with track making and burn your interest out

I've done that on things in the past :D

I hope to get a chance to play this one online at some point.
Title: Re: Mod Development Screenshots
Post by: The Very End on October 29, 2016, 07:10:15 PM
Thanks for warning :) Guess I am still safe since there is so much to learn ghaha :D
Title: Re: Mod Development Screenshots
Post by: The Very End on October 29, 2016, 08:25:35 PM
Last one for today (I play adding them on bottom before the building aswell):
(http://i64.tinypic.com/xggp4h.jpg)
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 29, 2016, 09:04:18 PM
End, can pit row be used as shortcut? Or turning into pit row slow you down enough, it would not make you faster?
Title: Re: Mod Development Screenshots
Post by: The Very End on October 29, 2016, 09:38:25 PM
Not decided yet, what you prefer?
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 30, 2016, 03:36:08 AM
Not decided yet, what you prefer?

I don't think it be good for the track if you can go through pit row and get a faster lap than staying on the oval. Players that want to win race find pit row faster, they will be using pit row route.

I'm hoping you will loose some speed turning car into pit row and if at full speed at end pit row, car going want hit the wall when you try getting back onto the oval.
Title: Re: Mod Development Screenshots
Post by: The Very End on October 30, 2016, 09:45:31 AM
I could use the slowdownsand, but that looks strange. Ideally slowdowntarmac would be great, all tho it's not in the game files yet. I will have to do experimenting on it or alternative make a chicane before pit entry to slow down players :)
Title: Re: Mod Development Screenshots
Post by: hande11 on October 30, 2016, 10:00:55 AM
I could use the slowdownsand, but that looks strange. Ideally slowdowntarmac would be great, all tho it's not in the game files yet. I will have to do experimenting on it or alternative make a chicane before pit entry to slow down players :)


Great work again TVE! Chicane, before pit entry could be cool solution
Not superoval, but one pit lane entrance example from Interlagos

Title: Re: Mod Development Screenshots
Post by: The Very End on October 30, 2016, 12:38:53 PM
Thanks for idea, I'll look into what I can do about that when I get further into the development. Meanwhile, an WIP video:
http://www.youtube.com/watch?v=IEUl-KFwbPg&feature=youtu.be (http://www.youtube.com/watch?v=IEUl-KFwbPg&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Daystar on October 30, 2016, 01:12:21 PM
The scaling looks really good. looks like an actual Nascar track TVE! maybe put some explosive canisters down the pit lane? that would teach the cutters haha! great job so far, and really excited to race on it!

Title: Re: Mod Development Screenshots
Post by: The Very End on October 30, 2016, 01:20:26 PM
Lol! Thanks :D The scale should be right, I have been using Google data A LOT. The scale of length is 3196 metres and not 3200 as it should be, but to be honest I couldn't care less, the size is about right ;p
Title: Re: Mod Development Screenshots
Post by: Daystar on October 30, 2016, 04:25:54 PM
Busted out 5 more new skies since my last update. which brings it up to 22 new skies out of 50. we getting there! hehe

(http://thumbnails115.imagebam.com/51240/7c4faa512391122.jpg) (http://www.imagebam.com/image/7c4faa512391122) (http://thumbnails115.imagebam.com/51240/fbff86512391154.jpg) (http://www.imagebam.com/image/fbff86512391154) (http://thumbnails115.imagebam.com/51240/fabe19512391174.jpg) (http://www.imagebam.com/image/fabe19512391174) (http://thumbnails115.imagebam.com/51240/bc1693512391191.jpg) (http://www.imagebam.com/image/bc1693512391191) (http://thumbnails115.imagebam.com/51240/fea54f512391219.jpg) (http://www.imagebam.com/image/fea54f512391219)

Have a cool weekend.
Title: Re: Mod Development Screenshots
Post by: The Very End on October 30, 2016, 06:45:20 PM
Since Americans enjoy their shows! (Model is from internet, not shaped it myself. But they do move around after some path fiddling):
(https://s18.postimg.org/erydkb7ol/Untitled.jpg) (https://postimg.org/image/erydkb7ol/)

Edit: Good work on the skies :)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 31, 2016, 09:39:47 AM
After a LOT of fiddling with effects in combination with moving objects, this is the result:
(https://s12.postimg.org/6jdqolzjd/Untitled.jpg) (https://postimg.org/image/6jdqolzjd/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 31, 2016, 10:32:17 AM
Wow, you got the jets trailing smoke!  :o

Great job End.   :D    (http://tdudrivetime.com/images/smilies/t2030.gif)
Title: Re: Mod Development Screenshots
Post by: Finsku on October 31, 2016, 01:50:05 PM
Oh wow, amazing!
What about when race start there will be fireworks? Or people in stands releases many balloons when race starts?

And after thinking more this, is it possible to make trigger which example moves object when the first player finish the race?
Example you'll get fireworks when the first player finish the last lap.

When the first lap ends track will change? If you hit an object it will cause track change (one route closes, new one will open) like in Split/Second game!
Title: Re: Mod Development Screenshots
Post by: The Very End on October 31, 2016, 01:58:57 PM
Oh wow, amazing!
What about when race start there will be fireworks? Or people in stands releases many balloons when race starts?

And after thinking more this, is it possible to make trigger which example moves object when the first player finish the race?
Example you'll get fireworks when the first player finish the last lap.

When the first lap ends track will change? If you hit an object it will cause track change (one route closes, new one will open) like in Split/Second game!

Thanks :)

Not sure. I use effects that are allready in-game, just mixing up different triggers, colors and effects to get what I want. I think I might be able to get something to happend only ONE time, but it would require some testing that's for sure :)

As for finishing race, maybe as well. But I am not quite sure how to do it. In game files there are stuff that does something when race starts only, but I have no idea if it's possible to utilize this. Will have to dwelve deep into the rabbit hole, that's for sure!

As for moving objects, you could make an object that automatically moves after xx seconds / minutes, random times or moves when cars hit 'em. To alter the route itself I am VERY unsure. Maybe in 3ds max you could alter the timeline to say that alternative route should be hidden for xx seconds but then appear. How game sorts out that, specially the AIs I'm very unsure off.

Fecks sake, all these investigation tasks :D
Title: Re: Mod Development Screenshots
Post by: The Very End on October 31, 2016, 09:38:03 PM
Meanwhile, got to work more on the infield. Soon happy enough with it to move onto the outfield of the track. The track is huge, and I am a bit worried to explode the performance. That means I will not be doing the inner dirt roads and "camping" spots (or what you call it). Hopefully this is somewhat reasonable for you guys? The inner tarmac paths should be about right, alltho there are no decals on those roads (they look a bit pale, but nobody is going to drive on them anyway so.. ).

(https://s22.postimg.org/if1zroklp/image.jpg) (https://postimg.org/image/if1zroklp/)
(https://s15.postimg.org/6i3j4wjyv/image.jpg) (https://postimg.org/image/6i3j4wjyv/)
(https://s14.postimg.org/ufobkgoul/image.jpg) (https://postimg.org/image/ufobkgoul/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 31, 2016, 10:21:28 PM
When racing, I don't notice much of the eye candy, I'm looking at the car in front of me.

Eye candy show up more in videos.  :P
Title: Re: Mod Development Screenshots
Post by: Daystar on October 31, 2016, 10:54:32 PM
Meanwhile, got to work more on the infield. Soon happy enough with it to move onto the outfield of the track. The track is huge, and I am a bit worried to explode the performance. That means I will not be doing the inner dirt roads and "camping" spots (or what you call it). Hopefully this is somewhat reasonable for you guys? The inner tarmac paths should be about right, alltho there are no decals on those roads (they look a bit pale, but nobody is going to drive on them anyway so.. ).

([url]https://s22.postimg.org/if1zroklp/image.jpg[/url]) ([url]https://postimg.org/image/if1zroklp/[/url])
([url]https://s15.postimg.org/6i3j4wjyv/image.jpg[/url]) ([url]https://postimg.org/image/6i3j4wjyv/[/url])
([url]https://s14.postimg.org/ufobkgoul/image.jpg[/url]) ([url]https://postimg.org/image/ufobkgoul/[/url])


Very awesome indeed! I will be doing a lot of sprint laps here! and your progress is beyond remarkable TVE! I really really cannot wait for this one! (http://orig01.deviantart.net/ebd0/f/2012/026/8/a/_shuffelin__by_cookiemagik-d4n40vw.gif)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 01, 2016, 02:18:03 PM
This track will be the end of me (and your computers). Performance is still good, but we're reaching close to 3000 xrefs aswell as 450 models... >.<
(https://s11.postimg.org/9xfuh6ilr/Untitled.jpg) (https://postimg.org/image/9xfuh6ilr/)
Title: Re: Mod Development Screenshots
Post by: 101peter on November 01, 2016, 02:28:42 PM
Absolutely amazing work
Title: Re: Mod Development Screenshots
Post by: hande11 on November 01, 2016, 03:46:56 PM
Very cool  8) Makes one think also about.. Drafting! (to-be-added-later)  :)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 01, 2016, 04:21:04 PM
Very very cool indeed The Very End! wish there was a way to be able to add more cars to the races. but yeah that is hard coded in the game I believe. but would be super fun to have a full Nascar grid of cars at the starting line! would be more bump racing, spinouts, and close calls... ahwell, just cannot wait for this track to be released. and it seems pretty soon am I correct? lol

Title: Re: Mod Development Screenshots
Post by: The Very End on November 01, 2016, 04:40:36 PM
;) Hopefully before weekend! The only part left is to make some scenery to last corner, AI lines, cameras and some sorting of the pitlane. I'm thinking of either trying to make a new surface for tarmac that Works as slowdown sand or a chicane.

Glad you like it :D
Oh, and Devin might have something up his sleves that will work beautifull on this track *hint* *hint*
Title: Re: Mod Development Screenshots
Post by: Daystar on November 01, 2016, 04:56:27 PM
;) Hopefully before weekend! The only part left is to make some scenery to last corner, AI lines, cameras and some sorting of the pitlane. I'm thinking of either trying to make a new surface for tarmac that Works as slowdown sand or a chicane.

Glad you like it :D
Oh, and Devin might have something up his sleves that will work beautifull on this track *hint* *hint*


(http://orig12.deviantart.net/49a5/f/2014/004/5/b/big_fool_emoji_1__thumbs_up___v2__by_jerikuto-d70rwca.gif) Great to hear The Very End! and I must ask, will you have two AI lines? meaning one for inside lane, and the the 2'nd one up higher near the wall (outer lane)?
Title: Re: Mod Development Screenshots
Post by: The Very End on November 01, 2016, 05:09:50 PM
Sure, why not? :) Should the cars going high in t1 also be high in t2, or should they change place between turns?
Title: Re: Mod Development Screenshots
Post by: Daystar on November 01, 2016, 05:38:06 PM
Sure, why not? :) Should the cars going high in t1 also be high in t2, or should they change place between turns?

I like the 2nd option better  :D makes for more interesting situations, and possibly more incidents of wrecks unfolding due to switching lanes!
Title: Re: Mod Development Screenshots
Post by: The Very End on November 01, 2016, 05:40:41 PM
Allright, thanks for input :)
Will add two AI paths that crosses eachothers on the backstraight.

Edit: God have mercy on ours souls. I did try to use / make simple modells, but still...
(https://s4.postimg.org/7au1rv3ll/Untitled.jpg) (https://postimg.org/image/7au1rv3ll/)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 01, 2016, 10:05:48 PM
Sorry doublepost, but got a progress video for you :) Just got to finish the camera work and the checkpoints (they turned a bit poo when playing around with two AI routes) aswell as some texture work.
http://youtu.be/WRPVnC1tA6o (http://youtu.be/WRPVnC1tA6o)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on November 01, 2016, 10:37:45 PM
Reminds me of the Gran Turismo 1 test track, yeah I'm old. I can see a great tussle for placing in that :) and a few spinouts to say the least :)

Thanks for the effort and the sharing :)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 01, 2016, 11:00:59 PM
Sorry doublepost, but got a progress video for you :) Just got to finish the camera work and the checkpoints (they turned a bit poo when playing around with two AI routes) aswell as some texture work.
[url]http://youtu.be/WRPVnC1tA6o[/url] ([url]http://youtu.be/WRPVnC1tA6o[/url])


Your track is a winner already!!! OMG I cannot wait to get it lol! will be fun to play in elimination mode as well!
thanks for showing us progress!  ;D
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on November 02, 2016, 02:29:01 AM
Nice! Finally a big fat track to put the peddle to the metal.
Title: Re: Mod Development Screenshots
Post by: The Very End on November 05, 2016, 03:01:43 PM
Aight, so at the 168 time I layed down the AI paths, it suddently started to work.. So, very close to relase now! AI is not performing well, but I can't do anything to the paths without the game crashing.
http://youtu.be/F1EbYjOeBnM (http://youtu.be/F1EbYjOeBnM)

Janne - please investigate further why the game crashes on this track. Why it works now - no idea, but the second I alter the paths in max it results in crash.

Sidenote: Both the track and grass is bumpy. I call it artistic freedom ;) Without it the track is very flat and borring, and it needs that little extra challenge and personality.
And yes, the jets are still flying about ;)
Title: Re: Mod Development Screenshots
Post by: TheEngiGuy on November 05, 2016, 03:10:57 PM
^That is top-notch. I would play the sç#@° out of it once they make AI drivers reach top speed like the player.
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 05, 2016, 04:13:26 PM
Aight, so at the 168 time I layed down the AI paths, it suddently started to work.. So, very close to relase now! AI is not performing well, but I can't do anything to the paths without the game crashing.



End have you tried making changes to your stable AI route by hand instead of through Max to see if it won't crash your game?

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit-fig8-daystar4.jpg)

And checking AI sectors with Mazay ai route visualizer has help me spot things when I put in bad coordinates. I definitely needed visualizer on my latest track to get the AI sectors and checkpoints right.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit-fig8-daystar3.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 05, 2016, 04:17:42 PM
I did, made a new tcat file where cameras and AI paths are stored. I can alter the version I have now, but it's not perfect. Ideally I would want bigger changes to the lines than what I can with the in-game tool, but I guess I will just have to work with what I have :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 05, 2016, 04:31:49 PM
I did, made a new tcat file where cameras and AI paths are stored. I can alter the version I have now, but it's not perfect. Ideally I would want bigger changes to the lines than what I can with the in-game tool, but I guess I will just have to work with what I have :)

So your AI sectors and checkpoints are good? It tweaking the AI race line that causing you problems?
Title: Re: Mod Development Screenshots
Post by: The Very End on November 05, 2016, 04:37:44 PM
What's beeing the root of the problem is unclear, but somehow AI paths on tracks like this (big oval-ish shape) turns out bad. Been trying to figure out different stuff over the course of the week, but today it just worked by miracle. Alltho I like that the problem is solved I'm a bit mad due to the fact I did not learn anything from it, it's just some computer mumbo-jumbo :/
Title: Re: Mod Development Screenshots
Post by: Daystar on November 06, 2016, 11:32:01 PM
Sooo 6 more skis created. a couple blurred out for future surprise.  this brings my skypack up to 30 now... target is 50 of course.  all tested on The Very End's *Awesome* Michigan Track!

(http://thumbnails116.imagebam.com/51359/e6f380513586187.jpg) (http://www.imagebam.com/image/e6f380513586187) (http://thumbnails115.imagebam.com/51359/4fd86d513586210.jpg) (http://www.imagebam.com/image/4fd86d513586210) (http://thumbnails116.imagebam.com/51359/a3247d513586222.jpg) (http://www.imagebam.com/image/a3247d513586222) (http://thumbnails116.imagebam.com/51359/cbde0b513586252.jpg) (http://www.imagebam.com/image/cbde0b513586252) (http://thumbnails115.imagebam.com/51359/2271e1513586275.jpg) (http://www.imagebam.com/image/2271e1513586275) (http://thumbnails116.imagebam.com/51359/3cfb62513586310.jpg) (http://www.imagebam.com/image/3cfb62513586310) (http://thumbnails116.imagebam.com/51359/1cd9db513586323.jpg) (http://www.imagebam.com/image/1cd9db513586323) (http://thumbnails116.imagebam.com/51359/59a58e513586336.jpg) (http://www.imagebam.com/image/59a58e513586336)

more to come in future.
Title: Re: Mod Development Screenshots
Post by: The Very End on November 06, 2016, 11:36:45 PM
Some of them look like night city, as it is clearly buildings in background. I might not be that young anymore, but m eyes is still somewhat sharp ;)
Title: Re: Mod Development Screenshots
Post by: sam223 on November 07, 2016, 01:00:55 AM
They look great daystar. Do you take requests?
Title: Re: Mod Development Screenshots
Post by: Daystar on November 07, 2016, 05:47:47 AM
They look great daystar. Do you take requests?

Thanks! and ehm what did you have in mind? I can at least try to make it, but not guaranteeing any success lol. I mostly use my art app for sky creation, but have at times pulled some images from google image search.
Title: Re: Mod Development Screenshots
Post by: Daystar on November 07, 2016, 08:00:16 AM
Had an issue with the city scape... left most plane was too distorted! yikes lol! so had to rework it, by actually stitching another split image of same city with a recolored exact image but flipped horizontally. so main image was originally 2048, now it has become 4096. each skybox sector is resulting to the newer 4096 dimension I just created. crossing fingers.. hope this looks much better now! so I go test now  :D

(http://i63.tinypic.com/23k9iqu.jpg)

back later on.. with result.
 
Title: Re: Mod Development Screenshots
Post by: Daystar on November 07, 2016, 09:56:22 AM
Yep so here is results of the new City Scape sky theme... I think it will be ok for my new mega skypack yeah?  if not, i can axe it out of my project. Not sure if I should keep or not hmmm...
is it fitting for Wreckfest? lemme know k

(http://thumbnails115.imagebam.com/51365/994f11513647762.jpg) (http://www.imagebam.com/image/994f11513647762) (http://thumbnails116.imagebam.com/51365/8dd79c513647776.jpg) (http://www.imagebam.com/image/8dd79c513647776) (http://thumbnails116.imagebam.com/51365/b1f940513647787.jpg) (http://www.imagebam.com/image/b1f940513647787) (http://thumbnails115.imagebam.com/51365/c0acb2513647801.jpg) (http://www.imagebam.com/image/c0acb2513647801) (http://thumbnails115.imagebam.com/51365/a45c75513647812.jpg) (http://www.imagebam.com/image/a45c75513647812) (http://thumbnails116.imagebam.com/51365/463878513647821.jpg) (http://www.imagebam.com/image/463878513647821) (http://thumbnails116.imagebam.com/51365/5d4858513647828.jpg) (http://www.imagebam.com/image/5d4858513647828) (http://thumbnails115.imagebam.com/51365/32aeb4513647837.jpg) (http://www.imagebam.com/image/32aeb4513647837) (http://thumbnails116.imagebam.com/51365/3067d1513647843.jpg) (http://www.imagebam.com/image/3067d1513647843) (http://thumbnails116.imagebam.com/51365/f6827d513647854.jpg) (http://www.imagebam.com/image/f6827d513647854) (http://thumbnails115.imagebam.com/51365/8f970c513647869.jpg) (http://www.imagebam.com/image/8f970c513647869) (http://thumbnails116.imagebam.com/51365/cf059c513647884.jpg) (http://www.imagebam.com/image/cf059c513647884) (http://thumbnails116.imagebam.com/51365/71edfe513647894.jpg) (http://www.imagebam.com/image/71edfe513647894) (http://thumbnails115.imagebam.com/51365/aa1b0c513647904.jpg) (http://www.imagebam.com/image/aa1b0c513647904) (http://thumbnails116.imagebam.com/51365/acfd63513647913.jpg) (http://www.imagebam.com/image/acfd63513647913) (http://thumbnails115.imagebam.com/51365/ce87ad513647924.jpg) (http://www.imagebam.com/image/ce87ad513647924) (http://thumbnails115.imagebam.com/51365/89ede2513647933.jpg) (http://www.imagebam.com/image/89ede2513647933) (http://thumbnails115.imagebam.com/51365/e727d9513647948.jpg) (http://www.imagebam.com/image/e727d9513647948) (http://thumbnails115.imagebam.com/51365/27fd5c513647961.jpg) (http://www.imagebam.com/image/27fd5c513647961) (http://thumbnails115.imagebam.com/51365/eafb28513647978.jpg) (http://www.imagebam.com/image/eafb28513647978)

Thanks for any feedback.. this skypack was sort of a bitch to get presentable.

Title: Re: Mod Development Screenshots
Post by: The Very End on November 07, 2016, 10:06:08 AM
If you have made an effort to make it, keep them :) If people do not like them they can simply chose on of the other skies or packs all together. Options are always nice.
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 07, 2016, 10:22:07 AM
I think it look good with an oval track Daystar.  (http://tdudrivetime.com/images/smilies/t2030.gif)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on November 07, 2016, 10:28:31 AM
I like it from the screenshots please add it :)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 07, 2016, 11:56:51 AM
Thank you so much for the good feedback guys  :D I will keep it in the new skypack! glad you all like. and good answer TVE, just some like to keep it on random. oh well hehe!
Title: Re: Mod Development Screenshots
Post by: The Very End on November 07, 2016, 12:09:50 PM
Well, if they keep it random they cannot complain if they don't like it ;) Keep it as it is.
Title: Re: Mod Development Screenshots
Post by: Daystar on November 07, 2016, 12:22:38 PM
Well, if they keep it random they cannot complain if they don't like it ;) Keep it as it is.

Haha will do! and I notice I need to bring the source light up a bit... some forested areas are a bit tricky to maneuver around in a bit! just hope I do not ruin the ambiance effect of the colored sections of the tracks.  :o must test later today!  ;)
Title: Re: Mod Development Screenshots
Post by: sam223 on November 07, 2016, 03:45:35 PM
They look great daystar. Do you take requests?


Thanks! and ehm what did you have in mind? I can at least try to make it, but not guaranteeing any success lol. I mostly use my art app for sky creation, but have at times pulled some images from google image search.

Similar to what youve been doing already really,just a little more realistically toned down. Im not sure what is involved or possible though. But would like to see some weather settings like this if possible

Night,limited lighting,nothing in the sky
www.youtube.com/watch?v=IOxiMMDFTXs (http://www.youtube.com/watch?v=IOxiMMDFTXs)

Low visibility,white fog
www.youtube.com/watch?v=WyajAKcCz04 (http://www.youtube.com/watch?v=WyajAKcCz04)

A very wet and dull setting like this
www.youtube.com/watch?v=OqhhlZnejtM (http://www.youtube.com/watch?v=OqhhlZnejtM)
Title: Re: Mod Development Screenshots
Post by: Paul_B on November 07, 2016, 04:24:24 PM
We need good old British overcast weather for UK Bangers, it's the norm would you agree Sam ?

Sent from my SM-G360F using Tapatalk

Title: Re: Mod Development Screenshots
Post by: sam223 on November 07, 2016, 04:30:02 PM
We need good old British overcast weather for UK Bangers, it's the norm would you agree Sam ?

Sent from my SM-G360F using Tapatalk
Haha yeah,i always pack my waterproofs when i go racing.
Title: Re: Mod Development Screenshots
Post by: Daystar on November 08, 2016, 07:57:18 AM
We need good old British overcast weather for UK Bangers, it's the norm would you agree Sam ?

Sent from my SM-G360F using Tapatalk
Haha yeah,i always pack my waterproofs when i go racing.

I'll see what I can do later today or night Sam. but just to let you know... there is no way possible to simulate wet (rainy) types of weather yet. as far as I can tell.
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 08, 2016, 08:12:59 PM
Here some pics of the current suicide track I'm working on:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer3.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer4.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer5.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer8.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer6.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer7.jpg)

Now to add a few killer tires ( 3 ) and some gas bottle rockets to spice up the racing. Beware of falling tires and gas bottle rockets from the sky.  ;D   Will need a little lucky to survive the race.  :o
Title: Re: Mod Development Screenshots
Post by: Daystar on November 08, 2016, 09:16:19 PM
My deepest apologies goes out to Sam and The Very End, for not getting back to you guys yet. I will still make my report on The Michigan Raceway track, and also post tomorrow Sam a possible new U.K. Sky (foggy) sky idea for you. just been totally out of the loop past 3 days... feel energyless!  feel like doing nothing lately, and really do not know why ughh... might be the weather, or my partying.. hmm maybe a combination of both! dang it.. but your both on my mind.. not forgetting!  :)
 
Title: Re: Mod Development Screenshots
Post by: The Very End on November 08, 2016, 09:19:06 PM
No worries mate haha! As long as you enjoy it that is all that matters. Heck, if you do not like it its fine too ;p
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on November 09, 2016, 02:14:14 AM
Wth on that signature daystar, sunbleached testarossa? cool . I know I wasn't mentioned and I have no screenshot but I'm still mod so bleh  :P

Hope you feel better soon and word of advice that I don't take myself but should let of the beer lol
Title: Re: Mod Development Screenshots
Post by: sam223 on November 09, 2016, 03:21:38 AM

Title: Re: Mod Development Screenshots
Post by: The Very End on November 09, 2016, 07:31:20 AM
Looks great!
Title: Re: Mod Development Screenshots
Post by: Daystar on November 09, 2016, 08:43:55 AM
Sam here is best I can do concerning fog effects. I tried making it a bit darker day, but no matter how low I set the sun, and make sun less powerful it's still light out. without any documentation regarding weathers, this is all I can offer at the moment.

(http://thumbnails116.imagebam.com/51402/c71dcc514016093.jpg) (http://www.imagebam.com/image/c71dcc514016093) (http://thumbnails116.imagebam.com/51402/e17c2f514016150.jpg) (http://www.imagebam.com/image/e17c2f514016150) (http://thumbnails116.imagebam.com/51402/84146f514016160.jpg) (http://www.imagebam.com/image/84146f514016160) (http://thumbnails116.imagebam.com/51402/b31308514016168.jpg) (http://www.imagebam.com/image/b31308514016168)

Sky is named "U.K. Fog" in my skypack I am still working on.


Title: Re: Mod Development Screenshots
Post by: Daystar on November 09, 2016, 08:49:51 AM
Wth on that signature daystar, sunbleached testarossa? cool . I know I wasn't mentioned and I have no screenshot but I'm still mod so bleh  :P

Hope you feel better soon and word of advice that I don't take myself but should let of the beer lol

Hey thanks a lot for your concerns  :D Yeah my motivation and ambition is just about correct again... just had a few down days you know! I'm ok though  :)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 09, 2016, 08:58:04 AM
Looks good Daystar :D
Title: Re: Mod Development Screenshots
Post by: Daystar on November 09, 2016, 09:26:18 AM
Looks good Daystar :D

Thank you so much bud! I will try an experiment later in my day or night to see what happens when I just use a dark gray skybox. and if fails... I will just use black. I am curious later today! hehe
Title: Re: Mod Development Screenshots
Post by: sam223 on November 09, 2016, 01:55:23 PM
Good job,nice fog
Title: Re: Mod Development Screenshots
Post by: The Very End on November 09, 2016, 06:52:56 PM
Eaaaaarly shot! Guess track:
(https://s15.postimg.org/bupc6o43b/Untitled.jpg) (https://postimg.org/image/bupc6o43b/)

PS: The banking should be higher, but Wreckfest physics does not allow it (the car bottoms out and just spins out no matter what you do when the banking is close to the original 24+ banking)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 09, 2016, 08:40:17 PM
Hmm seems to be the Bristol Speedway out in Tennessee?                                                                             _
Title: Re: Mod Development Screenshots
Post by: The Very End on November 09, 2016, 08:43:46 PM
Indeed! In advance - sorry for the bad banking, but the game simply does not handle high banked corners (cars spins out uncontrollably like on ice) :/
Title: Re: Mod Development Screenshots
Post by: TheEngiGuy on November 09, 2016, 09:56:19 PM
Just tried Michigan Speedway with Vin Petrol's Streestock mod. Holy moly, didn't expect this game to work well on big ovals! This could be the start of a NASCAR Total Conversion mod!

Car rollovers are completely absent though, not sure if it's because of the mod or something else.
Title: Re: Mod Development Screenshots
Post by: Daystar on November 09, 2016, 10:16:29 PM
Tonight I want to create 5 more skies. this one "Infernal" starting to create now. I think I can bust out 5 new skies tonight we will see. post results later...

(http://i66.tinypic.com/1zgfbsl.jpg)
 
Title: Re: Mod Development Screenshots
Post by: Daystar on November 09, 2016, 10:20:40 PM
Should look like this in game... ok back to sky creation time now!  here is full image. I like it  ;)

(http://i65.tinypic.com/33mpttw.jpg)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 10, 2016, 03:52:02 AM
So as promised, I present you 5 more skies from my new skypack project. which brings the total now up to 35 new skies.

Note: I may swap out "chem-trail" sky, for a more uniform looking one. straighter lines you know. but it will remain the same name.

(http://thumbnails116.imagebam.com/51414/3032ab514135317.jpg) (http://www.imagebam.com/image/3032ab514135317) (http://thumbnails116.imagebam.com/51414/5b9265514135318.jpg) (http://www.imagebam.com/image/5b9265514135318) (http://thumbnails116.imagebam.com/51414/2c0b09514135325.jpg) (http://www.imagebam.com/image/2c0b09514135325) (http://thumbnails116.imagebam.com/51414/2ed3f9514135332.jpg) (http://www.imagebam.com/image/2ed3f9514135332) (http://thumbnails115.imagebam.com/51414/6f8e1a514135334.jpg) (http://www.imagebam.com/image/6f8e1a514135334) (http://thumbnails116.imagebam.com/51414/107c39514135335.jpg) (http://www.imagebam.com/image/107c39514135335) (http://thumbnails116.imagebam.com/51414/c395af514135339.jpg) (http://www.imagebam.com/image/c395af514135339) (http://thumbnails116.imagebam.com/51414/790cf4514135343.jpg) (http://www.imagebam.com/image/790cf4514135343) (http://thumbnails116.imagebam.com/51414/8c50fc514135345.jpg) (http://www.imagebam.com/image/8c50fc514135345) (http://thumbnails115.imagebam.com/51414/2352a4514135346.jpg) (http://www.imagebam.com/image/2352a4514135346) (http://thumbnails115.imagebam.com/51414/447b2a514135362.jpg) (http://www.imagebam.com/image/447b2a514135362) (http://thumbnails116.imagebam.com/51414/6893af514135380.jpg) (http://www.imagebam.com/image/6893af514135380) (http://thumbnails116.imagebam.com/51414/72a9d3514135382.jpg) (http://www.imagebam.com/image/72a9d3514135382) (http://thumbnails115.imagebam.com/51414/192d17514135395.jpg) (http://www.imagebam.com/image/192d17514135395) (http://thumbnails115.imagebam.com/51414/0eb82b514135404.jpg) (http://www.imagebam.com/image/0eb82b514135404) (http://thumbnails116.imagebam.com/51414/308341514135409.jpg) (http://www.imagebam.com/image/308341514135409) (http://thumbnails115.imagebam.com/51414/e8c873514135416.jpg) (http://www.imagebam.com/image/e8c873514135416) (http://thumbnails116.imagebam.com/51414/13d7b0514135438.jpg) (http://www.imagebam.com/image/13d7b0514135438) (http://thumbnails115.imagebam.com/51414/935a38514135455.jpg) (http://www.imagebam.com/image/935a38514135455) (http://thumbnails115.imagebam.com/51414/7ae0f6514135481.jpg) (http://www.imagebam.com/image/7ae0f6514135481)

Note 2: Also with the "Inferno" sky, I really need to change that as well, unless someone here likes it?
Note 3: there will be much less abstract and goofy ones in this new skypack!

Title: Re: Mod Development Screenshots
Post by: The Very End on November 10, 2016, 07:18:08 AM
The inferno sky looks interesting I think :)
Title: Re: Mod Development Screenshots
Post by: Finsku on November 10, 2016, 12:14:10 PM
I love U.K. Fog! It reminds me Finnish Autumn weather, we have sometimes same kind fog (we call it "hernerokkasumu" aka "pea soup fog")
Title: Re: Mod Development Screenshots
Post by: MSPORTBMW on November 10, 2016, 12:19:04 PM





Great job as usual Sam :)
Title: Re: Mod Development Screenshots
Post by: MSPORTBMW on November 10, 2016, 12:20:04 PM
Sam here is best I can do concerning fog effects. I tried making it a bit darker day, but no matter how low I set the sun, and make sun less powerful it's still light out. without any documentation regarding weathers, this is all I can offer at the moment.

([url]http://thumbnails116.imagebam.com/51402/c71dcc514016093.jpg[/url]) ([url]http://www.imagebam.com/image/c71dcc514016093[/url]) ([url]http://thumbnails116.imagebam.com/51402/e17c2f514016150.jpg[/url]) ([url]http://www.imagebam.com/image/e17c2f514016150[/url]) ([url]http://thumbnails116.imagebam.com/51402/84146f514016160.jpg[/url]) ([url]http://www.imagebam.com/image/84146f514016160[/url]) ([url]http://thumbnails116.imagebam.com/51402/b31308514016168.jpg[/url]) ([url]http://www.imagebam.com/image/b31308514016168[/url])

Sky is named "U.K. Fog" in my skypack I am still working on.


Loving the UK fog....Great Job Daystar
Title: Re: Mod Development Screenshots
Post by: Daystar on November 10, 2016, 01:12:00 PM
Glad you like the fog one guys! appreciate good feedback, and makes me more motivated! lol and at the rate I am going at with the skies,.. we may see a release before this month ends  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on November 10, 2016, 01:23:22 PM
An interesting idea - can the fog have a more dark / atmospheric color aswell? If red/orrange-ish it could be really cool when togheter with a orrange-fire sky, gives an apocalyptic feeling :)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 10, 2016, 01:35:02 PM
An interesting idea - can the fog have a more dark / atmospheric color aswell? If red/orrange-ish it could be really cool when togheter with a orrange-fire sky, gives an apocalyptic feeling :)

Cool idea dude! I will try tonight some varying fog effects. and ughh which reminds me, still need to make you a review of your Michigan track! no worries.. it will come.. just need to be in a certain mood  ???
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 10, 2016, 02:01:50 PM
I love U.K. Fog! It reminds me Finnish Autumn weather, we have sometimes same kind fog (we call it "hernerokkasumu" aka "pea soup fog")

I hate pea soup fog where all you can see is the white line on side of the road, can't see anything up head!!!

One time I was traveling through the mountains with pea soup fog and I had to follow the white line until if curve off to the right for an exit off the freeway and had to park my car until the fog cleared.  :o
Title: Re: Mod Development Screenshots
Post by: sam223 on November 10, 2016, 02:05:47 PM

Title: Re: Mod Development Screenshots
Post by: The Very End on November 10, 2016, 08:45:20 PM
Just to let you guys know - damned 3ds max exploaded my GPU lmao! So, I had this modell with too much polys, about 200 000, then I fcking managed to double-misclick MsSmooth utility... Holy hell, machine used 3 mins to think before it said poof and shut down. When I start it now the fan goes ballistic and there is green dots when on windows screen :/

Damned my student budget to hell. Will probally be a week or two before I either get new card or get the old one on waranty.
Title: Re: Mod Development Screenshots
Post by: Daystar on November 10, 2016, 08:49:46 PM
Just to let you guys know - damned 3ds max exploaded my GPU lmao! So, I had this modell with too much polys, about 200 000, then I fcking managed to double-misclick MsSmooth utility... Holy hell, machine used 3 mins to think before it said poof and shut down. When I start it now the fan goes ballistic and there is green dots when on windows screen :/

Damned my student budget to hell. Will probally be a week or two before I either get new card or get the old one on waranty.

 >:( Ahhh crap that sucks!!! wish you the best man, and hope you still come online here to check in... Good luck!
Title: Re: Mod Development Screenshots
Post by: The Very End on November 10, 2016, 09:11:16 PM
I will, using my phone ;) Also, installed 3ds max on my work computer mehehe!
Thanks btw!

Forgot to mention, great stuff Sam.
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 11, 2016, 12:00:05 AM
Sorry for bad luck there End!


Sam, that a pinto?  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on November 11, 2016, 12:05:53 AM
Sorry for bad luck there End!


Sam, that a pinto?  :D
+1 very bad luck.
@Purple : Granada coupe
Title: Re: Mod Development Screenshots
Post by: Devin on November 12, 2016, 12:47:10 AM
Something's coming!
(http://puu.sh/sf5Xp/a15fade3d4.jpg)

And it's gonna be good ;)
(http://puu.sh/sf62h/1fbf95eca9.jpg)
Title: Re: Mod Development Screenshots
Post by: sam223 on November 12, 2016, 01:38:49 PM
The 7th granada (mk1 saloon/coupe/cokebottle coupe/hearse, mk2 saloon/estate, mk5 saloon) to be added. The mk1 coke bottle coupe.
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 13, 2016, 04:04:53 AM
Went with a little different starting position configuration with the Suicide Killer Tire track. Anybody that race my first obstacle course in Flatout 1 has seen this start before.  ;D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer9.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer10.jpg)

Title: Re: Mod Development Screenshots
Post by: MSPORTBMW on November 13, 2016, 11:57:56 AM
The 7th granada (mk1 saloon/coupe/cokebottle coupe/hearse, mk2 saloon/estate, mk5 saloon) to be added. The mk1 coke bottle coupe.



Not much to say really apart from "fantastic work" :)
Title: Re: Mod Development Screenshots
Post by: sam223 on November 14, 2016, 08:04:10 PM
Replica painting for the coke bottle coupe

Title: Re: Mod Development Screenshots
Post by: Orbotnive T on November 14, 2016, 08:30:17 PM
Quite stunningly accurate placement though the 'nipper' looks as if it needs a fraction more height from that angle at least, can you add the roof no. decal?  And a small side question, how do you keep those little hats on in reality then? :P

Looks really nice.
Title: Re: Mod Development Screenshots
Post by: sam223 on November 14, 2016, 08:46:49 PM
Quite stunningly accurate placement though the 'nipper' looks as if it needs a fraction more height from that angle at least, can you add the roof no. decal?  And a small side question, how do you keep those little hats on in reality then? :P

Looks really nice.
Still need to do the roof, awaiting some more photos as there's something written over the drivers door.
What do you mean by little hats?
Title: Re: Mod Development Screenshots
Post by: The Very End on November 14, 2016, 09:31:24 PM
Great stuff Sam :)

Meanwhile, my new GPU came today, so work continued on Bristol:
(https://s11.postimg.org/fhu2g2eov/Untitled.jpg) (https://postimg.org/image/fhu2g2eov/)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 14, 2016, 11:55:10 PM
Quite stunningly accurate placement though the 'nipper' looks as if it needs a fraction more height from that angle at least, can you add the roof no. decal?  And a small side question, how do you keep those little hats on in reality then? :P

Looks really nice.
Still need to do the roof, awaiting some more photos as there's something written over the drivers door.
What do you mean by little hats?

I believe Orbotnive T is referring to what is on top of the cars roof... the folded birthday card type of thing.. and I guess the purpose of that is for when the car tips over, and that thing helps right the car back on to it's wheels? looks funny I must say.. but it is what it is  8)
Title: Re: Mod Development Screenshots
Post by: sam223 on November 15, 2016, 12:08:46 AM
The white triangle is the number fin,needs painting black with the race number on it
Title: Re: Mod Development Screenshots
Post by: 101peter on November 15, 2016, 07:55:54 PM
I believe the original reason many years ago that roof fins were introduced was to help the lap scorers identify each car from a distance. They're most commonly black numbering on a white background and are bolted on to the roof
Title: Re: Mod Development Screenshots
Post by: Daystar on November 15, 2016, 10:57:16 PM
Another update from me.  6 more skies, plus 1 modified (Chem Trails). 41 skies out of 50 created so far.

Draxxon

(http://thumbnails115.imagebam.com/51506/1230b5515057256.jpg) (http://www.imagebam.com/image/1230b5515057256) (http://thumbnails115.imagebam.com/51506/4e6c4b515057306.jpg) (http://www.imagebam.com/image/4e6c4b515057306) (http://thumbnails115.imagebam.com/51506/1ff78c515057327.jpg) (http://www.imagebam.com/image/1ff78c515057327)

Sodom

(http://thumbnails115.imagebam.com/51506/4afcd0515057499.jpg) (http://www.imagebam.com/image/4afcd0515057499) (http://thumbnails115.imagebam.com/51506/bef2a7515057524.jpg) (http://www.imagebam.com/image/bef2a7515057524) (http://thumbnails116.imagebam.com/51506/df65dd515057550.jpg) (http://www.imagebam.com/image/df65dd515057550)

Finnish

(http://thumbnails116.imagebam.com/51506/54cb9b515057614.jpg) (http://www.imagebam.com/image/54cb9b515057614) (http://thumbnails115.imagebam.com/51506/87c885515057628.jpg) (http://www.imagebam.com/image/87c885515057628) (http://thumbnails115.imagebam.com/51506/018672515057633.jpg) (http://www.imagebam.com/image/018672515057633)

U.K. Fog 2

(http://thumbnails115.imagebam.com/51506/bcab6f515057703.jpg) (http://www.imagebam.com/image/bcab6f515057703) (http://thumbnails116.imagebam.com/51506/ae292c515057724.jpg) (http://www.imagebam.com/image/ae292c515057724) (http://thumbnails116.imagebam.com/51506/22e7aa515057742.jpg) (http://www.imagebam.com/image/22e7aa515057742)

Chem Trails Modified (better version)

(http://thumbnails115.imagebam.com/51506/011a29515057948.jpg) (http://www.imagebam.com/image/011a29515057948) (http://thumbnails115.imagebam.com/51506/98191c515057971.jpg) (http://www.imagebam.com/image/98191c515057971) (http://thumbnails116.imagebam.com/51506/7d524d515058007.jpg) (http://www.imagebam.com/image/7d524d515058007)

Pink Sunset

(http://thumbnails116.imagebam.com/51506/21cd40515058418.jpg) (http://www.imagebam.com/image/21cd40515058418) (http://thumbnails116.imagebam.com/51506/adb0e4515058441.jpg) (http://www.imagebam.com/image/adb0e4515058441) (http://thumbnails116.imagebam.com/51506/70dcd2515058471.jpg) (http://www.imagebam.com/image/70dcd2515058471)

Peaceful

(http://thumbnails115.imagebam.com/51506/33c171515058587.jpg) (http://www.imagebam.com/image/33c171515058587) (http://thumbnails115.imagebam.com/51506/01ec16515058619.jpg) (http://www.imagebam.com/image/01ec16515058619) (http://thumbnails116.imagebam.com/51506/30a2d1515058639.jpg) (http://www.imagebam.com/image/30a2d1515058639)

Thanks for your interest, and gratitude!  :D

Title: Re: Mod Development Screenshots
Post by: The Very End on November 15, 2016, 11:21:38 PM
That red fog looks sinister. Cool stuff :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 16, 2016, 01:12:41 AM
(http://thumbnails115.imagebam.com/51506/01ec16515058619.jpg)

aaaahhhh  (http://tdudrivetime.com/images/smilies/t2030.gif)

Title: Re: Mod Development Screenshots
Post by: sam223 on November 16, 2016, 02:57:24 PM
Another replica



 and a semi replica

Title: Re: Mod Development Screenshots
Post by: The Very End on November 16, 2016, 09:34:19 PM
Good stuff Sam :) Meanwhile, working on the infield. Got to add those two last buildings on inside of turn 2, then all shit brakes lose when I will have to do the grandstands (or maybe I just should use Bugbear's assets, not desided yet).
(https://s14.postimg.org/gciva0opp/Untitled.jpg) (https://postimg.org/image/gciva0opp/)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 20, 2016, 08:00:37 PM
The struggle is real! Aight, so the spectators should be sitting but are instead standing in their seats.. But it will have to work, try to ignore that when passing them ;) Work continues on the two last buildings on the inside of the track (an restaurant and some other spectator-ish stuff).
(https://s12.postimg.org/3zk4gbjzd/Untitled.png) (https://postimg.org/image/3zk4gbjzd/)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 20, 2016, 09:03:04 PM
The struggle is real! Aight, so the spectators should be sitting but are instead standing in their seats.. But it will have to work, try to ignore that when passing them ;) Work continues on the two last buildings on the inside of the track (an restaurant and some other spectator-ish stuff).
(https://s12.postimg.org/3zk4gbjzd/Untitled.png) (https://postimg.org/image/3zk4gbjzd/)

Hi TVE :) Want to know if this will be a real fast track like your Michigan one is? and no worries about the standing people, I never focus on them hehe! you are doing a super job and real glad you got your graphix card sorted out! peace out bro  ;D
Title: Re: Mod Development Screenshots
Post by: The Very End on November 20, 2016, 09:05:31 PM
Thanks :) It's fast yes! You can go flat-out, but you will have to throw the car pretty wild into the corner. In AM4 the corners are best done in 5th. I will try to get a video out the upcoming week with a WIP demonstration.
Title: Re: Mod Development Screenshots
Post by: The Very End on November 21, 2016, 09:36:30 PM
WIP video:
http://youtu.be/KkAwSoAhwbw (http://youtu.be/KkAwSoAhwbw)
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 26, 2016, 11:22:37 AM
After months of work, finally got Suicide Sandpit 1 Track pack uploaded to Steam Workshop. Going be host a couple of session later today online. Details on Workshop page:

http://steamcommunity.com/sharedfiles/filedetails/?id=806300441

This AI found the racing pretty tough on the Suicide tracks!!  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer15.jpg)
Title: Re: Mod Development Screenshots
Post by: sam223 on November 26, 2016, 03:33:41 PM
Getting close
www.youtube.com/watch?v=FzZCB9KL3Jg (http://www.youtube.com/watch?v=FzZCB9KL3Jg)
Title: Re: Mod Development Screenshots
Post by: Daystar on November 28, 2016, 01:50:27 PM
My new skypack should be ready sometime next week. so here is 4 new ones out of 44 created so far.  there is something for everyone in this skypack. also no silly skies this time. just 1 abstract one.

(http://thumbnails116.imagebam.com/51714/669f16517138942.jpg) (http://www.imagebam.com/image/669f16517138942) (http://thumbnails115.imagebam.com/51714/e61250517138950.jpg) (http://www.imagebam.com/image/e61250517138950) (http://thumbnails115.imagebam.com/51714/26b5bb517138956.jpg) (http://www.imagebam.com/image/26b5bb517138956) (http://thumbnails116.imagebam.com/51714/9105ee517138967.jpg) (http://www.imagebam.com/image/9105ee517138967)

note: I might scrap the rainbow one for something different.
Title: Re: Mod Development Screenshots
Post by: The Very End on December 01, 2016, 09:08:54 PM
Quite here, so desided to post a picture of what I am working on now. Going a bit back to the roots with an track with crossings and huge jumps - but cannot show off all the goodies yet so this is what you get:
(https://s12.postimg.org/yr88k6c3d/Untitled.png) (https://postimg.org/image/yr88k6c3d/)
Title: Re: Mod Development Screenshots
Post by: Daystar on December 02, 2016, 03:24:52 AM
Quite here, so desided to post a picture of what I am working on now. Going a bit back to the roots with an track with crossings and huge jumps - but cannot show off all the goodies yet so this is what you get:
(https://s12.postimg.org/yr88k6c3d/Untitled.png) (https://postimg.org/image/yr88k6c3d/)

Just WOW!!! love it so far! hope we get water some day, would be pretty cool to splash through some creeks haha! great job you are doing!

Title: Re: Mod Development Screenshots
Post by: Daystar on December 02, 2016, 03:30:12 AM
Daystars Mega Skypack v3 almost completed... just need to make 2 more skies now. I want to upload this new skypack mod on Monday. my wifes son has early shift, so I will have better internet speeds and it will mark my 8th year being here in Germany. good way to remember my skypack being released on this day! oh yes, more screenshots for you guys that are interested  ;)

(http://thumbnails115.imagebam.com/51795/561abd517941199.jpg) (http://www.imagebam.com/image/561abd517941199) (http://thumbnails116.imagebam.com/51795/6a2c8b517941208.jpg) (http://www.imagebam.com/image/6a2c8b517941208) (http://thumbnails115.imagebam.com/51795/f08a08517941214.jpg) (http://www.imagebam.com/image/f08a08517941214) (http://thumbnails116.imagebam.com/51795/3d2eb0517941226.jpg) (http://www.imagebam.com/image/3d2eb0517941226) (http://thumbnails116.imagebam.com/51795/c8e2e9517941234.jpg) (http://www.imagebam.com/image/c8e2e9517941234) (http://thumbnails115.imagebam.com/51795/e63e4d517941247.jpg) (http://www.imagebam.com/image/e63e4d517941247) (http://thumbnails115.imagebam.com/51795/944180517941258.jpg) (http://www.imagebam.com/image/944180517941258) (http://thumbnails115.imagebam.com/51795/d739e6517941287.jpg) (http://www.imagebam.com/image/d739e6517941287) (http://thumbnails116.imagebam.com/51795/f9f3af517941338.jpg) (http://www.imagebam.com/image/f9f3af517941338) (http://thumbnails116.imagebam.com/51795/2f6c76517941367.jpg) (http://www.imagebam.com/image/2f6c76517941367) (http://thumbnails116.imagebam.com/51795/28ec46517941376.jpg) (http://www.imagebam.com/image/28ec46517941376) (http://thumbnails115.imagebam.com/51795/1a14a4517941400.jpg) (http://www.imagebam.com/image/1a14a4517941400) (http://thumbnails115.imagebam.com/51795/fd2553517941424.jpg) (http://www.imagebam.com/image/fd2553517941424) (http://thumbnails115.imagebam.com/51795/1b885e517941437.jpg) (http://www.imagebam.com/image/1b885e517941437) (http://thumbnails115.imagebam.com/51795/ff1a69517941457.jpg) (http://www.imagebam.com/image/ff1a69517941457) (http://thumbnails115.imagebam.com/51795/5af084517941470.jpg) (http://www.imagebam.com/image/5af084517941470)

My fave out of these 4 new skies is Ethereal! it kicks butt really.

Edit: ooops messed up on Grande, one same vantage point screenshot...
here, got the sun in this time lol

(http://thumbnails116.imagebam.com/51795/11a37e517942192.jpg) (http://www.imagebam.com/image/11a37e517942192)

Title: Re: Mod Development Screenshots
Post by: The Very End on December 02, 2016, 08:09:51 AM
Nice stuff and thanks :) Weather would be great!
Edit water hehe!
Title: Re: Mod Development Screenshots
Post by: The Very End on December 02, 2016, 10:14:11 PM
Got some time between the exams to do a little bit of work on the new track, named Woodhill Raceway. WIP video:
http://youtu.be/RbBBh-LBlNI (http://youtu.be/RbBBh-LBlNI)
Title: Re: Mod Development Screenshots
Post by: Finsku on December 02, 2016, 10:19:52 PM
Got some time between the exams to do a little bit of work on the new track, named Woodhill Raceway. WIP video:
*video*

That finish line will be full of wrecked cars  :o
IMO the road is too smooth, there could be small hills but not that high it will slow car or make car to jump. Like under 1m high ups and downs  :P

Looks good!
Title: Re: Mod Development Screenshots
Post by: The Very End on December 02, 2016, 10:23:07 PM
Thanks for input! Actuallt the road has bumps of about half a meter (if I remember right), but they are pretty smooth. I could try to either make the ups/downs with lower intervalls or I could simply just add ontop of what we have now some uneven gravel like what I did on Emmet. Would that work? :)
Title: Re: Mod Development Screenshots
Post by: sam223 on December 02, 2016, 10:50:48 PM


no luck getting wheels 5 + 6 to work yet
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 02, 2016, 11:14:37 PM


no luck getting wheels 5 + 6 to work yet


Is that a caravan I see!!  :o  I hope you can get this working in a mod.

Bugbear Devs, can you give Sam a hand on how maybe to get the caravan wheels to work please?
Title: Re: Mod Development Screenshots
Post by: MarcellusW on December 03, 2016, 02:56:59 PM
Sam, are the normals of the caravan correct, or did you UV map it this way?
I see a mirror image of the texture on the caravan, in my case I had an object with the same thing,
turned out I had the normals flipped ( inward instead of outward ).

Not sure how that works in 3ds Max, but in Blender you can fix this by selecting the object in edit mode,
in the tool bar on the left select Shading/UVs ( 3rd tab from top down ) and click "flip normals".

Hope this helps.

Cheers

PS, would love to see this in the game, will be absolutely hillarious, wondering how they would react on the Speedbowl track.  ;D
Title: Re: Mod Development Screenshots
Post by: sam223 on December 03, 2016, 03:19:00 PM
Sam, are the normals of the caravan correct, or did you UV map it this way?
I see a mirror image of the texture on the caravan, in my case I had an object with the same thing,
turned out I had the normals flipped ( inward instead of outward ).

Not sure how that works in 3ds Max, but in Blender you can fix this by selecting the object in edit mode,
in the tool bar on the left select Shading/UVs ( 3rd tab from top down ) and click "flip normals".

Hope this helps.

Cheers

PS, would love to see this in the game, will be absolutely hillarious, wondering how they would react on the Speedbowl track.  ;D

Correct,normals were flipped. Needs loads doing to the model and textures yet,just chucked it in game as a quick test really.
BTW in blender its edit mode>mesh>normals>flip normals
Title: Re: Mod Development Screenshots
Post by: MarcellusW on December 03, 2016, 05:20:08 PM
That works too.
In edit mode viewport hit "T" for the toolbar, click on the Shading/UVs tab gets you there too.

Do wheel 5 and 6 show ok now ?
Title: Re: Mod Development Screenshots
Post by: Finsku on December 03, 2016, 05:31:55 PM
Yeah idk.. I have tons of uni tasks but I started to work with 3dsmax...
Code name "Oceanic"... the first name what I invented.

(http://i.imgur.com/9H1U8Ua.jpg)

Time will show will this be a track in Wreckfest.

I should install older version than 2017 to get this into Wreckfest. BB's tools doesn't work in 3ds Max 2017 version  :(

Title: Re: Mod Development Screenshots
Post by: sam223 on December 03, 2016, 05:36:16 PM
That works too.
In edit mode viewport hit "T" for the toolbar, click on the Shading/UVs tab gets you there too.

Do wheel 5 and 6 show ok now ?
Ye they look fine,this is a old screen btw,id already fixed the normals. The problem isnt how they looked (ill work on that later),its how do you setup a vehicle to have more than 4 wheels
Title: Re: Mod Development Screenshots
Post by: Daystar on December 04, 2016, 09:03:06 PM
Finally finished my new skypack. so here is screen shots of the new ones created over this weekend.

Rainbow sky was scrapped, and replaced with Spacy
and the Industrial sky was replaced with Trippen

I will upload this skypack tomorrow over at Steam Workshop.

(http://thumbnails116.imagebam.com/51852/654e9f518517574.jpg) (http://www.imagebam.com/image/654e9f518517574) (http://thumbnails116.imagebam.com/51852/eb5d9f518517601.jpg)
 (http://www.imagebam.com/image/eb5d9f518517601) (http://thumbnails115.imagebam.com/51852/e5ec5f518517665.jpg) (http://www.imagebam.com/image/e5ec5f518517665) (http://thumbnails116.imagebam.com/51852/e8575f518517712.jpg)
 (http://www.imagebam.com/image/e8575f518517712) (http://thumbnails115.imagebam.com/51852/0bdfae518517751.jpg) (http://www.imagebam.com/image/0bdfae518517751) (http://thumbnails116.imagebam.com/51852/b9feb4518517790.jpg)
 (http://www.imagebam.com/image/b9feb4518517790) (http://thumbnails116.imagebam.com/51852/b01263518517826.jpg) (http://www.imagebam.com/image/b01263518517826) (http://thumbnails116.imagebam.com/51852/ff0eb5518517863.jpg) (http://www.imagebam.com/image/ff0eb5518517863)

Cheers                                                                                                                                                                                                                          _

Title: Re: Mod Development Screenshots
Post by: The Very End on December 04, 2016, 09:12:19 PM
Holy shit Trippen xD Nice work :)
Title: Re: Mod Development Screenshots
Post by: Daystar on December 04, 2016, 09:18:57 PM
Holy shit Trippen xD Nice work :)

 :D Thanks a lot my friend! yeah that Trippen one was an experiment with me and Bagedit, I went extreme on some settings, and it worked out rather Trippy I must say lol!
Title: Re: Mod Development Screenshots
Post by: Daystar on December 05, 2016, 12:42:02 AM
Got my preview pic finished... now initiating upload to the Steam Workshop, as I commence to go to sleep :::yawns::: just hope it uploads huh

(http://i63.tinypic.com/2yneyoh.jpg)
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 05, 2016, 02:20:24 AM
Now to find a good weather map to go with my King of the Roof.   :D   Got anything with the moon in the north sky Daystar?


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/king-roof/king-roof2.jpg)
Title: Re: Mod Development Screenshots
Post by: Daystar on December 05, 2016, 08:33:49 AM
Not sure Purple... just woke up and my mind is still foggy lol! just get the pack and find out I guess? lol one good thing about this latest skypack is, that the file download size is much smaller thanks to Mazay for his special tip for me about using the -nomipmap switch in the batch file! really halved the large filesize from my past Workshop uploads! with out any difference in image quality. just hope Bugbear makes some tooltips for bagedit someday, or even some docs for creating skies, and what all the functions mean.
Title: Re: Mod Development Screenshots
Post by: The Very End on December 05, 2016, 09:11:12 PM
This track is quite mad...
(https://s4.postimg.org/4iw2nd90p/Untitled.png) (https://postimg.org/image/4iw2nd90p/) (https://s14.postimg.org/qz556tf5p/Untitled2.png) (https://postimg.org/image/qz556tf5p/)
Title: Re: Mod Development Screenshots
Post by: Rocket455Man on December 07, 2016, 01:36:00 AM
What is that track?
Title: Re: Mod Development Screenshots
Post by: The Very End on December 07, 2016, 07:23:12 AM
Woodhill Raceway. It will be released this week. Have to finish the cameras first :)
Title: Re: Mod Development Screenshots
Post by: Finsku on December 08, 2016, 01:41:43 AM
(http://i.imgur.com/w9btaYt.png)

Ive tried everything, tried remove multiple verts and polys but I still get that. Removed huge parts from track and other parts and still.. What I do wrong?
Picture on top is before removing verts and polys, bottom one after....

Statistic panel says I don't have that many verts in scene... wtf?!
Title: Re: Mod Development Screenshots
Post by: The Very End on December 08, 2016, 07:17:26 AM
Have happend me several times. A work around is to select half of the nodel, or less, and detach it as an separate object. My Bristol grandstand had to be split 4 times before it passed.
Title: Re: Mod Development Screenshots
Post by: Finsku on December 08, 2016, 02:08:48 PM
Have happend me several times. A work around is to select half of the nodel, or less, and detach it as an separate object. My Bristol grandstand had to be split 4 times before it passed.


I tried that also but I didn't go further from 2 splits. I'll try, ty  :)

EDIT: Nope, still doesn't work


On the left side I removed huge part and it still gives same error message. Original shape and counters before removing in the right side, numbers aren't over 65 536.

¯\_(?)_/¯
Title: Re: Mod Development Screenshots
Post by: RickyB on December 13, 2016, 02:52:47 PM
I hope you got it figured out, Finsku. It can be frustrating, if things don't work how they should :/ 

Meanwhile I figured out how to get my first track (made in blender) into stuntfest editor. Yay, prop placement deluxe.


...and got caught up in prop-mania mode ;) still not done. takes time.
Title: Re: Mod Development Screenshots
Post by: sam223 on December 13, 2016, 02:58:43 PM
Couldnt work out how to get 6 working wheels working on the caravan, so got on with getting this in game instead (bungals model)

Title: Re: Mod Development Screenshots
Post by: Purple44 on December 13, 2016, 07:23:27 PM
I hope you got it figured out, Finsku. It can be frustrating, if things don't work how they should :/ 

Meanwhile I figured out how to get my first track (made in blender) into stuntfest editor. Yay, prop placement deluxe.


...and got caught up in prop-mania mode ;) still not done. takes time.



Good to hear you got your track into Stuntfest editor, Ricky.  :D

Here one tip, be sure you are using your most current track file when using Stuntfest editor. Sometimes I make changes to my track file just through Bagedit. But then if I want use Stuntfest editor and I forget to swap in my most current track file, but use the last save track file under E:\Steam\userdata\****\516730\local\stuntfest early access\stuntsave\sandpit1_b_base folder. I will loose the changes I made with Bagedit and will have redo them.  :(

Happen to me once!
Title: Re: Mod Development Screenshots
Post by: The Very End on December 14, 2016, 10:08:28 AM
Finaly got clutter maps and blending to somewhat work allright. So, a really early WIP of current state. Aim is to develop it into an banked gravel oval.
(https://s24.postimg.org/ljok0is4h/Untitled.jpg) (https://postimg.org/image/ljok0is4h/)
Title: Re: Mod Development Screenshots
Post by: RickyB on December 14, 2016, 04:59:37 PM
^^ cool, hoping to achieve that kind of skill level someday (if blender bgo exporter allows me to) ;)

Here one tip, be sure you are using your most current track file when using Stuntfest editor. Sometimes I make changes to my track file just through Bagedit. But then if I want use Stuntfest editor and I forget to swap in my most current track file, but use the last save track file under E:\Steam\userdata\****\516730\local\stuntfest early access\stuntsave\sandpit1_b_base folder. I will loose the changes I made with Bagedit and will have redo them.  :(

Hmm, thanks, but my _base file is just the surface geometry. Atm I add objects/props with Bagedit too, but directly in the track.scne file in 'stuntsave' folder. (miraculously works in that folder with bagedit) The only file I copy and rename is the track.scne from stuntsave over to my WF mod folder. The _base file is already linked in the track.scne file. Loosing anything should not happen with that approach, I believe. I guess rule number 1 should be: Edit only in stuntsave folder :) (at least for me, if you're working with the original bugbear tracks that may not be possible the same way(?)
Title: Re: Mod Development Screenshots
Post by: The Very End on December 14, 2016, 05:10:15 PM
Thanks chap :) Further progress:
(https://s27.postimg.org/jd0e738yn/Untitled.png) (https://postimg.org/image/jd0e738yn/)
Title: Re: Mod Development Screenshots
Post by: Daystar on December 14, 2016, 06:14:19 PM
Thanks chap :) Further progress:
(https://s27.postimg.org/jd0e738yn/Untitled.png) (https://postimg.org/image/jd0e738yn/)

Hey looks real cool so far The Very End! also love your previous track, my car really gets great air and lands correctly most the time! great stuff indeed!  ;D
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 14, 2016, 07:47:41 PM
^^ cool, hoping to achieve that kind of skill level someday (if blender bgo exporter allows me to) ;)

Here one tip, be sure you are using your most current track file when using Stuntfest editor. Sometimes I make changes to my track file just through Bagedit. But then if I want use Stuntfest editor and I forget to swap in my most current track file, but use the last save track file under E:\Steam\userdata\****\516730\local\stuntfest early access\stuntsave\sandpit1_b_base folder. I will loose the changes I made with Bagedit and will have redo them.  :(

Hmm, thanks, but my _base file is just the surface geometry. Atm I add objects/props with Bagedit too, but directly in the track.scne file in 'stuntsave' folder. (miraculously works in that folder with bagedit) The only file I copy and rename is the track.scne from stuntsave over to my WF mod folder. The _base file is already linked in the track.scne file. Loosing anything should not happen with that approach, I believe. I guess rule number 1 should be: Edit only in stuntsave folder :) (at least for me, if you're working with the original bugbear tracks that may not be possible the same way(?)

Hmm, I'm curious how you are adding a Wreckfest object, that not part of Stuntfest, since Wreckfest objects don't show on the lower panel to be drag on to your map?

Me, I work with the Wreckfest stock base track file like sandpit1_base.scne. If I want to add a new object that not in the stock base file, like a custom ramp, I make a duplicate of an existing track object with Bagedit, then change this object to my custom ramp.

Then I copy my sandpit1_base.scne file to my stuntsave folder I'm using, delete the current track.scne file and then rename sandpit1_base.scne to track.scne. Then I can load WF track file in Stuntfest editor and see my custom ramp object if I have place my custom ramp object scne file in Stuntfest \objects folder. Now I can move the ramp around and make copies of it.

When I'm done, I do a save, then copy the new track.scne file to my custom track \mods folder, rename track.scne file back to sandpit1_base.scne, then start custom track in Wreckfest to see I'm happy with what I've done.

Ricky are you doing things a little differently than me?

Hmmm, rereading your post again, are you saying I can point Bagedit to E:\Steam\userdata\****\516730\local\stuntfest early access\stuntsave\sandpit1_b_base\track.scne and Bagedit will let me edit the track.scne file?

I assume that Bagedit would not let us edit files that are outside the \mods folder.
Title: Re: Mod Development Screenshots
Post by: Daystar on December 15, 2016, 11:12:58 AM
Since my internet got upgraded, I am able to actually upload vids I create now! this is my first sneak peek into my new Mega Skypack v4 I am working on now. I will only use 4096 x 4096 skies for now on.
much better than 2048 x 2048 that I was mainly using in the past. takes longer to create, but greater realism!

And sorry Mods, I know this section is for "Screenshots" but I guess we need a new forum, such as "Mod Development Videos"?

http://www.dailymotion.com/video/x55ae83 (http://www.dailymotion.com/video/x55ae83)

Have a good day. (http://orig07.deviantart.net/6549/f/2010/185/3/f/_stayawake__by_toxic_fox_girl.gif)
Title: Re: Mod Development Screenshots
Post by: The Very End on December 15, 2016, 12:51:01 PM
Good stuff :)

Meanwhile, working on the enviroment. The textures are a bit bugged, so the mountain will be a bit brighter and grass darker when final textures are applied.

(https://s30.postimg.org/6u3wutcrh/Untitled.png) (https://postimg.org/image/6u3wutcrh/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 15, 2016, 03:31:18 PM
Good to hear you got faster connection now Daystar. I'm unable to play your video from dailymotion site. Video just churns when I try to play it, no images are loading.  :(

I use Firefox. Are others here in the forum able to play the dailymotion video?

Title: Re: Mod Development Screenshots
Post by: RickyB on December 15, 2016, 04:31:22 PM
Hmm, I'm curious how you are adding a Wreckfest object, that not part of Stuntfest, since Wreckfest objects don't show on the lower panel to be drag on to your map? (...)

Ricky are you doing things a little differently than me?

Hmmm, rereading your post again, are you saying I can point Bagedit to E:\Steam\userdata\****\516730\local\stuntfest early access\stuntsave\sandpit1_b_base\track.scne and Bagedit will let me edit the track.scne file?

Yes :)
My customtrack_base.scne file is linked in the track.scne file in stuntsave folder. All subscenes go into the track.scne file. Nothing added manually in the customtrack_base.scne file.
I assume that Bagedit would not let us edit files that are outside the \mods folder.

Fortunately that works. :D You can just open the track.scne file directly in the stuntfest folder with bagedit and add objects manually. Mostly I add a bunch of stuff, save file and then when I open stuntfest editor, all the manually added objects are visible in the scene and you can work in the editor.  8) Would be cool to have the WF objects in the editor menu though, but I don't know how to do that.   
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 15, 2016, 04:50:31 PM
Now to find a good weather map to go with my King of the Roof.   :D   Got anything with the moon in the north sky Daystar?


([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/king-roof/king-roof2.jpg[/url])


I got to checkout Daystar Mega Skypack v3 today and I found a few weather maps I think I could use with my King of the Roof. The Spacy weather map works best with the star showing in the north and a nice purple tint to things.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-spacy.jpg)

I also like the Grande map with the plane:

(http://115.imagebam.com/download/PGdFIeT-T8TvLBFN6lCUiA/51795/517941470/grande1.jpg)

And I like the Zella map with the planets: 

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-zella.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-zella2.jpg)

I'm going have give this map a try New Years day when we host Cops and Robbers:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-trippen.jpg)

And like to say thanks Daystar for the Peaceful weather map.  :D

(http://115.imagebam.com/download/yOoFMMYsKbxl8npemf5mDg/51506/515058619/peaceful2.jpg)

I do got a question about the Valley map Daystar:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-valley.jpg)

I like the idea of making it look like you are in a valley surrounded by mountains, so was strange see the sun shinny through the mountains.  :o   Would it be possible to raise the sun higher?

Great work on your Stormy weather map daystar!! (http://tdudrivetime.com/images/smilies/t2030.gif)


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-stormy.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-stormy2.jpg)

The pics don't do this map justice, but in-game it really looking like there a storm going on!

But map is on the dark side. I had to swap my purple skin for a yellow skin to see my car and it a little tough seeing the track. Daystar, is there a way you could add a little light and not loose the gloomy, stormy effect?


Edit: Hmmm. I'm looking at these pics on my surfing computer and they don't look so dark. Do I need adjust the brightest on my gaming computer? Either in-game or my monitor? Need go check this out.

Good job Daystar on another great weather mod pack! And good timing for me to find some weather for my King the of Roof map we will get to tryout New Years day.  :D

**************************************

@Ricky, thanks for clarifying things. :)

Title: Re: Mod Development Screenshots
Post by: RickyB on December 15, 2016, 05:37:43 PM
New BugBear track on twitter :)



...probably wrong thread  :o. sorry.
Title: Re: Mod Development Screenshots
Post by: The Very End on December 15, 2016, 05:45:38 PM
From the comments it's actually an re-doing of gravvel 1. It looks bloody amazing :D

Give us some hints on when we get the update please! ;)
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 15, 2016, 06:36:00 PM
From the comments it's actually an re-doing of gravvel 1. It looks bloody amazing :D


This scarce me!!!! The original Sandpit track from Build #6 I think was the best all around track Bugbear had done, then with Build #7 we see Bugbear make the original Sandpit track safer!! and remove the rock we fought hard to get put back on the track. GRRRRR  We had to fight a second time to get rock put back on the track!!

Are we seeing that with this new Gravel 1 track????? Will we loose the original Gravel 1 track and get this safer version? Did Bugbear remove the jump after the hairpin turn? Remove the ditch on the inside of hairpin turn, and the dirt ridge on the right side as you come out of hairpin?

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/old-gravel1-track.jpg)


Looking at twitter pic, Bugbear definitely change the track map somewhat!   :(

(https://pbs.twimg.com/media/CzugRaQWQAAzn1y.jpg:large)
Title: Re: Mod Development Screenshots
Post by: The Very End on December 15, 2016, 06:38:13 PM
Almost nobody plays the gravel map anymore. It just lacked a bit of personality. I think, or at least it seems the new track looks like a blast. I can spot at least two bumps that look like jumps.
It looks fresh and fun :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 15, 2016, 06:46:53 PM
Almost nobody plays the gravel map anymore. It just lacked a bit of personality. I think, or at least it seems the new track looks like a blast. I can spot at least two bumps that look like jumps.
It looks fresh and fun :)

What!! The Gravel 1 track is a track I always will load up on a Saturday when I hosting stock Wreckfest. Gravel 1 is a good track to race online where we can trade some paint and have some close racing and not race too rough.  :D

If Bugbear has made the Gravel 1 track safer, then Bugbear will have ruin the fun I have had on racing this track online!
Title: Re: Mod Development Screenshots
Post by: The Very End on December 15, 2016, 06:48:36 PM
Well, it is not a bad track, personally I just think it's a bit.. well, dunno, it just doesn't feel right to me ;p The reverse configuration of it does feel a bit better tho.
Title: Re: Mod Development Screenshots
Post by: Daystar on December 15, 2016, 10:44:07 PM
Now to find a good weather map to go with my King of the Roof.   :D   Got anything with the moon in the north sky Daystar?


([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/king-roof/king-roof2.jpg[/url])


I got to checkout Daystar Mega Skypack v3 today and I found a few weather maps I think I could use with my King of the Roof. The Spacy weather map works best with the star showing in the north and a nice purple tint to things.  :D

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-spacy.jpg[/url])

I also like the Grande map with the plane:

([url]http://115.imagebam.com/download/PGdFIeT-T8TvLBFN6lCUiA/51795/517941470/grande1.jpg[/url])

And I like the Zella map with the planets: 

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-zella.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-zella2.jpg[/url])

I'm going have give this map a try New Years day when we host Cops and Robbers:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-trippen.jpg[/url])

And like to say thanks Daystar for the Peaceful weather map.  :D

([url]http://115.imagebam.com/download/yOoFMMYsKbxl8npemf5mDg/51506/515058619/peaceful2.jpg[/url])

I do got a question about the Valley map Daystar:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-valley.jpg[/url])

I like the idea of making it look like you are in a valley surrounded by mountains, so was strange see the sun shinny through the mountains.  :o   Would it be possible to raise the sun higher?

Great work on your Stormy weather map daystar!! ([url]http://tdudrivetime.com/images/smilies/t2030.gif[/url])


([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-stormy.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-stormy2.jpg[/url])

The pics don't do this map justice, but in-game it really looking like there a storm going on!

But map is on the dark side. I had to swap my purple skin for a yellow skin to see my car and it a little tough seeing the track. Daystar, is there a way you could add a little light and not loose the gloomy, stormy effect?


Edit: Hmmm. I'm looking at these pics on my surfing computer and they don't look so dark. Do I need adjust the brightest on my gaming computer? Either in-game or my monitor? Need go check this out.

Good job Daystar on another great weather mod pack! And good timing for me to find some weather for my King the of Roof map we will get to tryout New Years day.  :D

**************************************

@Ricky, thanks for clarifying things. :)



First off Purple I would just like to say... Wow! Thanks for liking my Skypack v3 so much! really glad you like it! Thank you so much for your nice comments on my skies! it's guys like you that keep me making more content for Wreckfest! Thanks. and well yes, like I said in the earlier pm you sent me, I will tackle these issues. not guaranteeing anything yet, but I will work on them in my wee hours. drinking good beer now, and a late dinner around my 10:30, and then more beer after hehe  :P But! it's a couple good projects you presented to me, which I will attempt later tonight! also Thank you so much as well The Very End!

Purple.. I am really curious why you cannot view my Dailymotion video... Hmm have you tried holding down ctrl+F5 (bypassing all the cookies crap) some websites aggressively try to read your cookies (surfing habits). give it a try! here is another link to the preview vid of one of my new skies. "http://dai.ly/x55ae83" take away the quotes of course!

Or try on my Facebook page... https://www.facebook.com/Daystar65 (https://www.facebook.com/Daystar65)  Good luck!
Title: Re: Mod Development Screenshots
Post by: Daystar on December 16, 2016, 02:37:54 AM
I updated the Skypack (v3) to all the issues you addressed to me Purple. sooo hope you like the changes  8)                                       _
 
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 16, 2016, 04:09:58 PM

Purple.. I am really curious why you cannot view my Dailymotion video... Hmm have you tried holding down ctrl+F5 (bypassing all the cookies crap) some websites aggressively try to read your cookies (surfing habits). give it a try! here is another link to the preview vid of one of my new skies. "[url]http://dai.ly/x55ae83[/url]" take away the quotes of course!

Or try on my Facebook page... [url]https://www.facebook.com/Daystar65[/url] ([url]https://www.facebook.com/Daystar65[/url])  Good luck!


I tried your links and the Ctrl-F5 and no luck. But I'm thinking my Firefox and Vista maybe not updated enough to do what dailymotion wants. I don't update Firefox to often. I'm at v43 and there an update to v47. Maybe when update get to v50, I will update Firefox again. Sometimes an update take away a feature I like, so reluctant to do updates.

I tweak the brightest on my monitor, now can see the track better and use a purple skin on the Storm Clouds weather map. :)

You pick a good spot for the sun on Valley map. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-valley2.jpg)

I ask Daystar, if it was not to much trouble, if he could tweak a couple weather maps to work a little better with my King of the Roof. His tweaks came out pretty good. Now got a couple more maps to use with King of the Roof. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-danger2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/daystar-v3-keldar2.jpg)

There an extra 10 bonus points to be had if you can land your car on a planet or a star!!

Big thank you Daystar for tweaking your weather maps for me. I will be adding the maps to the Cops and Robbers mod.  :D :D
Title: Re: Mod Development Screenshots
Post by: Daystar on December 16, 2016, 04:17:08 PM
Another new 4K sky completed today... so this brings up my new skypack v4 to 2 new skies so forth. Thanks for your interests!


http://www.dailymotion.com/video/x55fjkb (http://www.dailymotion.com/video/x55fjkb)

Title: Re: Mod Development Screenshots
Post by: Daystar on December 16, 2016, 04:31:02 PM
Your very welcome Purple, glad I fixed them up for you! and hmm that is very odd why you cannot view vids from Dailymotion. and the funny thing is, I cannot upload to youtube for some odd reason. I wont upload to Youtube anyways, because they are so effing picky about music in videos. had so many warnings in the past lol. hmm maybe you can downgrade to my version of Firefox? this is one of my fave sites for getting old apps. www.oldapps.com (http://www.oldapps.com) good luck on that

(http://i64.tinypic.com/xojoqp.jpg)

My Version of Firefox, which I have not updated in ages lol!


Title: Re: Mod Development Screenshots
Post by: Purple44 on December 17, 2016, 03:43:23 AM
Ya youtube can be picky when using music for background of a video. One reason I stick just to using in-game car sound for my videos these days.
Title: Re: Mod Development Screenshots
Post by: The Very End on December 17, 2016, 03:45:42 PM
We're getting closer to release of the new Hillside Raceway. Quoting the link:
"Soon part of The Very TrackPack mod (http://steamcommunity.com/sharedfiles/filedetails/?id=764432700 (http://steamcommunity.com/sharedfiles/filedetails/?id=764432700)) for Wreckfest. There are two layouts, the one you are seeing in this video and a Smooth version that does not have the bumps you see in the video."

http://youtu.be/AyGEIVE6oH4 (http://youtu.be/AyGEIVE6oH4)
Title: Re: Mod Development Screenshots
Post by: The Very End on December 20, 2016, 01:38:06 PM
Someone said we needed a bit more "mad" tracks, so I aim to deliver.
Moving objects, an aircraft, meteors from the sky, gasbottles? This valley does not let you easy.
(Oh ps, those meteors that falls from the sky explodes upon contact). 
(https://s30.postimg.org/spo2l8rf1/Untitled.jpg) (https://postimg.org/image/spo2l8rf1/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 20, 2016, 03:15:49 PM
Someone said we needed a bit more "mad" tracks, so I aim to deliver.
Moving objects, an aircraft, meteors from the sky, gasbottles? This valley does not let you easy.
(Oh ps, those meteors that falls from the sky explodes upon contact). 
(https://s30.postimg.org/spo2l8rf1/Untitled.jpg) (https://postimg.org/image/spo2l8rf1/)


What??  Meters falling from sky, it the end of the earth!!  :D

You going teach me some new tricks again End. :) Had fun playing with the spinners, don't know if the guys want me to learn how to throw meteors at them in the Cops and Robbers mod someday.  :P
Title: Re: Mod Development Screenshots
Post by: The Very End on December 20, 2016, 04:45:45 PM
It's nothing new, it's just a combination of stuff :)
Basically:

1: Created several meteror lines, that works like the trajectory for the meteors
2: Assigned some houndred stones to about 50 different lines, making sure they following those lines
3: Made new triggers and effects, making the object able to move but stop when it hits the world geometry, cars or other objects aswell as exploding upon impact
Title: Re: Mod Development Screenshots
Post by: The Very End on December 28, 2016, 10:25:35 PM
It's a long way to go, but slowly getting there. This based on the real life track Rugsland in Norway.
(https://s30.postimg.org/sx6uotpnx/rugsland.jpg) (https://postimg.org/image/sx6uotpnx/)
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on December 28, 2016, 10:35:48 PM
It's a long way to go, but slowly getting there. This based on the real life track Rugsland in Norway.
(https://s30.postimg.org/sx6uotpnx/rugsland.jpg) (https://postimg.org/image/sx6uotpnx/)

Mmm looks official ! And fun
Title: Re: Mod Development Screenshots
Post by: The Very End on December 29, 2016, 04:03:26 PM
Looky!
(https://s27.postimg.org/7oml7f8wf/Untitled.jpg) (https://postimg.org/image/7oml7f8wf/)

Aight, so, the AIs actually drive off this part and joins the racing line correct. However, if you reset your car on the start / finish line you will be put on the right side of the wall (but still driveable area).
What you guys think, a bit buggy reset at start area but working custom start positions, or safe start positions on the long straight (where the checkpoint is located)?

Edit: Feck it, I'm doing this start positons ;P And since it's a real rally cross track with 6 car wide starts, then I do the same! Also, by moving them forward it did help a bit on the resets, alltho not perfect!
(https://s23.postimg.org/40oos3d1j/Untitled.jpg) (https://postimg.org/image/40oos3d1j/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on December 29, 2016, 06:38:23 PM
Who uses resets? At least online ( need that 5 second delay reset ).  ;)

A will take 6 wide car start any day over not so great reset position!!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on December 30, 2016, 12:33:39 PM
Starting to take shape!
(https://s24.postimg.org/czhzf789d/Untitled.jpg) (https://postimg.org/image/czhzf789d/)
Title: Re: Mod Development Screenshots
Post by: Rocket455Man on December 30, 2016, 07:22:28 PM
Nice track.

When we can race in this?
Title: Re: Mod Development Screenshots
Post by: The Very End on December 30, 2016, 09:15:29 PM
Hopefully will have it done before the end of next week :)
Title: Re: Mod Development Screenshots
Post by: The Very End on December 31, 2016, 07:23:12 PM
So what you guys think? Anything missing or is it good to go? There is a red ring of doom at the alternative route, but lap is still valid when you take it - will have to figure out that :)
http://youtu.be/lgxOuUh_6JI (http://youtu.be/lgxOuUh_6JI)
Title: Re: Mod Development Screenshots
Post by: Daystar on December 31, 2016, 07:36:35 PM
Looks like a lot of fun! and very nice terrain landscaping! The chicanes look wicked. would love to test her out!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on January 02, 2017, 03:06:33 PM
Thanks :)
Meanwhile, all those smale details better pay off (and please do not knock down the towers, as the wire is it's own separate object that does not behave like a real cable at all haha)
(https://s29.postimg.org/5zg2rhkxv/Untitled.jpg) (https://postimg.org/image/5zg2rhkxv/)
Title: Re: Mod Development Screenshots
Post by: Daystar on January 02, 2017, 03:31:02 PM
Thanks :)
Meanwhile, all those smale details better pay off (and please do not knock down the towers, as the wire is it's own separate object that does not behave like a real cable at all haha)
([url]https://s29.postimg.org/5zg2rhkxv/Untitled.jpg[/url]) ([url]https://postimg.org/image/5zg2rhkxv/[/url])


Wow, that has me very interested in what happens! Cannot wait to play on this track! how much longer The Very End? the wait is driving me nuts! haha (http://orig09.deviantart.net/0947/f/2014/168/a/b/_lol__by_idjpanda-d7916gx.gif)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 02, 2017, 03:33:53 PM
Within Friday this week ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 02, 2017, 06:52:54 PM
Sorry doublepost, but though this would be interesting...
So, there is one obvious alt AI route and that is in the chicane. However, the three others are at the main course making the AI to take different lines (some better, some bad), creating a really divided field on the track. Hopefully you guys will enjoy, think it's ready for uploading tonight :)
(https://s28.postimg.org/c6rgrij7t/Untitled.jpg) (https://postimg.org/image/c6rgrij7t/)
Title: Re: Mod Development Screenshots
Post by: sam223 on January 04, 2017, 04:56:53 PM


Title: Re: Mod Development Screenshots
Post by: RickyB on January 08, 2017, 06:19:04 PM
1 minute of a track called "triple trouble". I wanted to make 3 tracks so that it's a little trackpack. The third one is as good as done.
I wasn't sure sure about the name for the tracks... at first I wanted to call them "Tracks from Hell", but now I think I'll go with a different name :)

http://youtu.be/9qdzV5cp4N8 (http://youtu.be/9qdzV5cp4N8)
Why is the fullscreen button deactivated? Did youtube change anything or the forum? I'm pretty sure that was possible in the past  ???
Title: Re: Mod Development Screenshots
Post by: The Very End on January 08, 2017, 06:45:37 PM
Great stuff! Love how you whent ahead and altered the moving commercial sign to show a picture / logo of yours :D
Title: Re: Mod Development Screenshots
Post by: RickyB on January 08, 2017, 06:53:43 PM
Thanks, the video shows an older version. It looks a little different now - my name is smaller and I added the name of the trackpack :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on January 08, 2017, 08:25:51 PM
Video went full screen with my Firefox when I clicked the button.

Ricky, can you post pic of track layout? I think I saw 2 crossings.

Look like we will not have to worry about not being able to reset back onto the fig 8 track.
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on January 08, 2017, 09:29:58 PM
Click on the greyed out fullscreen button for an explanation.
It has to do with web page permissions in the browser.

Nice track, BTW.  :)

Title: Re: Mod Development Screenshots
Post by: RickyB on January 08, 2017, 09:35:55 PM
Video went full screen with my Firefox when I clicked the button.

hmm, ok thanks, maybe it's my browser then, but button is greyed out even in my firefox. already updated.  >:(
Ricky, can you post pic of track layout? I think I saw 2 crossings.
Look like we will not have to worry about not being able to reset back onto the fig 8 track.

Sure. Video started right after third crossing I think. Resetting is for little girls only anyway ;D
(http://i.imgur.com/OwJcxYt.jpg)

...and while we're at it - second track video upload is ready. Pretty similar track layout, but feels somehow very different... I like it :)

http://youtu.be/A_zK4N3BjFE (http://youtu.be/A_zK4N3BjFE)
(http://i.imgur.com/nb3csPG.jpg)

Click on the greyed out fullscreen button for an explanation.
It has to do with web page permissions in the browser.
Nice track, BTW.  :)

Thanks, will do that :) You'll probably like the second track too then.
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on January 08, 2017, 10:32:10 PM
The map of the first Track looks a lot like the "Long Hard One" track that Purple plans to do, except it has three equal lobes and fewer opportunities for sophomoric humor.  ::)

If the second track had a couple more lobes, it would be like Daystar's Asterisk Track from this thread:
http://community.bugbeargames.com/index.php/topic,8159.msg76595.html#msg76595 (http://community.bugbeargames.com/index.php/topic,8159.msg76595.html#msg76595)

Maybe you and purple should join forces for this map pack.


/ Like your infield decorations on both tracks too.
Title: Re: Mod Development Screenshots
Post by: RickyB on January 09, 2017, 01:32:30 AM
The map of the first Track looks a lot like the "Long Hard One" track that Purple plans to do, except it has three equal lobes and fewer opportunities for sophomoric humor.  ::)

Just released it on steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=838223262).

If you were referring to this track layout...
(http://community.bugbeargames.com/index.php?action=dlattach;topic=8143.0;attach=3664;image)

there are definitely similarites, but it reminded me more of the third track I made for the trackpack.
(http://i.imgur.com/jUQuVSZ.jpg)

I wanted to make a mix between an oval and a suicide alley. No video or pictures at hand right now. Seems there are similar ideas out there :) Makes me wonder why Bugbear doesn't make more tracks like that... oh yeah "reality" ;)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on January 09, 2017, 06:10:54 AM

Just released it on steam workshop ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=838223262[/url]).


Just downloaded it ...

If you were referring to this track layout...
([url]http://community.bugbeargames.com/index.php?action=dlattach;topic=8143.0;attach=3664;image[/url])

there are definitely similarites, but it reminded me more of the third track I made for the trackpack.
([url]http://i.imgur.com/jUQuVSZ.jpg[/url])


I originally "whipped out" the "Long Hard One" track as a bit of a joke; Purple44 liked the crossings.


I wanted to make a mix between an oval and a suicide alley. No video or pictures at hand right now. Seems there are similar ideas out there :) Makes me wonder why Bugbear doesn't make more tracks like that... oh yeah "reality" ;)


Reality kind of puts a limit on fun.
Isn't the phrase "Shit just got real" used when the fun ends? lol

Wish I had Max and the time to learn to make tracks.  Adventurous tracks are what this game needs, IMHO.

Title: Re: Mod Development Screenshots
Post by: RickyB on January 09, 2017, 04:11:55 PM
Reality kind of puts a limit on fun.
Isn't the phrase "Shit just got real" used when the fun ends? lol
Adventurous tracks are what this game needs, IMHO.

Absolutely. BugBear should print out those sentences in big letters, frame them and decorate their office walls with it ;D No offence, BugBear.

Title: Re: Mod Development Screenshots
Post by: sam223 on January 09, 2017, 09:22:49 PM
Realism doesnt have to be boring,just depends what you decide to replicate. I don't think this game is meant to be realistic either,just realistically plausible, but recent track design has gone towards a more forgiving,tamer side of reality. Rather than no health and safety realism.
Title: Re: Mod Development Screenshots
Post by: Purple44 on January 09, 2017, 09:49:47 PM
But we want some "dangerous" tracks.  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on January 09, 2017, 09:55:49 PM
Thats what im saying purple. They can be plausibly realistic and dangerous.

Edit: What i mean is you could have loops etc if it worked in reality (ignoring safety) but not if it required some magical construction to build it or make it work. That's how i see the game direction IMO, it just has to be believable and drive-able.
Title: Re: Mod Development Screenshots
Post by: RickyB on January 09, 2017, 11:01:06 PM
Realism doesnt have to be boring,just depends what you decide to replicate.

The thing is - if you only "replicate" stuff from the real world, you're putting some realism-dogma on your product (Wreckfest) which isn't helping to develop unique content at all. To the contrary - it's constrictive and doesn't allow more courageous ideas; stuff that wouldn't exist in the real world but would be unique and would be so much fun.
Explosive barrels? Looping? Big jumps? Suicidal Track-design? Insane crossroads? Stuff like that would never exist in the real world but in Wreckfest it would be (and it is already in some mods) great fun. All these things could exist in the real world but no one would build tracks like that IRL, because people could and probably would die. :P

Besides that - 'having fun' is a very subjective matter - there are people who have great fun driving on ovals 24/7 - other people would think that's the most boring thing ever. No matter what you decided to replicate from the real world or how plausible it is.

"Mod Development Screenshots" thread?  ok here's one :)


Title: Re: Mod Development Screenshots
Post by: The Very End on January 10, 2017, 07:25:08 PM
Great stuff Bobby :)
Meanwhile and early shot of an little track on request for someone else. Hopefully it will turn out all right.
(https://s23.postimg.org/t23ci2e47/Untitled.png) (https://postimg.org/image/t23ci2e47/)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 12, 2017, 11:10:20 AM
Your track is ready Purple, check your inbox for the game files ;)
http://www.youtube.com/watch?v=1zJB6uqmVtc&feature=youtu.be (http://www.youtube.com/watch?v=1zJB6uqmVtc&feature=youtu.be)

Fully functional AIs, cameras and two layouts - one with ramps and one without (this one). Tried to keep vegetation to minimum as well as not too many breakable things to try keeping performance good.
Title: Re: Mod Development Screenshots
Post by: Purple44 on January 12, 2017, 03:22:18 PM

Great job on the tracks End!!  :D    (http://www.smiley-lol.com/smiley/energique/sm111.gif)

I'm surprise as you turn back to the middle of the track, you drive straight, take you right to the next petal you should be heading for. And having ramps help make sure you don't go backwards on some the petals.

If get hit at the cross, can get gang banged trying get going again!! Major chaos!   :D

Big thanks End for doing these petal figure 8 tracks, they will be a great addition to the figure 8 pack.  :D

And big thanks for Daystar coming up with the idea in the first place.  :D

http://community.bugbeargames.com/index.php/topic,8159.0.html

(http://i62.tinypic.com/mua04g.jpg)
Title: Re: Mod Development Screenshots
Post by: RickyB on January 12, 2017, 08:36:06 PM
I'm surprise as you turn back to the middle of the track, you drive straight, take you right to the next petal you should be heading for.

As long as the number of petals is uneven it should always work with a straight crossover. Just a matter of aligning them.

coming soon ... sand variant :)


... one with ramps and one without (this one).

Ramp in the middle was my next plan, too...  that's a no-brainer :P

Title: Re: Mod Development Screenshots
Post by: Purple44 on January 13, 2017, 02:21:59 AM
I'm surprise as you turn back to the middle of the track, you drive straight, take you right to the next petal you should be heading for.

As long as the number of petals is uneven it should always work with a straight crossover. Just a matter of aligning them.

coming soon ... sand variant :)


... one with ramps and one without (this one).

Ramp in the middle was my next plan, too...  that's a no-brainer :P


Good work with your tracks Ricky, too!!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on January 14, 2017, 08:19:54 PM
Ye know... sometimes you got to experiment a bit!
Too bad the physics turn a bit .. strange when you do banked corners above 210 km/h (car just spins out without hope of control).

(https://s29.postimg.org/mp59ht02r/Untitled.png) (https://postimg.org/image/mp59ht02r/)
Title: Re: Mod Development Screenshots
Post by: sam223 on January 15, 2017, 03:52:26 AM


Title: Re: Mod Development Screenshots
Post by: sam223 on January 16, 2017, 01:54:42 PM

Title: Re: Mod Development Screenshots
Post by: sam223 on January 17, 2017, 02:20:38 PM
More WIP, another asian beast


Title: Re: Mod Development Screenshots
Post by: The Very End on January 17, 2017, 03:10:38 PM
Looks great :)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 18, 2017, 08:54:40 PM
Very early WIP of the new upcoming rallycross track:
(https://s27.postimg.org/46lfrmdz3/Untitled.png) (https://postimg.org/image/46lfrmdz3/)
Title: Re: Mod Development Screenshots
Post by: CrashsTestsFr on January 19, 2017, 01:17:48 AM
Very early WIP of the new upcoming rallycross track:
([url]https://s27.postimg.org/46lfrmdz3/Untitled.png[/url]) ([url]https://postimg.org/image/46lfrmdz3/[/url])


Reminds me of Dijon Prenois
(http://www.myracingcareer.com/images/tracks/dijon_prenois_600.jpg)
Title: Re: Mod Development Screenshots
Post by: Purple44 on January 19, 2017, 02:10:20 AM
Very early WIP of the new upcoming rallycross track:
(https://s27.postimg.org/46lfrmdz3/Untitled.png) (https://postimg.org/image/46lfrmdz3/)

Is this track going be flat?  Or will you do somethings to "unsmooth" it End?
Title: Re: Mod Development Screenshots
Post by: The Very End on January 19, 2017, 07:20:18 AM
Those tracks was similar! But this one is made out of the head only and no references :)
On road level it is not so flat, actually is about 5-6 metres hight difference on some parts aswell as two jumps, will show it off later when mpre of it is ready :)
Will try to unsmooth the infield a bit tho.
Title: Re: Mod Development Screenshots
Post by: The Very End on January 20, 2017, 04:54:25 PM
Progress shot:
(https://s23.postimg.org/ujkh6ezlj/Untitled.png) (https://postimg.org/image/ujkh6ezlj/)
Title: Re: Mod Development Screenshots
Post by: Daystar on January 21, 2017, 07:53:55 AM
Very nice looking for your own creation The Very End! want to play some Rally testing mode on this track, once you get it completed!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on January 21, 2017, 01:24:16 PM
Thanks :)
Did a WIP video of the thing:
http://www.youtube.com/watch?v=oPKKZ8vo6T8&feature=youtu.be (http://www.youtube.com/watch?v=oPKKZ8vo6T8&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: RickyB on January 21, 2017, 01:58:16 PM
Good stuff. So many tracks... some games probably have less tracks than the amount you made by now :)
May I ask, how you're making grass these days? My game crashes when I use "speedway01" surface tag  :-\ (No idea why the very trackpack does not crash game with that tag)
Is there another surface tag? (I don't think blender exporter supports clutter maps or splat maps or what it's called, allthough I never tried)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 21, 2017, 02:04:44 PM
Thanks :) I use #exampleclutter tag. Standard exampleclutter is white, that's why I need the clutter color file too. Not sure if it works without blend material, but maybe worth a try?

As for the speedway01 tag, still works for me tho, no idea what might cause grass to crash the game tho. Not using old Surface list or Surface files?
Title: Re: Mod Development Screenshots
Post by: RickyB on January 21, 2017, 02:19:30 PM
If you mean the ones from the 'map properties' thread, I tried a lot of them but none made grass.(?) Lot's of bushes and taller grass, but not the short kind.

Old surface files? not sure what you mean  ???
Title: Re: Mod Development Screenshots
Post by: MarcellusW on January 21, 2017, 02:22:29 PM
@Ricky, currently, blend material (splat map ), clutter map and Xref are NOT supported by Blender exporter, this can only be done with 3ds Max atm.
Title: Re: Mod Development Screenshots
Post by: The Very End on January 21, 2017, 02:27:35 PM
There are Surface files and those we call on when using the tags :) Try exampleclutter and see if it works.
Title: Re: Mod Development Screenshots
Post by: RickyB on January 21, 2017, 02:32:42 PM
@Ricky, currently, blend material (splat map ), clutter map and Xref are NOT supported by Blender exporter, this can only be done with 3ds Max atm.

Thanks. Damn it. Just got used to blender.

There are Surface files and those we call on when using the tags :) Try exampleclutter and see if it works.

ohh.. I mean ahh, you mean the .suse files? errm... yeah ok, I'll just try that and see what happens :) Thanks.
Title: Re: Mod Development Screenshots
Post by: Purple44 on January 21, 2017, 02:34:20 PM
Like your jumps End and the inside dirt barrier wall, we could have some fun with that in a rough race!!  ;)
Title: Re: Mod Development Screenshots
Post by: RickyB on January 21, 2017, 03:15:46 PM
...Standard exampleclutter is white, that's why I need the clutter color file too.... Try exampleclutter and see if it works.

ok, that got me grey/white grass


With 'clutter color file', did you mean some blend material (splat map) or clutter map or something else?
Title: Re: Mod Development Screenshots
Post by: The Very End on January 21, 2017, 03:40:52 PM
Clutter color is the color of the clutter, in this setting it means the color of the grass. I just used a green-ish grass texture for it. I am using it in combination with the blend textures. The blend map just tells where the actually clutter is, instead of it beeing all over the model. The clutter map is basically a copy of the splat map but only focusing on showing the game where to place the grass.

It's a bit bad explained so just ask the things you are unsure of and I will try to explain it :)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 21, 2017, 03:50:07 PM
While at it, I have been examined the dynamic files of Wreckfest, and made my own dynamic fence. Well, what it found is the  " $ " tag. Basically what I do here is having an object (simple plane) that get's destroyed when hit. Inside of this object there is a copy, but this copy I have split into 6 pieces. Each part is named something$part01 - 06. These are not vissible before the fence is destroyed, meaning you won't get any flickingering of objects inside each others. The dntp type of these sub-objects is the generic_wood_small.dntp and the fence that get's destroyed is adboard_wooden_ad1.dntp type.
http://www.youtube.com/watch?v=MPF95MmBLTI&feature=youtu.be (http://www.youtube.com/watch?v=MPF95MmBLTI&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: RickyB on January 21, 2017, 03:51:06 PM
Thanks again. Well, I guess I have to give up at this point... because of blender exporter apparently not supporting any of those maps. It was so eays with speedway01... those were the days...  ::)

While at it, I have been examined the dynamic files of Wreckfest, and made my own dynamic fence. Well, what it found is the  " $ " tag. Basically what I do here is having an object (simple plane) that get's destroyed when hit. Inside of this object there is a copy, but this copy I have split into 6 pieces. Each part is named something$part01 - 06. These are not vissible before the fence is destroyed, meaning you won't get any flickingering of objects inside each others. The dntp type of these sub-objects is the generic_wood_small.dntp and the fence that get's destroyed is adboard_wooden_ad1.dntp type.

Dude! .... that's awesome !  8)
Title: Re: Mod Development Screenshots
Post by: sam223 on January 21, 2017, 05:07:09 PM




A little side project whilst working on the bangers mod. Still a banger but will be a standalone mod
Title: Re: Mod Development Screenshots
Post by: The Very End on January 21, 2017, 07:17:16 PM
Great stuff Sam :)

Meanwhile, rocking around with those fences. Ideally I could probally split them up, A LOT, but I guess performance will suffer so 16 breakable surface parts + 6 legs at each sign should be enough for now.
(https://s28.postimg.org/s6n8ct45l/Untitled.png) (https://postimg.org/image/s6n8ct45l/)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 22, 2017, 06:26:50 PM
Sorry doublepost, but a new video of the upcoming start sign / crossing. It's inpired by the BB's own sign but made from scratch and with working part code.
http://www.youtube.com/watch?v=GHaAQCH0aIo&feature=youtu.be (http://www.youtube.com/watch?v=GHaAQCH0aIo&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Purple44 on January 23, 2017, 02:27:28 AM
Sorry doublepost, but a new video of the upcoming start sign / crossing. It's inpired by the BB's own sign but made from scratch and with working part code.
[url]http://www.youtube.com/watch?v=GHaAQCH0aIo&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=GHaAQCH0aIo&feature=youtu.be[/url])


But it need more weight to it End. :P

Jump to 8:39:
http://www.youtube.com/watch?v=kqRLI5-2AYg&t=301s (http://www.youtube.com/watch?v=kqRLI5-2AYg&t=301s)
Title: Re: Mod Development Screenshots
Post by: The Very End on January 23, 2017, 08:24:38 AM
More weight and it won't fall correct somehow :p
But as everything else, I will investigate it further and hopefully find a work around (there allways is, just have to find it).

Edit: Actually, think I found one. Will post more later today.
Title: Re: Mod Development Screenshots
Post by: sam223 on January 23, 2017, 06:00:33 PM

Title: Re: Mod Development Screenshots
Post by: Rocket455Man on January 23, 2017, 08:09:20 PM
Hi!

Is that Pontiac GTO?

With BIG V8?
Title: Re: Mod Development Screenshots
Post by: sam223 on January 23, 2017, 08:49:39 PM
Hi!

Is that Pontiac GTO?

With BIG V8?
Yes and yes
Title: Re: Mod Development Screenshots
Post by: TheEngiGuy on January 23, 2017, 09:41:16 PM
I really need a tutorial on how to make/import cars to Wreckfest  :D Especially UV mapping multiple meshes at once is a pain in the rear bumper.
Title: Re: Mod Development Screenshots
Post by: sam223 on January 23, 2017, 09:48:55 PM
I really need a tutorial on how to make/import cars to Wreckfest  :D Especially UV mapping multiple meshes at once is a pain in the rear bumper.

Not possible in blender, you have to map each mesh individually. Can view multiple UV's by selecting multiple objects (and ticking draw other objects),but can only edit 1 object at a time.


As for tutorial,
1)Take the example car mod folder (\Bugbear Entertainment\mods\example),duplicate and rename in bagedit. You can remove track folder from inside after or before.
2)Rebuild the example model (body \Bugbear Entertainment\mods\example\data\vehicle\yourmodname\art\body.max/blend) using your own model, making note to replace material properties on your model (e.g body#car_body), with those from the example.Make sure location/rotation/scale of each object is confirmed or itll fall off in the garage. Make sure one object is called body.
3)Make sure wheels/steering wheel have origin set to center of mass and steering wheel has its dummy pivot in correct location. Steering wheel and wheels have to match example object names.
4)Edit the collision box/solid body/damage spheres/damage points/emitters/joints positioning to match your model,make note of object names of your actual model for later.Dummy joint names must match corresponding object. E.g object=trunklid joint=trunklid_joint_0 panel=trunklid.panl (see part6)
5)Remove lights.clgs unless you want working lights
6)Rebuild all panel files to match model object names,take care with parent/child object references in panels or game will crash. You can have as many child panels as many as you want (vertically or horizontally),but only the parent panels joints work (i think).
7)Rebuild all physics files with your own data (metric) unless you want it to drive like a AM4.
8)Replace all parts (inc paint) files with your own data (metric), make sure each references the correct child part.
9)Replace all textures with your own.
10)Replace and setup career file (default/ai car parts on purchase)/in game icons
11)Correct camera positions
12)Adjust deform/damage settings to suit car

and lots of back and forwards error fixing in between.

Models are export>.bgo3>asset_builder=.vhcl
Textures are .tga (with correct suffix _n/_c5/_s/)>asset_builder=.bmap

If you need more help just ask
Title: Re: Mod Development Screenshots
Post by: Purple44 on January 24, 2017, 07:02:56 AM
Here some video I took of the WIP Fig8 Derby Mud track:

http://www.youtube.com/watch?v=vrQN0KXLmYU (http://www.youtube.com/watch?v=vrQN0KXLmYU)
Title: Re: Mod Development Screenshots
Post by: The Very End on February 01, 2017, 06:07:33 PM
(https://s30.postimg.org/6io417ym5/image.jpg) (https://postimg.org/image/6io417ym5/)
(https://s24.postimg.org/m7gopzec1/Untitled.png) (https://postimg.org/image/m7gopzec1/)
Soon!
Title: Re: Mod Development Screenshots
Post by: Purple44 on February 03, 2017, 01:46:42 PM
I had a mishap today working on new Fig8 Gravel track. I buried a couple of spectators alive!!  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/spectator.jpg)

I was unable to get Stuntfest to load the Models objects without crashing the game, so I have no track surface to help me place objects:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/spectator3.jpg)

But with a couple more tries, I did get the spectators unburied.  :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/spectator2.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on February 03, 2017, 09:20:49 PM
https://m.youtube.com/watch?feature=em-upload_owner&v=EaqwvEbMtHw

This in slowmo. In full speed it gives the illusion of bending fences when in reality it's model "swapping" with the $ tag (ask and I can explain).
Title: Re: Mod Development Screenshots
Post by: sam223 on February 03, 2017, 10:06:21 PM
[url]https://m.youtube.com/watch?feature=em-upload_owner&v=EaqwvEbMtHw[/url] ([url]https://m.youtube.com/watch?feature=em-upload_owner&v=EaqwvEbMtHw[/url])

This in slowmo. In full speed it gives the illusion of bending fences when in reality it's model "swapping" with the $ tag (ask and I can explain).

Looks loads better than it falling apart. IRL its actually a wire though,so it bends then moves back to its original position,unless a post gets ripped from the floor

www.youtube.com/watch?v=xbWYfPSkPPY (http://www.youtube.com/watch?v=xbWYfPSkPPY)
Title: Re: Mod Development Screenshots
Post by: The Very End on February 03, 2017, 10:22:05 PM
Problem is that I have to pre define the "bulk" , or, I have to create a pre defined model that should work as replacement for when the other fence is destroyed as well that it won't bend back. But if people are interested in that sort of thing Ill experiment further with it :)
Title: Re: Mod Development Screenshots
Post by: sam223 on February 03, 2017, 10:38:27 PM
Its interesting for sure. Shame you cant set it to replace the model only when X amount of force is applied,then replace back when force is below X. Maybe a work around if not would be to use the post + wires either side as the replacement model e.g =|= and have the post move from original position,dragging the wires with it. Maybe 1 in 5 posts or something.
Title: Re: Mod Development Screenshots
Post by: The Very End on February 03, 2017, 10:55:51 PM
That could maybe work. As for now I can tell that "at least this much force before going to replace model". Hmmm... maybe, lets say we do it your way, having a pole and robes at each end count as an object. Then when hit hard enough it should change to the bended modell, or the one with pole in wrong place. Then afterwards I give this newly object an dynamic type that would break after more force which would separate the pole from the pole entierly... If such is possible I do not know, and it will look a bit cluncky, but I will give it a go this weekend :)

Then I just have to remake the whole fence, twice hah! ;)
Title: Re: Mod Development Screenshots
Post by: sam223 on February 03, 2017, 11:12:15 PM
A bit like this is what i mean. Birds eye view
(http://i.imgur.com/TekobQd.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on February 03, 2017, 11:37:01 PM
Yup thinking same :) Now the challenge is now to find out if state 2 can trigger state 3; normal - bent - broken :) That I will test :)
Title: Re: Mod Development Screenshots
Post by: The Very End on February 04, 2017, 03:43:19 PM
Sam! So, it seems you can go all-out and make several effects and dynamic types "chain". See attached video (it's not the animation you want, but at least we have confirmed it can work).
http://youtu.be/jfTcljgrS_Q (http://youtu.be/jfTcljgrS_Q)

Pic showing naming conventions:
(https://s24.postimg.org/6xz8p9m9t/Untitled.png) (https://postimg.org/image/6xz8p9m9t/)
Title: Re: Mod Development Screenshots
Post by: Mazay on February 04, 2017, 04:00:33 PM
Wow, that's cool. Good work with the fence.
Title: Re: Mod Development Screenshots
Post by: sam223 on February 04, 2017, 04:31:41 PM
Looks great,just a shame you have to set them as low mass when they become dynamic objects (otherwise out of sync online)
Title: Re: Mod Development Screenshots
Post by: The Very End on February 04, 2017, 04:34:32 PM
Yeah, guess it's a singleplayer eye candy thing. Nevertheless, will play around with it.

The only thing that grinds my gear is that I will have to have like 100 of those fences on each track, but due to naming when copying / pasting I have to enter all the 100 fences and rename the shit out of it... Is there a way in max to select like the 12 first digits of selected items and rename them to something else?

Edit: Found a script for it :) Now work can start!
LINK: http://www.scriptspot.com/3ds-max/scripts/interactive-universal-renamer (http://www.scriptspot.com/3ds-max/scripts/interactive-universal-renamer)
Title: Re: Mod Development Screenshots
Post by: The Very End on February 04, 2017, 04:38:11 PM
Sorry double post, but is this the way you would like the fence? The strength etc can all be altered afterwards, but at least the "movement" (cheat) is about right?
http://youtu.be/ho-JyDBRBnE (http://youtu.be/ho-JyDBRBnE)
Title: Re: Mod Development Screenshots
Post by: sam223 on February 04, 2017, 04:55:58 PM
Yea that looks good imo,just set them to not break apart (maybe for performance version). As for you max question im not sure (only use blender mainly). Maybe could setup a macro for it?
I wouldn't setup every post to move anyway,or you might end up with a different track in a very rough race. Maybe something like 3-4 on the turns,1-2 on the straights.
It takes quite a bit of force to pull the steel pole out of concrete,so something like this maybe. Where the forces will be at their highest
Title: Re: Mod Development Screenshots
Post by: The Very End on February 04, 2017, 05:35:35 PM
The performance versions will not use any fences like this, so it will only be for the others :)

One of the reason I want the poles, or all them to behave the same way, is because I have to split up the fences a lot to get smooth transitions. Too long and it get choppy edges when going from one sector to another. So that's why they have to be either all in one section or small ones. A other problem I had was that when having big sections the hitbox gets all messed up regardless of collision boxes, pivot, xform or whatnot, and I was not finding and succesfull way of solving this without smaller parts.

I agree that the force to tear them apart must be rather big, but at same time I think / like the idea that every fence behaves the same. If some fences can be broken while some does not, it's a bit of inconsistent. In additional I'll make sure the white border fence, or dogtrack fence stays solid, to prevent the track / race to end up in a totally deformed state. Neverthless, a lot of testing ahead hoho!

I value the feedback tho, and it's an interesting discussion :)

Edit: The amount of work to just do one section is imense.. therefor I think I will focus on only having the fences bending, not destroyed. For future work I will do xref objecting of my own things, but without it ot's so much copy-pasting issues it drives me nuts.
Title: Re: Mod Development Screenshots
Post by: Mazay on February 05, 2017, 10:18:51 PM
Edit: The amount of work to just do one section is imense.. therefor I think I will focus on only having the fences bending, not destroyed. For future work I will do xref objecting of my own things, but without it ot's so much copy-pasting issues it drives me nuts.

I think xrefing is good idea, probably also better performance.
Title: Re: Mod Development Screenshots
Post by: Daystar on February 09, 2017, 07:50:18 PM
Regarding my new skypack... got all 50 skies done finally. just need to make the Steam workshop preview pic, and upload my mod to Steam some time tonight.

Here is what is included in the skypack below.

:Previews:

(http://thumbnails117.imagebam.com/53164/e6b5d5531636375.jpg) (http://www.imagebam.com/image/e6b5d5531636375) (http://thumbnails117.imagebam.com/53164/630be5531636391.jpg) (http://www.imagebam.com/image/630be5531636391) (http://thumbnails117.imagebam.com/53164/3ad5eb531636404.jpg) (http://www.imagebam.com/image/3ad5eb531636404) (http://thumbnails117.imagebam.com/53164/72f048531636416.jpg) (http://www.imagebam.com/image/72f048531636416) (http://thumbnails117.imagebam.com/53164/13e759531636430.jpg) (http://www.imagebam.com/image/13e759531636430) (http://thumbnails117.imagebam.com/53164/e7ecd2531636454.jpg) (http://www.imagebam.com/image/e7ecd2531636454) (http://thumbnails117.imagebam.com/53164/5917ab531636467.jpg) (http://www.imagebam.com/image/5917ab531636467) (http://thumbnails117.imagebam.com/53164/da8c4a531636479.jpg) (http://www.imagebam.com/image/da8c4a531636479) (http://thumbnails117.imagebam.com/53164/aa3878531636492.jpg) (http://www.imagebam.com/image/aa3878531636492) (http://thumbnails117.imagebam.com/53164/b396aa531636505.jpg) (http://www.imagebam.com/image/b396aa531636505) (http://thumbnails117.imagebam.com/53164/ad56ff531636525.jpg) (http://www.imagebam.com/image/ad56ff531636525) (http://thumbnails117.imagebam.com/53164/94ab24531636541.jpg) (http://www.imagebam.com/image/94ab24531636541) (http://thumbnails117.imagebam.com/53164/d4ae82531636564.jpg) (http://www.imagebam.com/image/d4ae82531636564) (http://thumbnails117.imagebam.com/53164/16bd28531636581.jpg) (http://www.imagebam.com/image/16bd28531636581) (http://thumbnails117.imagebam.com/53164/9bb531531636586.jpg) (http://www.imagebam.com/image/9bb531531636586) (http://thumbnails117.imagebam.com/53164/57b3ac531636601.jpg) (http://www.imagebam.com/image/57b3ac531636601) (http://thumbnails117.imagebam.com/53164/3931f2531636608.jpg) (http://www.imagebam.com/image/3931f2531636608) (http://thumbnails117.imagebam.com/53164/d0e22b531636625.jpg) (http://www.imagebam.com/image/d0e22b531636625) (http://thumbnails117.imagebam.com/53164/17b659531636632.jpg) (http://www.imagebam.com/image/17b659531636632) (http://thumbnails117.imagebam.com/53164/9abaf9531636652.jpg) (http://www.imagebam.com/image/9abaf9531636652) (http://thumbnails117.imagebam.com/53164/4b3902531636661.jpg) (http://www.imagebam.com/image/4b3902531636661) (http://thumbnails117.imagebam.com/53164/ef7b11531636671.jpg) (http://www.imagebam.com/image/ef7b11531636671) (http://thumbnails117.imagebam.com/53164/eb1c24531636687.jpg) (http://www.imagebam.com/image/eb1c24531636687) (http://thumbnails117.imagebam.com/53164/0695da531636695.jpg) (http://www.imagebam.com/image/0695da531636695) (http://thumbnails117.imagebam.com/53164/1e7fd1531636708.jpg) (http://www.imagebam.com/image/1e7fd1531636708) (http://thumbnails117.imagebam.com/53164/cb5a5a531636717.jpg) (http://www.imagebam.com/image/cb5a5a531636717) (http://thumbnails117.imagebam.com/53164/701f3d531636736.jpg) (http://www.imagebam.com/image/701f3d531636736) (http://thumbnails117.imagebam.com/53164/c49006531636746.jpg) (http://www.imagebam.com/image/c49006531636746) (http://thumbnails117.imagebam.com/53164/fbc512531636765.jpg) (http://www.imagebam.com/image/fbc512531636765) (http://thumbnails117.imagebam.com/53164/d47225531636779.jpg) (http://www.imagebam.com/image/d47225531636779) (http://thumbnails117.imagebam.com/53164/16df19531636788.jpg) (http://www.imagebam.com/image/16df19531636788) (http://thumbnails117.imagebam.com/53164/87988c531636802.jpg) (http://www.imagebam.com/image/87988c531636802) (http://thumbnails117.imagebam.com/53164/666bf9531636822.jpg) (http://www.imagebam.com/image/666bf9531636822) (http://thumbnails117.imagebam.com/53164/553604531636828.jpg) (http://www.imagebam.com/image/553604531636828) (http://thumbnails117.imagebam.com/53164/88673e531636842.jpg) (http://www.imagebam.com/image/88673e531636842) (http://thumbnails117.imagebam.com/53164/e29401531636859.jpg) (http://www.imagebam.com/image/e29401531636859) (http://thumbnails117.imagebam.com/53164/555af3531636876.jpg) (http://www.imagebam.com/image/555af3531636876) (http://thumbnails117.imagebam.com/53164/a2b71d531636885.jpg) (http://www.imagebam.com/image/a2b71d531636885) (http://thumbnails117.imagebam.com/53164/020d23531636904.jpg) (http://www.imagebam.com/image/020d23531636904) (http://thumbnails117.imagebam.com/53164/548e45531636921.jpg) (http://www.imagebam.com/image/548e45531636921) (http://thumbnails117.imagebam.com/53164/56f0c2531636941.jpg) (http://www.imagebam.com/image/56f0c2531636941) (http://thumbnails117.imagebam.com/53164/f487b6531636958.jpg) (http://www.imagebam.com/image/f487b6531636958) (http://thumbnails117.imagebam.com/53164/7a7ceb531636969.jpg) (http://www.imagebam.com/image/7a7ceb531636969) (http://thumbnails117.imagebam.com/53164/1481d0531636975.jpg) (http://www.imagebam.com/image/1481d0531636975) (http://thumbnails117.imagebam.com/53164/c0489d531636988.jpg) (http://www.imagebam.com/image/c0489d531636988) (http://thumbnails117.imagebam.com/53164/de19cd531636998.jpg) (http://www.imagebam.com/image/de19cd531636998) (http://thumbnails117.imagebam.com/53164/0f0448531637014.jpg) (http://www.imagebam.com/image/0f0448531637014) (http://thumbnails117.imagebam.com/53164/c915a7531637036.jpg) (http://www.imagebam.com/image/c915a7531637036) (http://thumbnails117.imagebam.com/53164/91d0c9531637068.jpg) (http://www.imagebam.com/image/91d0c9531637068) (http://thumbnails117.imagebam.com/53164/e09ec3531637089.jpg) (http://www.imagebam.com/image/e09ec3531637089)

Note: Vextar and Voyages sky is my least favorite. to late to change them two skies. also my fave sky is Hensler Mountains.
Title: Re: Mod Development Screenshots
Post by: The Very End on February 09, 2017, 09:30:29 PM
Good stuff :)

Btw, a cookie to the one guessing what this really, REALLY early wip is going to be / inspired / remastered from.
(https://s28.postimg.org/xbayqyuhl/Untitled.png) (https://postimg.org/image/xbayqyuhl/)
Title: Re: Mod Development Screenshots
Post by: Daystar on February 10, 2017, 04:46:17 PM
Good stuff :)

Btw, a cookie to the one guessing what this really, REALLY early wip is going to be / inspired / remastered from.
(https://s28.postimg.org/xbayqyuhl/Untitled.png) (https://postimg.org/image/xbayqyuhl/)

Ehh perhaps Logans Run?   Reminds me of a conduit section... perhaps an escape tunnel might I add.  ;D


Title: Re: Mod Development Screenshots
Post by: The Very End on February 10, 2017, 05:12:42 PM
Not correct sadly. Another hint: Game was released before 2000 and was highly controversial. Will post more screens as progress continues.
Title: Re: Mod Development Screenshots
Post by: Purple44 on February 10, 2017, 05:53:07 PM
Not correct sadly. Another hint: Game was released before 2000 and was highly controversial. Will post more screens as progress continues.

But I thought you told us in another thread what track you was thinking of working on?   ;)

I even took a look at a youtube video after reading your post.  :)
Title: Re: Mod Development Screenshots
Post by: 101peter on February 11, 2017, 12:33:39 PM
Not correct sadly. Another hint: Game was released before 2000 and was highly controversial. Will post more screens as progress continues.

Carmageddon?
Title: Re: Mod Development Screenshots
Post by: The Very End on February 11, 2017, 12:37:17 PM
Correct. Also found a way to get the old models, however they are a bit... old and not working right, so will have to make it from scratch. However, nice reference:
(https://s30.postimg.org/ewa5tdbql/Untitled.png) (https://postimg.org/image/ewa5tdbql/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on February 11, 2017, 07:57:18 PM
Correct. Also found a way to get the old models, however they are a bit... old and not working right, so will have to make it from scratch. However, nice reference:
(https://s30.postimg.org/ewa5tdbql/Untitled.png) (https://postimg.org/image/ewa5tdbql/)

That look to be a tangled web of track in that pic.  :o
Title: Re: Mod Development Screenshots
Post by: catn1p on February 11, 2017, 10:35:29 PM
That look to be a tangled web of track in that pic.  :o

Oh my god, I remember that track. It was pure hell, I got lost every single time. Good thing finishing the race was not essential in carmageddon and the opponents (more like enemies in that game) would come to you most of the time if they didn't get stuck in some ridiculous place, so you wouldn't have to search for em eternally.

Fun game though, I'm not too sure if the latest remake is worthy of the original.
Title: Re: Mod Development Screenshots
Post by: The Very End on February 12, 2017, 02:15:21 PM
Haha yeah! So I won't include the routes that are not in the race, to prevent confusion. Work continues:
(https://s10.postimg.org/74ml3c1bp/Untitled.png) (https://postimg.org/image/74ml3c1bp/)

Edit: A preveiw of what I have done to now:
http://www.youtube.com/watch?v=wwpVCR6dzRs&feature=youtu.be (http://www.youtube.com/watch?v=wwpVCR6dzRs&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: sam223 on February 15, 2017, 03:43:52 PM


Title: Re: Mod Development Screenshots
Post by: The Very End on February 15, 2017, 09:10:02 PM
Good stuff Sam! Meanwhile I'm plotting around at the Pit Stop track.
Original / My Version:
http://www.youtube.com/watch?v=zOngRl5NhDU&t=121s (http://www.youtube.com/watch?v=zOngRl5NhDU&t=121s) / http://youtu.be/tO_OlRDHqNQ (http://youtu.be/tO_OlRDHqNQ)
Title: Re: Mod Development Screenshots
Post by: Bonecracker on February 15, 2017, 10:50:15 PM
Pit Stop will be my new fav track! very nice  :o
Title: Re: Mod Development Screenshots
Post by: Purple44 on February 16, 2017, 12:01:47 AM
Hmm, a suicide track, me like.  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on February 18, 2017, 05:49:29 AM
Finally got this working properly
www.youtu.be/dljzVCM4PwU (http://www.youtu.be/dljzVCM4PwU)
Title: Re: Mod Development Screenshots
Post by: Purple44 on February 18, 2017, 09:37:07 AM
That the roof detaches?  :)
Title: Re: Mod Development Screenshots
Post by: sam223 on February 18, 2017, 03:44:17 PM
That the roof detaches?  :)

The GTO :) Had some problems where part of the mesh glitch all over the screen



Happened a few times with different cars and not found a definitive fix. Always have to merge and dissolve meshes until it finally works.
Title: Re: Mod Development Screenshots
Post by: The Very End on February 18, 2017, 04:10:53 PM
Great  stuff :) Ref the roof falling off: Parts / meshes that breaks into sub-pars are a nightmare. Need to xform reset, align pivots and trippel check naming all the time to prevent parts from going 250 mph across map lol..
Title: Re: Mod Development Screenshots
Post by: sam223 on February 18, 2017, 04:14:53 PM
They're easier for cars. Just have all the parts as separate object,give each object a .panl file,set a detachment range and make some of the .panl's parents whilst assigning the others as childen
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on February 18, 2017, 05:12:32 PM
One possible solution when your mesh spikes or glitches like that is to double check your solid body mesh. I had a similar problem for days with my 40 Classic that about drove me nuts trying to chase down the reason why. It turns out that I had a missing poly and a few unwelded verts in my mesh. Make sure your solid body mesh is "water tight".

It was strange because the collisions looked good for the rear of the vehicle, but the front end would glitch out and parts that detached would deform and act weird. The holes were in the front section of the mesh were the glitches were happening.
Title: Re: Mod Development Screenshots
Post by: sam223 on February 18, 2017, 05:22:48 PM
One possible solution when your mesh spikes or glitches like that is to double check your solid body mesh. I had a similar problem for days with my 40 Classic that about drove me nuts trying to chase down the reason why. It turns out that I had a missing poly and a few unwelded verts in my mesh. Make sure your solid body mesh is "water tight".

It was strange because the collisions looked good for the rear of the vehicle, but the front end would glitch out and parts that detached would deform and act weird. The holes were in the front section of the mesh were the glitches were happening.
Thats usually the first thing i goto, this one was something else though. Wasn't glitching in collisions but random object got selected each game load and a few verts would spike or a small black hole would appear. If i removed the floor it was fine,fixed by merging interior objects meshes
Title: Re: Mod Development Screenshots
Post by: blazngun on February 19, 2017, 03:40:09 PM
Still have lots of objects to place, and tweaking the dirt piles to eliminate gaps. Rather happy so far with how it has turned out. Ferris wheel coming soon!

(https://s11.postimg.org/e89e08wkv/countyfairwip.jpg) (https://postimg.org/image/e89e08wkv/)


https://postimg.org/image/e89e08wkv/

Title: Re: Mod Development Screenshots
Post by: sam223 on February 20, 2017, 05:21:37 AM
www.youtu.be/lIuKqsWAhW0 (http://www.youtu.be/lIuKqsWAhW0)
Title: Re: Mod Development Screenshots
Post by: sam223 on February 23, 2017, 03:38:20 PM
Long time bug that's taken too long to fix. Steering wheels finally work on all cars again
www.youtube.com/watch?v=m5IvpDFD3SQ (http://www.youtube.com/watch?v=m5IvpDFD3SQ)
Title: Re: Mod Development Screenshots
Post by: blazngun on February 23, 2017, 04:17:39 PM
Awesome Sam, that will really add to the immersion factor!
Title: Re: Mod Development Screenshots
Post by: sam223 on February 23, 2017, 04:44:41 PM
Awesome Sam, that will really add to the immersion factor!
Agreed,been meaning to do it for a while now. Was annoying to fix, but found out eventually that it was just a simple joint rotation setup wrong.
Title: Re: Mod Development Screenshots
Post by: blazngun on February 24, 2017, 05:47:51 PM
Couple pics of the Pro Modified Derby Car WIP mod


(https://s1.postimg.org/eg5tyvrsr/preview1.jpg) (https://postimg.org/image/eg5tyvrsr/)

(https://s7.postimg.org/xqmx0mjzb/promodam4.jpg) (https://postimg.org/image/xqmx0mjzb/)
Title: Re: Mod Development Screenshots
Post by: blazngun on February 25, 2017, 07:47:45 PM
Few more pics of the WIP Pro Modified Derby Cars.. Still need to orient the flames on right side header better, but rather impressed how it has come out so far. Why bugbear didn't do this from the get-go is puzzling. So much more badass!

(https://s14.postimg.org/3ppkmuh59/headers.jpg) (https://postimg.org/image/3ppkmuh59/)

(https://s27.postimg.org/6j80azusf/20170225123831_1.jpg) (https://postimg.org/image/6j80azusf/)

(https://s17.postimg.org/erbenbm3v/20170225123831_2.jpg) (https://postimg.org/image/erbenbm3v/)

Title: Re: Mod Development Screenshots
Post by: Daystar on February 25, 2017, 09:11:15 PM
Few more pics of the WIP Pro Modified Derby Cars.. Still need to orient the flames on right side header better, but rather impressed how it has come out so far. Why bugbear didn't do this from the get-go is puzzling. So much more badass!

(https://s14.postimg.org/3ppkmuh59/headers.jpg) (https://postimg.org/image/3ppkmuh59/)

(https://s27.postimg.org/6j80azusf/20170225123831_1.jpg) (https://postimg.org/image/6j80azusf/)

(https://s17.postimg.org/erbenbm3v/20170225123831_2.jpg) (https://postimg.org/image/erbenbm3v/)

Your doing an awesome job I must say, love the engine pipes a lot! do keep up your great work blazngun!
Title: Re: Mod Development Screenshots
Post by: blazngun on February 26, 2017, 04:37:42 PM
Thanks for the comments Daystar. Ashame the modding community doesnt have access to the other vehicle .max files, as I could have thru hood exhaust and a few other cool derby oriented visual tweaks done on all the default cars in a weekend. Working now on getting bumpers and chains on the example car like the american2 ll and american4 ll have. Having a ton of fun doing this mod work!!
Title: Re: Mod Development Screenshots
Post by: Daystar on February 26, 2017, 05:05:38 PM
Thanks for the comments Daystar. Ashame the modding community doesnt have access to the other vehicle .max files, as I could have thru hood exhaust and a few other cool derby oriented visual tweaks done on all the default cars in a weekend. Working now on getting bumpers and chains on the example car like the american2 ll and american4 ll have. Having a ton of fun doing this mod work!!

Sure not a problem! and really glad you are enjoying modding a lot!! I am stoked to see when you are finished with your project(s)  :D

On a side note: would really like to see a car pack some day with them awesome tires, and your other modifications! Cheers!
Title: Re: Mod Development Screenshots
Post by: The Very End on February 28, 2017, 03:37:03 PM
Got 3 WIP shots of the new Eagles Nest track. Completely built from scratch and it is a nightmare I can tell you. But, getting there!
(https://s9.postimg.org/7dszcft7f/image.png) (https://postimg.org/image/7dszcft7f/)
(https://s10.postimg.org/ck1qnalnp/image.png) (https://postimg.org/image/ck1qnalnp/)
(https://s31.postimg.org/ym0yaf0jr/image.png) (https://postimg.org/image/ym0yaf0jr/)
Title: Re: Mod Development Screenshots
Post by: sam223 on February 28, 2017, 04:05:08 PM
Spent a lot of time optimizing the last couple of days,pretty happy with the outcome. Still massive, but shrank the total mod size by around half.
Title: Re: Mod Development Screenshots
Post by: blazngun on February 28, 2017, 04:10:29 PM
End, that looks amazing!
Title: Re: Mod Development Screenshots
Post by: The Very End on February 28, 2017, 04:33:20 PM
Thanks :) Made a quicklook of current state:
http://www.youtube.com/watch?v=Q7Q8JN99bCk&feature=youtu.be (http://www.youtube.com/watch?v=Q7Q8JN99bCk&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Bonecracker on February 28, 2017, 05:14:16 PM
New eagles its crazy! Good work
Title: Re: Mod Development Screenshots
Post by: The Very End on March 01, 2017, 01:38:57 PM
An desert needs oil towers!
(https://s30.postimg.org/6n2bsecl9/Untitled.png) (https://postimg.org/image/6n2bsecl9/)
Title: Re: Mod Development Screenshots
Post by: blazngun on March 04, 2017, 04:16:48 AM
Very early WIP shot of my weekend project. Going to be a bit longer than in pic. Barriers will have catch fences and am placing 45* angled barriers at edges of goals to make it a bit easier. Havent researched yet, but is it possible to respawn or reset objects to a given location?

(https://s13.postimg.org/x020cj5tv/20170303190433_1.jpg) (https://postimg.org/image/x020cj5tv/)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 04, 2017, 05:40:20 PM
Very soon!
(https://s11.postimg.org/xkhb5ls9r/eagle.png) (https://postimg.org/image/xkhb5ls9r/)
Title: Re: Mod Development Screenshots
Post by: blazngun on March 05, 2017, 11:09:53 PM
Finally figured out an issue I was having with gasbottles not always exploding with the same force, so I made an updated County Fair Killer variant. Each direct hit from a bottle dishes out about 10% damage with no mods enabled.


(https://s24.postimg.org/qg8854tcx/20170305083451_1.jpg) (https://postimg.org/image/qg8854tcx/)

(https://s11.postimg.org/b36akqbb3/20170305084905_1.jpg) (https://postimg.org/image/b36akqbb3/)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on March 06, 2017, 12:57:14 AM
Finally figured out an issue I was having with gasbottles not always exploding with the same force, so I made an updated County Fair Killer variant. Each direct hit from a bottle dishes out about 10% damage with no mods enabled.



lol Awesome. A guy might want to stay away from the wall! Does the blast radius affect the car that pushes you into into the wall, too?

Too bad items don't respawn. So far.....
Title: Re: Mod Development Screenshots
Post by: blazngun on March 06, 2017, 02:10:15 AM
They are on a random 4-8 second timer so you have a chance to get away. Blast radius is 1 meter, but if they go up all at once its a crap shoot.  Randomly (i cant figure out why) after the first blast some bottles will explode on contact rather than timer. Most times tho all the bottles go up within 10-15 seconds of each other.
Title: Re: Mod Development Screenshots
Post by: Pritchard on March 06, 2017, 10:07:14 AM

Hi everyone,
I'm working on a weather mod for Wreckfest right now (WIP screenies here: http://imgur.com/a/fkMJu (http://imgur.com/a/fkMJu)) but i'm running into an issue with the skyboxes and several of the maps. It's best demonstrated in the image directly included in this post - the texture for the distant terrain is still lit as if it is in the middle of the day.

The only way so far that I have been able to overcome this issue is by working backwards from the standard sunset weather - copying it and then transferring all my alterations one by one until it looks the same as my original file. I've already done this for a few of my weathers, such as this one:


So I have two questions; first, what does everyone think of the screenshot album I linked? This is my first time making this sort of mod, and I'm mostly eyeballing it which leaves me wondering if I'm getting things right or not. Second, what values can I change in bagedit to "fix" my skylines? Thanks, and sorry if this is the wrong thread to be asking questions in!
Title: Re: Mod Development Screenshots
Post by: The Very End on March 06, 2017, 10:13:16 AM
First out - great stuff! What kind of ressolution are the skies in? Also, need some stormy / cloudy ones - just saying ;)
When that is said, I am not entierly sure how to fix your problem. The thing is that the thing you see lighted up is a background object with a certain texture applied to it, it's not part of the weather or it's options I think. I am not sure what might be the difference in the weather options, but maybe it's something about illuminating, raycasting or whatnot. I think it might be related to the actual hight of the sun / the light centre that causes these issues. I can try to diff into the game files today and see if I spot any difference on those two that should cause the background to be so up-lighted.

Maybe you could screenshot or upload one of your bagedit files that does not work? Then we can compare and see what the differences are?
Title: Re: Mod Development Screenshots
Post by: Pritchard on March 06, 2017, 11:12:19 AM
Thanks for the compliment  8).
There are some overcast weathers that I've been working on, but they're not quite there yet... I might release them all the same, but I really want people to be able to select "Random" and get a good looking weather every time.

Here's two of the weather files - the sun is in a slightly different position in each one as they're supposed to represent different times of day, but in my experience that hasn't been what causes the issue. https://dl.dropboxusercontent.com/s/azriylr9hlli5cx/weather.zip (https://dl.dropboxusercontent.com/s/azriylr9hlli5cx/weather.zip)

As for the skyboxes, they're simply sourced from the game's own files. I know other mods have used them before, but (hopefully) not in the exact same way as this, and I wanted to provide my own take on the lighting and colours. Right now I'm only providing 16 weathers, but I would like to expand that to include the overcast ones and more variations on daytime etc. in the future. I tried importing my own skybox that I found online, but I ended up with a big pink square in the sky and the rest of the textures looking awful.  ::)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 06, 2017, 11:17:45 AM
Interesting, will help keeping the size down when using BB own assets, and also nice that you play around with the light to create atmosphere. I'll take a quick look on the file and see if there is anything that sticks out as of why the background turns very bright-ish.
Title: Re: Mod Development Screenshots
Post by: The Very End on March 06, 2017, 11:45:37 AM
Hey again,

First out, I am sorry that I could not find out more. I am not quite sure how to get both such nice colors you have and at same time not having the background really stand out like it does. It's somehow connected how textured with the #illuminated tag is handled - basically the texture allways behaves like it's sun on it. Ideally you could just "unmark" the texture, but that means messing up the original BB files.

So, a bit of a workaround to get a little less bright background - with the drawback of it generally beeing a bit less colors is by using this option:
(https://s12.postimg.org/baftkmazt/Capture.png) (https://postimg.org/image/baftkmazt/) (small image, Tonemapping is the option highlighted)
Altering it to different tonemapping yields different results.
Title: Re: Mod Development Screenshots
Post by: Pritchard on March 06, 2017, 02:09:41 PM
Reading your reply reminded me that I had actually seen a mod that dealt with the issue... http://steamcommunity.com/sharedfiles/filedetails/?id=688372055 (http://steamcommunity.com/sharedfiles/filedetails/?id=688372055)!
I'm not a big fan of the presets in this mod, but I did recall the issue I was having not being present here. The author has apparently replaced the textures for those distant areas with transparent/invisible ones. I tried copying their files to my mod and it worked wonders!


I'm going to whip up a preview.jpg for the mod and release it ASAP now.  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on March 06, 2017, 02:16:04 PM
They look good Pritchard. Looking forward to some more overcast weathers


Started rebuilding this again last night
Title: Re: Mod Development Screenshots
Post by: The Very End on March 06, 2017, 02:25:42 PM
Great stuff, looking forward to that :)
Title: Re: Mod Development Screenshots
Post by: Pritchard on March 07, 2017, 03:28:47 AM
So my next project is to make... tires have mass. I think.
I'm really not sure how dntp files work - but it seems that tweaking the collision matrix index to "Object Light" instead of "Object Massless" has a good effect on how hitting a tire stack affects the player's car. I'm personally quite happy with the results, as it makes them far more dangerous and less of a spectacle than they were before. But now, when they hit tarmac...

https://youtu.be/TP_HXHdhWsg (https://youtu.be/TP_HXHdhWsg)

This is only a problem when they hit tarmac as far as I know, I tested it on Gravel 1 and everything sounded perfect.
Any advice? Feedback? Is making tire stacks bog down the player too extreme?
Title: Re: Mod Development Screenshots
Post by: blazngun on March 07, 2017, 04:45:02 AM
I like the idea of tire stacks that have consequences if you hit them. I like the super heavy tractor tire The Very End used on Wimbledon. Would be cool to have some barriers and other stationary objects that behave like that.


(https://s12.postimg.org/g3x034rrd/20170306213815_1.jpg) (https://postimg.org/image/g3x034rrd/)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 07, 2017, 07:16:31 AM
The matrixes are related to damage received I think. Mass is the one you want to chamge :)
Title: Re: Mod Development Screenshots
Post by: sam223 on March 08, 2017, 01:29:42 AM
Making progress


Title: Re: Mod Development Screenshots
Post by: blazngun on March 08, 2017, 02:31:02 AM
Love the front bumper on that beast Sam. Looks super mean. And very cool added touch to have driver grabbing the Oh Sh!t handle!!!
Title: Re: Mod Development Screenshots
Post by: The Very End on March 11, 2017, 12:36:31 PM
Something is getting a overhault and being turned into something new:
(https://s28.postimg.org/d4g4kw7e1/Untitled.jpg) (https://postimg.org/image/d4g4kw7e1/)
Title: Re: Mod Development Screenshots
Post by: blazngun on March 12, 2017, 12:01:08 AM
Hope you keep the elevation changes, or add more =-)  Favorite part of the track!
Title: Re: Mod Development Screenshots
Post by: The Very End on March 12, 2017, 12:14:56 AM
The road will be the same mostly, but the terrain will be very much changed together with props change :)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 12, 2017, 08:45:48 PM
Small steps at a time:
(https://s14.postimg.org/qaq7djn25/Untitled.png) (https://postimg.org/image/qaq7djn25/)
Title: Re: Mod Development Screenshots
Post by: Tonza on March 12, 2017, 09:50:16 PM
Are you planning to keep the narrow section TVE?
Title: Re: Mod Development Screenshots
Post by: The Very End on March 12, 2017, 10:05:20 PM
Not sure, is it wanted? If so I can redo it by using some other objects than the old fences :)
Title: Re: Mod Development Screenshots
Post by: blazngun on March 13, 2017, 02:35:49 AM
Very Early WIP shot of an ArenaCross style track. Most of the generic wall segments will be replaced with concrete barriers, just used them for easy layout. Doubles, woops, and tabletop jumps will all be modeled. Yellow line is driving line.


(http://i67.tinypic.com/xd8j9l.jpg)

Any ideas or suggestions?
Title: Re: Mod Development Screenshots
Post by: sam223 on March 13, 2017, 02:08:03 PM


Title: Re: Mod Development Screenshots
Post by: blazngun on March 13, 2017, 09:53:09 PM
WOW that is killer Sam!
Title: Re: Mod Development Screenshots
Post by: Purple44 on March 14, 2017, 01:13:03 AM
Very Early WIP shot of an ArenaCross style track. Most of the generic wall segments will be replaced with concrete barriers, just used them for easy layout. Doubles, woops, and tabletop jumps will all be modeled. Yellow line is driving line.


([url]http://i67.tinypic.com/xd8j9l.jpg[/url])

Any ideas or suggestions?


Hi, would like suggest you maybe add more crossings to the track and maybe some jump ramps. Would have rework your barrier wall a bit.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/blazngun-fig8.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 15, 2017, 07:24:36 PM
"21 years after last race at at the infamous Chalk Canyon, the locals have desided to race once more on the legandary track. The mining companies have dug through the mountain, and much of the old mountain course has now been transformed into a deadly race alongside step cliffs. As the track has not been active for the last 21 years the local area has taken the toll of time, and in combination with the enviromental changes the only things that are left in Chalk Canyon are the oil corporations, rusty scraps and one old, deadly track. Drivers, be warned!"

http://youtu.be/qBor-ItSe_Y (http://youtu.be/qBor-ItSe_Y)

WIP!
Title: Re: Mod Development Screenshots
Post by: The Very End on March 17, 2017, 04:26:01 PM
Work continues on Chalk Canyon 2017:
(https://s30.postimg.org/m20nvtj7x/Untitled.png) (https://postimg.org/image/m20nvtj7x/)
Title: Re: Mod Development Screenshots
Post by: Tonza on March 17, 2017, 05:03:24 PM
Work continues on Chalk Canyon 2017:
(https://s30.postimg.org/m20nvtj7x/Untitled.png) (https://postimg.org/image/m20nvtj7x/)
Can't wait for this one  :)
though please keep the hump on the big jump, it made for some of the best crashes  8) (the one before the big downhill)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 17, 2017, 05:07:07 PM
Thanks! I can confirm both the jumps look much like they did before. The landings are, well meh at times, but most jumps your car will land just fine if you ease trottle a second before the edge :)
The tight section had to go tho, as it just felt a bit misplaced and that it made the alternative route so much faster. Now the routes are not that different, alt is a bit faster but more dangerous.
Title: Re: Mod Development Screenshots
Post by: The Very End on March 21, 2017, 07:38:40 PM
Why do I even do this..., big tracks are a royality pain in the arse to do.. You ow me a beer when this is done Daystar!
(https://s16.postimg.org/mq210m9j5/Untitled.png) (https://postimg.org/image/mq210m9j5/)
Title: Re: Mod Development Screenshots
Post by: Daystar on March 21, 2017, 10:39:27 PM
Why do I even do this..., big tracks are a royality pain in the arse to do.. You ow me a beer when this is done Daystar!
(https://s16.postimg.org/mq210m9j5/Untitled.png) (https://postimg.org/image/mq210m9j5/)

Too bad we are not neighbors, I would get you a case (24 beers)!!! Looking great so far!
Title: Re: Mod Development Screenshots
Post by: The Very End on March 23, 2017, 08:52:52 PM
The struggle is real...
(https://s29.postimg.org/5addf8xvn/Untitled.png) (https://postimg.org/image/5addf8xvn/)
Title: Re: Mod Development Screenshots
Post by: Daystar on March 23, 2017, 09:23:03 PM
The struggle is real...
(https://s29.postimg.org/5addf8xvn/Untitled.png) (https://postimg.org/image/5addf8xvn/)

But it will be EPIC I bet! Thank you so much for making another super speedway! is the surface smooth or bumpy?
Title: Re: Mod Development Screenshots
Post by: The Very End on March 23, 2017, 09:26:47 PM
I think I will keep it smooth this time to be faithful to it's name superspeedway :) Hopefully it will be fun hehe thanks.
Title: Re: Mod Development Screenshots
Post by: Daystar on March 23, 2017, 09:48:38 PM
I think I will keep it smooth this time to be faithful to it's name superspeedway :) Hopefully it will be fun hehe thanks.

That's awesome news! your welcome and would it be to hard to make 2 versions? I prefer smooth, but just in case some people want bumpy... or is it to much work?
Title: Re: Mod Development Screenshots
Post by: The Very End on March 23, 2017, 09:52:09 PM
Not sure, depends on some different things, but will try out and see :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on March 23, 2017, 11:34:35 PM
Now need get Bugbear to add drafting into Wreckfest.  :D

Maybe when Bugbear releases an expansion pack next year, Bugbear have the time to add a drafting\ slipstream feature like we saw in GRID 1.   :)

Title: Re: Mod Development Screenshots
Post by: Heddly on March 23, 2017, 11:54:26 PM
Something to think about is the top speed of the cars in Wreckfest. Super speedways like this need 180-200 mph cars.
Title: Re: Mod Development Screenshots
Post by: The Very End on March 24, 2017, 07:50:37 AM
Yeah I need you guys to make a superspeed car ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 24, 2017, 05:31:38 PM
More work done today:
(https://s11.postimg.org/i4eq4ute7/Untitled.png) (https://postimg.org/image/i4eq4ute7/)

Not the most sexy thing, but when going fast you won't notice too much of it. A lot is left to be done uff :p
Title: Re: Mod Development Screenshots
Post by: Daystar on March 24, 2017, 05:44:01 PM
More work done today:
(https://s11.postimg.org/i4eq4ute7/Untitled.png) (https://postimg.org/image/i4eq4ute7/)

Not the most sexy thing, but when going fast you won't notice too much of it. A lot is left to be done uff :p

No worries, you are doing fantastic indeed! question again... are you going to make a fig. 8 in the middle?  :P
 
Title: Re: Mod Development Screenshots
Post by: The Very End on March 24, 2017, 05:53:43 PM
Haha, not sure. On google maps it seems the middle is a old fly strip where they line up equipment at races. Anyone know anything about it? Google maps seems to say it is very empty on photos :)
Title: Re: Mod Development Screenshots
Post by: Daystar on March 24, 2017, 06:34:32 PM
Haha, not sure. On google maps it seems the middle is a old fly strip where they line up equipment at races. Anyone know anything about it? Google maps seems to say it is very empty on photos :)

Well I am not so sure about Talledega myself. but this may be your chance to throw in an airplane or two, plus a hanger (garage) mind you hehe!
Title: Re: Mod Development Screenshots
Post by: The Very End on March 25, 2017, 02:19:10 PM
I think the inside roads are done for now, and I can then start making the inside buildings and so on. One small step at a time:
(https://s27.postimg.org/4jrwkja4v/Untitled.png) (https://postimg.org/image/4jrwkja4v/)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on March 26, 2017, 02:34:12 AM
I think the inside roads are done for now, and I can then start making the inside buildings and so on. One small step at a time:
(https://s27.postimg.org/4jrwkja4v/Untitled.png) (https://postimg.org/image/4jrwkja4v/)

Wow! Part of the old Anniston AFB airstrip mostly still exists! 

You even modelled the campground roads.
Don't forget all the RVs, tents and stuff! Spectators will need a place to party/sleep. An infirmary would be nice too. I tend to run into the spectators. ;D

j/k
Title: Re: Mod Development Screenshots
Post by: The Very End on March 26, 2017, 11:24:07 AM
Haha! Well, I will try to model some of it ; Do any of you guys have good pictures of the infield? I struggle to find reference photos ro work with.
Title: Re: Mod Development Screenshots
Post by: blazngun on March 28, 2017, 03:59:10 AM
A couple very early WIP shots of my next derby track. OctaDerby!

(https://s8.postimg.org/durat1fdd/20170327205224_1.jpg) (https://postimg.org/image/durat1fdd/)


(https://s30.postimg.org/d4em68swt/20170327205120_1.jpg) (https://postimg.org/image/d4em68swt/)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 28, 2017, 12:14:18 PM
Further progress has been made:
(https://s23.postimg.org/7nrjkgb9j/Untitled.png) (https://postimg.org/image/7nrjkgb9j/)
Title: Re: Mod Development Screenshots
Post by: dave_mx85 on March 28, 2017, 02:31:36 PM
I think the inside roads are done for now, and I can then start making the inside buildings and so on. One small step at a time:
(https://s27.postimg.org/4jrwkja4v/Untitled.png) (https://postimg.org/image/4jrwkja4v/)
woooww  :o :o :o :o :o
Title: Re: Mod Development Screenshots
Post by: RickyB on March 28, 2017, 05:10:36 PM
Further progress has been made:
(https://s23.postimg.org/7nrjkgb9j/Untitled.png) (https://postimg.org/image/7nrjkgb9j/)

looks like... lap time ~ 30 min.  ;D

Didn't realise, this was Talladega... as in "Talladega Nights - The Ballad of Ricky Bobby" :)
(https://upload.wikimedia.org/wikipedia/en/e/e7/Talladega_nights.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 29, 2017, 11:50:06 AM
Work continues!
(https://s9.postimg.org/lk7wmokaz/image.png) (https://postimg.org/image/lk7wmokaz/) (https://s7.postimg.org/z3ijc4bw7/image.png) (https://postimg.org/image/z3ijc4bw7/)

PS: Some of the infield fences are not in the picture as 3ds max desided to suddently make all my xref objects turn 10 000 times bigger than normal and un-align them. Will have to re-do them at a later stage :)
Title: Re: Mod Development Screenshots
Post by: The Very End on March 30, 2017, 02:23:55 PM
Starts taking shape. I know the infield is suposed to be filed with caravans, but to keep size and performance low I'm using tents and other props from BB library. Hope that's acceptable?
(https://s8.postimg.org/4kuj8wnwx/Untitled.png) (https://postimg.org/image/4kuj8wnwx/)
Title: Re: Mod Development Screenshots
Post by: Daystar on March 30, 2017, 04:51:12 PM
Starts taking shape. I know the infield is suposed to be filed with caravans, but to keep size and performance low I'm using tents and other props from BB library. Hope that's acceptable?
(https://s8.postimg.org/4kuj8wnwx/Untitled.png) (https://postimg.org/image/4kuj8wnwx/)

Looking really awesome! I am just a little worried about them thousands of spectators in the stands waving their hands and such! really curious if that will have a performance drop.  ::)
Title: Re: Mod Development Screenshots
Post by: STRmods on March 30, 2017, 05:38:22 PM
Hey guys, been away for a good while. Talladega looks promising there The Very End, looks like a lot of work too haha.
Title: Re: Mod Development Screenshots
Post by: The Very End on March 30, 2017, 06:48:31 PM
It is, it is :| And what about you, we need more track makers so join the track making club ;)

Daystar: Performance is not too bad atm. If it all goes to crap I can make one "performance" version which will have no infield objects or spectators for pure FPS - alltho it will look a bit lonely :)
Title: Re: Mod Development Screenshots
Post by: STRmods on March 30, 2017, 06:53:17 PM
It is, it is :| And what about you, we need more track makers so join the track making club ;)

Daystar: Performance is not too bad atm. If it all goes to crap I can make one "performance" version which will have no infield objects or spectators for pure FPS - alltho it will look a bit lonely :)

Haha, just think of how it will be when it's finished, all worth it  :D

And no promises yet but I think I will be making a comeback soon :)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on March 30, 2017, 07:07:14 PM
Looking really awesome! I am just a little worried about them thousands of spectators in the stands waving their hands and such! really curious if that will have a performance drop.  ::)

Well, now, we can't expect Winston Cup (it'll always be Winston Cup to me) crowds at a banger event, so a sparsely populated infield and grandstand will be o.k. by me. Can't see it from behind the wheel anyhow.
Title: Re: Mod Development Screenshots
Post by: The Very End on March 31, 2017, 04:45:13 PM
While we wait on the patch, made a quick WIP of the track atm:
http://www.youtube.com/watch?v=lY49xIBibVM&feature=youtu.be (http://www.youtube.com/watch?v=lY49xIBibVM&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Daystar on March 31, 2017, 05:29:59 PM
^^^ Oh I love it very much already. such a great job you are doing with it! and I see there is no fps drops near the spectators  :)  this is gong to be one badass place to be racing at! and love how smooth it is, cannot wait!  :P Stellar work mate!!!
Title: Re: Mod Development Screenshots
Post by: The Very End on March 31, 2017, 05:49:22 PM
Thanks :) Sadly it does create a bit slowdown, and I suspect that slow systems might feel it worse too. I will try removing the animates spectators to see if that makes the performance better. If not I will try without spectators.

Really wish this game was better at LOD (level of detail) work. Really wanted to add more details to the track, dynamic objects and a blend texture at the grass, but the second I try that out I start getting out of buffer / vertex errors.
Either way,will try out finding a compromise.
Title: Re: Mod Development Screenshots
Post by: Daystar on March 31, 2017, 06:17:43 PM
Thanks :) Sadly it does create a bit slowdown, and I suspect that slow systems might feel it worse too. I will try removing the animates spectators to see if that makes the performance better. If not I will try without spectators.

Really wish this game was better at LOD (level of detail) work. Really wanted to add more details to the track, dynamic objects and a blend texture at the grass, but the second I try that out I start getting out of buffer / vertex errors.
Either way,will try out finding a compromise.

Welcome TVE, and fair enough  :) yeah that would be depressing a bit not being able to do everything you mentioned. hopefully someday (maybe after beta) Bugbear will make modding more refined, and near flawless, regarding LOd, Buffer and vertex issues.  and almost forgot to tell you well I did forget hehe... uhm really cool that you got the high banks to work out this time! remember in the past you had mentioned high banking is a bit difficult, and sometimes not possible.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 01, 2017, 11:35:45 AM
Thanks :) Well at high speeds it still happens tho. Tested out the Blue Tuna mod, when getting close to 300 km/h the car just spins out in corner for some reasons. Hopefully the car modders can find a sollution, as I suspect it is related to car bottoming out.
Title: Re: Mod Development Screenshots
Post by: Daystar on April 01, 2017, 01:18:22 PM
Thanks :) Well at high speeds it still happens tho. Tested out the Blue Tuna mod, when getting close to 300 km/h the car just spins out in corner for some reasons. Hopefully the car modders can find a sollution, as I suspect it is related to car bottoming out.

Oh goody, so if it spins out (If it is a bot car) and eventually crashes, or limps around the track at a slow speed due to damages, that would make a great obstacle to avoid for us! haha! and potentially causing great pileups! Yippy Yay!!! hahaha  :P
Title: Re: Mod Development Screenshots
Post by: The Very End on April 08, 2017, 02:59:06 PM
Meanwhile, working on a new a track;
(https://s2.postimg.org/qe3n2b5n9/Untitled.png) (https://postimg.org/image/qe3n2b5n9/)
Title: Re: Mod Development Screenshots
Post by: sam223 on April 08, 2017, 03:30:24 PM
Meanwhile, working on a new a track;
(https://s2.postimg.org/qe3n2b5n9/Untitled.png) (https://postimg.org/image/qe3n2b5n9/)
Very nice.Hope they take lots of buildings pics for you today. I had a bit of a fiddle yesterday with surfaces and tires for this. Seems like it should possible for more accurate smooth shale.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 08, 2017, 03:31:47 PM
Great stuff :D Thanks a lot for the help! The hardest part is to model something when you can only see pixelated crap of it on google maps or in photos that have them barely visible :)
Title: Re: Mod Development Screenshots
Post by: sam223 on April 10, 2017, 03:56:10 PM
Back on with doing the next pass on all the cars (tidying up collisions boxes,improving damage,more details to the models,touching up mapping in places)
Certainly come a long way from the first versions late last year.

Then


Now
Title: Re: Mod Development Screenshots
Post by: TheEngiGuy on April 10, 2017, 04:09:15 PM
Great job! Very excited for it.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 10, 2017, 06:16:35 PM
Looks good Sam!
Meanwhile, modelling it from scratch so it's not that good looking, but you won't notice too much of it when going by it at speeds.
(https://s15.postimg.org/b6rab1s07/Untitled.png) (https://postimg.org/image/b6rab1s07/)
Title: Re: Mod Development Screenshots
Post by: sam223 on April 10, 2017, 07:26:09 PM
The models looks great. Just the textures let it down

Title: Re: Mod Development Screenshots
Post by: sam223 on April 12, 2017, 03:41:42 AM
Taken so long to get these working. Roll cage and door bars now work,protecting driver from glitching through body work. Damage stops at the roll cage.



Title: Re: Mod Development Screenshots
Post by: Heddly on April 12, 2017, 05:15:49 AM
This is what I have been wanting in the game, no driver or cockpit mashup. It would be even better without the visual engine being smashed into a chunk of metal while still being driveable.

Where is the suspension? I am tired of seeing a wheel with no connection to the chassis when the car has been damaged, at least the FO series had that. These parts of the cars look so arcadish that they cripple the overall realism of the entire game.
Title: Re: Mod Development Screenshots
Post by: FalconXY on April 12, 2017, 01:44:51 PM
Great work sam223 !! Best mod for Wreckfest IMHO. :D
Title: Re: Mod Development Screenshots
Post by: The Very End on April 12, 2017, 02:07:05 PM
Slowly getting there. The trucks in the fence will ofc. be moved, aswell as cars / tents / people around to create something which will resemble a pit area will be added at later stage as well. Got to finish the buildings around, then start the work with the slapmap (texturemap).
(https://s15.postimg.org/o882l2wiv/Untitled.png) (https://postimg.org/image/o882l2wiv/)
Title: Re: Mod Development Screenshots
Post by: Daystar on April 12, 2017, 02:19:20 PM
Slowly getting there. The trucks in the fence will ofc. be moved, aswell as cars / tents / people around to create something which will resemble a pit area will be added at later stage as well. Got to finish the buildings around, then start the work with the slapmap (texturemap).
(https://s15.postimg.org/o882l2wiv/Untitled.png) (https://postimg.org/image/o882l2wiv/)

I am sure it will be a great little banger track  ;) Looking really cool so far!                                      _
Title: Re: Mod Development Screenshots
Post by: sam223 on April 12, 2017, 04:11:05 PM
This is what I have been wanting in the game, no driver or cockpit mashup. It would be even better without the visual engine being smashed into a chunk of metal while still being driveable.

Where is the suspension? I am tired of seeing a wheel with no connection to the chassis when the car has been damaged, at least the FO series had that. These parts of the cars look so arcadish that they cripple the overall realism of the entire game.

Just needs more tweaking, wheels will move with body damage eventually. So rear suspension geometry will get completely squashed but will still be attached to body and wheels. A bit like this


Engine bay has a restriction setup to limit the distance it can move and then bulkhead has its own stiffer restriction area
Title: Re: Mod Development Screenshots
Post by: Daystar on April 12, 2017, 11:58:54 PM
^ Sam I would just like to point out, the visual damages on your above pic is very good! when I first peeked at this pic, thought it was a real life photo. great work I must stress. Cheers

Title: Re: Mod Development Screenshots
Post by: sam223 on April 13, 2017, 12:26:49 AM
^ Sam I would just like to point out, the visual damages on your above pic is very good! when I first peeked at this pic, thought it was a real life photo. great work I must stress. Cheers
The pic above is real life :) unless you were talking about the screen from the top of this page.
Title: Re: Mod Development Screenshots
Post by: Daystar on April 13, 2017, 01:09:10 AM
^ Sam I would just like to point out, the visual damages on your above pic is very good! when I first peeked at this pic, thought it was a real life photo. great work I must stress. Cheers
The pic above is real life :) unless you were talking about the screen from the top of this page.

Ughhh think I might need to see an eye doc.  :o The audience looks not so real to me. yet I was not sure about your above pic. thanks for pointing out that it is a real scene!
 
Title: Re: Mod Development Screenshots
Post by: sam223 on April 13, 2017, 01:20:16 AM
^ Sam I would just like to point out, the visual damages on your above pic is very good! when I first peeked at this pic, thought it was a real life photo. great work I must stress. Cheers
The pic above is real life :) unless you were talking about the screen from the top of this page.

Ughhh think I might need to see an eye doc.  :o The audience looks not so real to me. yet I was not sure about your above pic. thanks for pointing out that it is a real scene!
Might be because its a night shot with floodlights and flash on the camera? Thats what im aiming for in the end anyway,back ends already squash like that but need to sort wheels out so they move with the body
Title: Re: Mod Development Screenshots
Post by: Dr. Destructo by Hazbro on April 13, 2017, 01:22:06 AM
Have another cold one on me Daystar lol.  :)

It's Doctor prescribed.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 13, 2017, 05:48:21 PM
Work continues!
(https://s4.postimg.org/jb0msjw7d/Untitled.png) (https://postimg.org/image/jb0msjw7d/)
Title: Re: Mod Development Screenshots
Post by: sam223 on April 13, 2017, 06:44:23 PM
Looks great Tor, only thing ive noticed whilst doing textures is the racing surface (or infield) need to be closer to the same height. Might be worth checking with someone whose raced there recently if thats still the case

www.youtube.com/watch?v=JIq2N1Ya-7Q&t (http://www.youtube.com/watch?v=JIq2N1Ya-7Q&t)
Title: Re: Mod Development Screenshots
Post by: The Very End on April 13, 2017, 07:10:36 PM
Basically just lowering the gravel height compared to concrete? Should be about 5-7 banking on track which cause a little bit hight different from the different sides of road.
Title: Re: Mod Development Screenshots
Post by: sam223 on April 13, 2017, 07:18:12 PM
Ye so theres less of a drop between shale racing surface and concrete infield. Could raise concrete infield a little,might be easier.Adam Intimidator Storr and James Licquorice (from the facebook group) be the people to ask,think they were racing there last weekend
Title: Re: Mod Development Screenshots
Post by: The Very End on April 13, 2017, 07:42:39 PM
Will look into it, and to raise it should be a quick fix :) Thanks for input!
Title: Re: Mod Development Screenshots
Post by: The Very End on April 15, 2017, 03:53:22 PM
(https://s16.postimg.org/otmoumt8x/Untitled.png) (https://postimg.org/image/otmoumt8x/)

(Removed tires temporary, they are there still but keeps the exporting times low when I do testing)
Title: Re: Mod Development Screenshots
Post by: Daystar on April 15, 2017, 07:49:58 PM
(https://s16.postimg.org/otmoumt8x/Untitled.png) (https://postimg.org/image/otmoumt8x/)

(Removed tires temporary, they are there still but keeps the exporting times low when I do testing)

Aye! looking fantastic mate! do I sense a release soon? sorta soon? let us know!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on April 15, 2017, 08:15:08 PM
Thanks :) Awaiting some textures fixes from Sam, as he is great at making textures. When those are attached to the models it should be ready to go.
Title: Re: Mod Development Screenshots
Post by: Finsku on April 18, 2017, 08:03:17 PM
Is there a way to make a mod to disable auto spawning after hitting spectators?
Damn this grinds my gears so much. Why to put spectators on areas where your car could fly after crash!?
Title: Re: Mod Development Screenshots
Post by: St. Jimmy on April 18, 2017, 08:25:37 PM
Is there a way to make a mod to disable auto spawning after hitting spectators?
Damn this grinds my gears so much. Why to put spectators on areas where your car could fly after crash!?

Yes it's very simple:

Duplicate file and make your own mod of \data\property\effects\resetplayer.fxtr
Change the command to "No Operation"

Launch the game with that mod and enjoy :) Naturally everything that uses that file to reset gets the reset disabled.
Title: Re: Mod Development Screenshots
Post by: Heddly on April 19, 2017, 12:25:26 AM
Is there a way to make a mod to disable auto spawning after hitting spectators?
Damn this grinds my gears so much. Why to put spectators on areas where your car could fly after crash!?

Yes it's very simple:

Duplicate file and make your own mod of \data\property\effects\resetplayer.fxtr
Change the command to "No Operation"

Launch the game with that mod and enjoy :) Naturally everything that uses that file to reset gets the reset disabled.

If you had this mod, could you still use manual reset?
Title: Re: Mod Development Screenshots
Post by: sam223 on April 19, 2017, 02:06:53 AM
Is there a way to make a mod to disable auto spawning after hitting spectators?
Damn this grinds my gears so much. Why to put spectators on areas where your car could fly after crash!?

Yes it's very simple:

Duplicate file and make your own mod of \data\property\effects\resetplayer.fxtr
Change the command to "No Operation"

Launch the game with that mod and enjoy :) Naturally everything that uses that file to reset gets the reset disabled.

If you had this mod, could you still use manual reset?
Yes, its a trigger for a effect.Like a surface setting almost.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 22, 2017, 01:42:10 PM
A fun little thingy in progress.
(https://s27.postimg.org/vrw3e5str/Untitled.png) (https://postimg.org/image/vrw3e5str/)

Bridge building is fun! Oh, and the jump does not send you up in the roof!
(https://s13.postimg.org/v8gkpjtoj/Untitled.png) (https://postimg.org/image/v8gkpjtoj/)
Title: Re: Mod Development Screenshots
Post by: Daystar on April 22, 2017, 09:55:50 PM
^ Looks sick! cannot wait for this one, and does not look fps intensive! woohoo! hehe      :P

Title: Re: Mod Development Screenshots
Post by: The Very End on April 22, 2017, 10:07:39 PM
Oh never say never, it is very early progress ;) Trying to create as low poly as I can.
Title: Re: Mod Development Screenshots
Post by: Pritchard on April 23, 2017, 06:02:29 AM
https://www.youtube.com/watch?v=TPW6HQS7lDA (https://www.youtube.com/watch?v=TPW6HQS7lDA)
Preview video of my upcoming mod, which is focused on overhauling handling, damage and AI. Curious to see what people think.
The particle changes will also be available, but as a separate mod so that people with lower end PCs can still enjoy the gameplay edits...

Also, I'm experimenting with changing the level used for the garage. What do people think of this?


Edit: Does anyone know the filename for the background noise played in the garage? I'd like to replace it.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 23, 2017, 08:49:06 PM
Whelp, track turned into something else!
(https://s10.postimg.org/cuiwheo8l/Untitled.png) (https://postimg.org/image/cuiwheo8l/)
Title: Re: Mod Development Screenshots
Post by: Purple44 on April 23, 2017, 10:01:26 PM
Whelp, track turned into something else!
([url]https://s10.postimg.org/cuiwheo8l/Untitled.png[/url]) ([url]https://postimg.org/image/cuiwheo8l/[/url])


So I take it you have the choice of going right or left? I like this kind of track design, did something like it for Flatout 2.  :D

(http://www.lay-zmattress.com/flatout2/purple44/mine-lightmap1_w2-800.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/mine-field-track.jpg)

http://www.mediafire.com/file/ydm012jyjfh/Minefield.mp4

Hey End, any chance of doing a tut on adding Alternative route AI sectors? You could use this new track as a example.  :)

Is it possible to do Alternative route startpoints? Start half the cars ( even number cars #2, #4, #6, etc ) pointed in one direction and start the other half of cars ( odd number cars #1, #3, #5, etc ) in an opposite direction?

Title: Re: Mod Development Screenshots
Post by: The Very End on April 23, 2017, 10:23:46 PM
AH yeah, you can take eiher ways, and AI does too. Same applies when going back onto the bridge :)
Sadly you cannot spawn cars on alternative routes withhout erros I think... orr.. well, will have to test but I suspect that errors will arrise.

Remind me when I am done wih this track and I'll throw togheter a quick video on how to make alternative routes that does not crash the game (because they tend to do it...a lot).

Thanks :)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on April 23, 2017, 10:40:48 PM
Whelp, track turned into something else!
(https://s10.postimg.org/cuiwheo8l/Untitled.png) (https://postimg.org/image/cuiwheo8l/)

The bridge must be failure critical! Looks like the deck is buckling up in the center. LOL

Should be awesome.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 23, 2017, 10:50:05 PM
It is lol! Made a big jump in the middle because...why not :D
Title: Re: Mod Development Screenshots
Post by: The Very End on April 24, 2017, 03:10:06 PM
The AI is so laughable bad at this track, but at same time I am tempted to let their sucidal behaviour stay for the laughs (can force them to brake in the corners thus making them not fly off into the stratosphere before bridge)
(https://s18.postimg.org/mijt9new5/Untitled.png) (https://postimg.org/image/mijt9new5/)
Title: Re: Mod Development Screenshots
Post by: Daystar on April 24, 2017, 06:16:27 PM
The AI is so laughable bad at this track, but at same time I am tempted to let their sucidal behaviour stay for the laughs (can force them to brake in the corners thus making them not fly off into the stratosphere before bridge)
(https://s18.postimg.org/mijt9new5/Untitled.png) (https://postimg.org/image/mijt9new5/)

Haha! well.. just make two versions if possible! one goofy drivers, and ofc the other more refined (skilled/better).  :P

Title: Re: Mod Development Screenshots
Post by: Daystar on April 24, 2017, 08:42:32 PM
The Very End, when do you think this new cool track of yours will be done? maybe later tonight? sorry just can't wait for it hehe. hope you understand!  8)
Title: Re: Mod Development Screenshots
Post by: The Very End on April 24, 2017, 11:20:19 PM
Hah! Thanks! Well, there is still pretty much work, basically a bit of foliage, more work to thr pit area, cams, AIs not going all Britney Spears in the corners and so on. I'd guess a weeks worth of work, as I have to try doing it between school and work :) Thanks for support!
Title: Re: Mod Development Screenshots
Post by: Daystar on April 25, 2017, 12:22:25 AM
Hah! Thanks! Well, there is still pretty much work, basically a bit of foliage, more work to thr pit area, cams, AIs not going all Britney Spears in the corners and so on. I'd guess a weeks worth of work, as I have to try doing it between school and work :) Thanks for support!

Cool thanks for letting me know what needs to be done. and yeah take your time, no need to rush it out  :D And your welcome, always get excited when you create new tracks!
Title: Re: Mod Development Screenshots
Post by: blazngun on April 25, 2017, 02:24:04 AM
I'm interested to know if the outer fencing can be utilized as high speed banking?  Would adding some stationary objects (parked cars, logpile, construction equipment) to narrow the road in spots to force last minute lane changes or forcing an opponent to hit spice it up some?
Title: Re: Mod Development Screenshots
Post by: The Very End on April 25, 2017, 07:18:21 AM
Yeah, you can use it for highspeed cornering, but it is a bit 50/50 whether or not you gain by driving on it. Thinking of adding some props in the pit area and on the lower straighthst might spice that area up a bit :)
Title: Re: Mod Development Screenshots
Post by: The Very End on April 25, 2017, 09:20:48 PM
I'll call it... The Lonely Bridge!
(https://s10.postimg.org/7p8sc9ts5/Untitled.png) (https://postimg.org/image/7p8sc9ts5/)
Cams, AI and a bit of texture work on the half-pipes left now, I don't dare to throw more things into it due to performance - which is actually pretty good on the track now.
Title: Re: Mod Development Screenshots
Post by: blazngun on April 26, 2017, 01:40:31 AM
Looks awesome! do you get enough air going over the upper jump to nudge opponents into the supports? I like lonely bridge, but isnt it the "Bridge to Nowhere"?
Title: Re: Mod Development Screenshots
Post by: The Very End on April 26, 2017, 07:27:26 AM
Nice name, I'll borrow that hehe thanks :)
Currently you won't hit it, as I was unsure how people felt about braking before jump, sp made the bridge high.
Title: Re: Mod Development Screenshots
Post by: The Very End on April 26, 2017, 08:44:02 PM
http://www.youtube.com/watch?v=jCce5SHivTc&feature=youtu.be (http://www.youtube.com/watch?v=jCce5SHivTc&feature=youtu.be)
Title: Re: Mod Development Screenshots
Post by: Daystar on April 26, 2017, 09:09:17 PM
Oh looks like WiCKED Fun!!! and I can only imagine the mess there will be with elimination mode haha! I am stoked for this one!!! Great job The Very End! I sense a release soon! (http://orig08.deviantart.net/388e/f/2010/002/0/3/_bummies__by_meninasuitcase.gif)

Title: Re: Mod Development Screenshots
Post by: The Very End on April 26, 2017, 09:10:50 PM
Thanks! Yeah, the AI is a bit of poo but really, there is no middle ground on this. Either I have to make the go like 30 km/h in the turns or we just have to live with them going ballistic haha..
Give me a day or two and it should be done :)
Title: Re: Mod Development Screenshots
Post by: Tonza on April 26, 2017, 09:18:20 PM
Wonder if it's safe for my health to race those crazy banked curves with Daystar's trippy skies on.... ;)
Title: Re: Mod Development Screenshots
Post by: Daystar on April 26, 2017, 09:23:22 PM
@Tonsa
Haha! yeah well, that is one of the fun things I like about new tracks. they go through vigorous testing with all my skies which is over 250+ no wonder I have almost 4000 hours into my Wreckfest game! lol js
 
@TVE
Duly Noted!!!
Title: Re: Mod Development Screenshots
Post by: Purple44 on April 27, 2017, 02:32:48 AM
Love the track design with alternate routes and the high banking wire fence turns.  And the spectators on the bridge is nice touch.  :D :D

I take it End, you made the wire fence banking turns, so how you make an object that solid to drive on, but still can see through it?
Title: Re: Mod Development Screenshots
Post by: Bonecracker on April 27, 2017, 05:39:21 AM
[url]http://www.youtube.com/watch?v=jCce5SHivTc&feature=youtu.be[/url] ([url]http://www.youtube.com/watch?v=jCce5SHivTc&feature=youtu.be[/url])


Amazing work! looks like flatout, love it
Title: Re: Mod Development Screenshots
Post by: The Very End on April 27, 2017, 07:22:41 AM
purple that texture :) The barb wire is actually a highly detailed plane which is first bend and then deformed along and path to make it follow the corner. Then I apply textures which has transparency in them. I could of course also make those holes in geometry, but the performance would serious struggle with it.

Thanks! Btw, they are not perfect. Your car will receive some damage when entering the half pipe, as well that when exit you might crash a bit as it is not smooth enough for WF physics to like :D Either way, a bit of caution and you can utilize it pretty good.
Title: Re: Mod Development Screenshots
Post by: RickyB on April 29, 2017, 03:34:06 PM
OK, repaired most of it. I hope video will show in about an hour or so... needs time to upload and I have to leave for the day now. Just some random impressions of the 8-o-rama mod - reloaded.  :) Available in steam workshop.

http://youtu.be/gH32cvpgnDE (http://youtu.be/gH32cvpgnDE)
Title: Re: Mod Development Screenshots
Post by: Daystar on April 29, 2017, 05:21:46 PM
OK, repaired most of it. I hope video will show in about an hour or so... needs time to upload and I have to leave for the day now. Just some random impressions of the 8-o-rama mod - reloaded.  :) Available in steam workshop.

[url]http://youtu.be/gH32cvpgnDE[/url] ([url]http://youtu.be/gH32cvpgnDE[/url])


Cool video Ricky! what damage mod did you use while playing in your video? I will go check out the workshop now.  :)
Title: Re: Mod Development Screenshots
Post by: RickyB on May 01, 2017, 03:26:16 PM
Cool video Ricky! what damage mod did you use while playing in your video? ...

Thanks, I'm pretty sure, I didn't use any damage mod. Should be vanilla game damage and deformation, which I really like right now and hope it stays that way :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 02, 2017, 10:06:00 PM
Though I'd give a go at updating some of the old stuff and giving it a new look.
(https://s7.postimg.org/z840dsjrr/Untitled.png) (https://postimg.org/image/z840dsjrr/)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 03, 2017, 02:57:55 AM
I have also been updating old stuff...  :D

http://www.youtube.com/watch?v=R3RPo-Jt178 (http://www.youtube.com/watch?v=R3RPo-Jt178)
 Workshop page  (http://steamcommunity.com/sharedfiles/filedetails/?id=918072801)
Title: Re: Mod Development Screenshots
Post by: Heddly on May 03, 2017, 04:36:48 AM
I have also been updating old stuff...  :D

[url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url] ([url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url])
 Workshop page  ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=918072801[/url])


looking good, gonna install now. Thanks much for your work STRmods.   8)
Title: Re: Mod Development Screenshots
Post by: Pritchard on May 03, 2017, 05:01:20 AM
Looks great, can't wait to try it out later. Do you think we'll see any more recreations from older BB titles?
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 03, 2017, 05:29:03 AM
I have also been updating old stuff...  :D

[url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url] ([url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url])
 Workshop page  ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=918072801[/url])


Big thanks STRmods for bringing the retro bug to Wreckfest. This will be a most have car mod for me!  :D

For those that do not know the history behind the retro bug, give this thread a read:

Bugbear goes "retro flat-out" (http://community.bugbeargames.com/index.php/topic,1309.0.html)


Here another thread where we talk about the retro demo and get some Dev posts:   :)

Retro Flatout Playable Prototype! :) (http://community.bugbeargames.com/index.php/topic,1307.0.html)
Title: Re: Mod Development Screenshots
Post by: STRmods on May 03, 2017, 05:39:44 AM
looking good, gonna install now. Thanks much for your work STRmods.   8)
Thanks man, enjoy :D

Looks great, can't wait to try it out later. Do you think we'll see any more recreations from older BB titles?
I don't really want to touch any of Bugbear's publisher controlled work (porting or even recreating) Flatout especially since that franchise is still going and in a way in competition with Wreckfest, might cause problems... As for anything else no plans yet but who knows :)

Big thanks STRmods for bringing the retro bug to Wreckfest. This will be a most have car mod for me!  :D
You have no idea how long I have been wanting to do it, but knew there was a lot of work involved and kept putting it off haha. Spent so many hours on the model trying to keep it looking original but updated at the same time haha. Hopefully you'll like the effort I put into the parts for the car too, class D racing is pretty funny since there are no class D cars anymore so all opponents are also Bugs :D Finally got around to it and here it is, worth it in the end :D

Title: Re: Mod Development Screenshots
Post by: Bobby Koticks on May 03, 2017, 08:43:23 AM
I have also been updating old stuff...  :D

[url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url] ([url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url])
 Workshop page  ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=918072801[/url])


(https://media.giphy.com/media/3oKIPwoVVQQfH3g5IQ/giphy.gif)

VERY COOL
Title: Re: Mod Development Screenshots
Post by: The Very End on May 03, 2017, 12:52:34 PM
Looks great STR :)

Someone mind to refresh my memory how to use Stuntfest's editor for placement of objects? Guessing sizes and whatnot is an absolute nightmare when I am using 4 x 4 meter boxes for xref'ing BB's assets :D


edit:fixed image -sam223
Title: Re: Mod Development Screenshots
Post by: RickyB on May 03, 2017, 03:40:27 PM
Someone mind to refresh my memory how to use Stuntfest's editor for placement of objects? 

I think Purple made some threads. Either this one "Using Stuntfest editor as a Wreckfest 3D object editor" http://community.bugbeargames.com/index.php/topic,9318.0.html (http://community.bugbeargames.com/index.php/topic,9318.0.html)  ... or his custom track WIP thread. (forum search) :)

Btw, a little offtopic - I don't want to be nitpicky here, but your preview pictures always open a new browser tab and the image-homepage... any chance you could insert the images with the forum image posting feature? (works with direct image link) It's so nice and doesn't open another browser tab, that I always have to close again  ::)  :D
Title: Re: Mod Development Screenshots
Post by: STRmods on May 03, 2017, 03:48:08 PM
Looks great STR :)

Thanks :) just added the AI set feature you requested too  ;D
Title: Re: Mod Development Screenshots
Post by: The Very End on May 03, 2017, 04:11:15 PM
Someone mind to refresh my memory how to use Stuntfest's editor for placement of objects? 

I think Purple made some threads. Either this one "Using Stuntfest editor as a Wreckfest 3D object editor" [url]http://community.bugbeargames.com/index.php/topic,9318.0.html[/url] ([url]http://community.bugbeargames.com/index.php/topic,9318.0.html[/url])  ... or his custom track WIP thread. (forum search) :)

Btw, a little offtopic - I don't want to be nitpicky here, but your preview pictures always open a new browser tab and the image-homepage... any chance you could insert the images with the forum image posting feature? (works with direct image link) It's so nice and doesn't open another browser tab, that I always have to close again  ::)  :D


Thanks :)

No idea how actually, but I can give it a try. Just affraight of having the picture being too big :p How would I go about posting a 1024px preveiw picture on this board?
Title: Re: Mod Development Screenshots
Post by: RickyB on May 03, 2017, 04:41:26 PM
No idea how actually, but I can give it a try. Just affraight of having the picture being too big :p How would I go about posting a 1024px preveiw picture on this board?

method 1
Code: [Select]
[img height=349]your-image-direct-url.jpg[/img] method 2
Code: [Select]
[hs height=349]your-image-direct-url.jpg[/hs]
"height" or "width" works both... with adjustable values.

I just paste the http:...jpg adress here, mark it with mouse and click one of the two lower left buttons. (under the B and I buttons). hope it helps :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 03, 2017, 05:03:27 PM
Red Pike Arena 2017:
(https://s8.postimg.org/idxixc5j9/Untitled.png)

EDIT: I use no crowds as people get's really bad FPS with them. Only crowds are the ones standing on the gate.
Title: Re: Mod Development Screenshots
Post by: RickyB on May 03, 2017, 05:33:11 PM
EDIT: I use no crowds as people get's really bad FPS with them.
nice stuff... and yay(!) I don't need to close another tab ;)

Sadly this crowd thing is also affecting vanilla game tracks, especially speedway 1 (figure 8 and oval) - so many crowds - so many shadows to calculate or whatever is responsible for the fps drops. Needs serious optimisation. Same with foliage. Ok, it's nice to look at, but ... you know... racing game and all.
Title: Re: Mod Development Screenshots
Post by: Pritchard on May 04, 2017, 03:45:29 AM
The only thing that ever hits my FPS is having a lot of different types of car on screen. My system chugs at the start of a race if I'm at the back of the pack. Never had any issues with crowds or foliage. What kind of GPU/CPU do you folks use?

Personally I think it's a shame that people aren't putting crowds and other details into their tracks, just to cater to the low-end. Isn't it possible to do a second variant of a track with more details and keep the cut-down version for people who need it?
Title: Re: Mod Development Screenshots
Post by: The Very End on May 04, 2017, 11:21:11 AM
Absolute doable :) For me I have a Nvidia GTX 1070 card and a reasonable CPU, so for me the FPS is allright regardless, it's just that a lot of people have mentioned that the FPS is so bad and I don't want to alienate them either.
So, yeah, I'll make sure to do two versions of this :)
Title: Re: Mod Development Screenshots
Post by: St. Jimmy on May 04, 2017, 11:33:44 AM
The only thing that ever hits my FPS is having a lot of different types of car on screen. My system chugs at the start of a race if I'm at the back of the pack. Never had any issues with crowds or foliage. What kind of GPU/CPU do you folks use?
Same here. The crowd can have a small impact but you can't really see it when you're behind other cars. The car LoD s the biggest problem because even GTX1070 struggles with packed grid. Changing fron 970->1070 didn't really have any impact in that situation, that's how big issue it's. rFactor 2 has bit same kind of problem if aiming something like 90fps or more and it can really be seen with some unoptimized mod cars.

Growds likely have bigger impact on lower end GPUs and every bit helps with low fps.
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 04, 2017, 05:03:54 PM
The only thing that ever hits my FPS is having a lot of different types of car on screen. My system chugs at the start of a race if I'm at the back of the pack. Never had any issues with crowds or foliage. What kind of GPU/CPU do you folks use?
Same here. The crowd can have a small impact but you can't really see it when you're behind other cars. The car LoD s the biggest problem because even GTX1070 struggles with packed grid. Changing fron 970->1070 didn't really have any impact in that situation, that's how big issue it's. rFactor 2 has bit same kind of problem if aiming something like 90fps or more and it can really be seen with some unoptimized mod cars.

Growds likely have bigger impact on lower end GPUs and every bit helps with low fps.

And if GPU only has 2 GB of vram.

I made sure my new 960 had 4 GB of vram. I figured I be needed it. My 660 only had 2 GB.
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 04, 2017, 08:54:01 PM
I have also been updating old stuff...  :D

[url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url] ([url]http://www.youtube.com/watch?v=R3RPo-Jt178[/url])
 Workshop page  ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=918072801[/url])


Since there no thread for the retro bug, I will post it here.

Loving the retro bug STRmods, but have one small complaint, the far chase cam is to low.  :(

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/retro-bug-cam.jpg)


So I took my custom cam I used for the euro mini and made a \burbearbugstr folder in my custom_cameras folder and I get this cam now:   :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/retro-bug-cam2.jpg)


I don't like looking through rear window, make it hard to see the inside of a turn. I prefer to raise far chase cam until I can just about see front end of car.   :D


I had to raise all of Bugbear stock far chase cams too.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/custom%20cams/in-race-mus4.jpg)
Title: Re: Mod Development Screenshots
Post by: blazngun on May 04, 2017, 10:40:15 PM
In game camera adjustments would make life so much easier. Most of the functionality and controls are already in place with the FreeCam, just add the ability to move eyepoint for all cams.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 07, 2017, 12:09:10 PM
While we wait for official reply regarding AI in derbies I have been working on those small details. Blend map improvements and skidmarks added:


Edit: Would it be interesting to add an fig 8 layout on this track with the bump being the cross-over? :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 07, 2017, 08:36:50 PM

Edit: Would it be interesting to add an fig 8 layout on this track with the bump being the cross-over? :)

Would be interesting.  :)
Title: Re: Mod Development Screenshots
Post by: FalconXY on May 07, 2017, 11:28:41 PM
Great work on the Red Pike Arena 2017  :D
Title: Re: Mod Development Screenshots
Post by: Finsku on May 08, 2017, 12:31:28 AM


Edit: Would it be interesting to add an fig 8 layout on this track with the bump being the cross-over? :)

How about circle or D-shape track?  :o
Title: Re: Mod Development Screenshots
Post by: STRmods on May 08, 2017, 01:57:50 AM
Since there no thread for the retro bug, I will post it here.
Loving the retro bug STRmods, but have one small complaint, the far chase cam is to low.  :(
So I took my custom cam I used for the euro mini and made a \burbearbugstr folder in my custom_cameras folder and I get this cam now:   :)
I don't like looking through rear window, make it hard to see the inside of a turn. I prefer to raise far chase cam until I can just about see front end of car.   :D
I had to raise all of Bugbear stock far chase cams too.
I can fix that :) I do agree especially on some tracks its nice to have a higher view on chase cameras. But glad you're enjoying it, I made the offroad suspension part much better today which handles jumps very well for me (even not needing to do the release accelerator trick to stop the bouncing) along with the extra paint options.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 08, 2017, 07:17:07 AM


Edit: Would it be interesting to add an fig 8 layout on this track with the bump being the cross-over? :)

How about circle or D-shape track?  :o

While that sounds fun with a D track, it might be a little tame without crossing :D But an oval / circle could be a third option, maybe :) Thanks for suggestion
Title: Re: Mod Development Screenshots
Post by: The Very End on May 08, 2017, 01:54:26 PM
Well, it's chaos in the middle, that's for sure. Bit unsure what do to with the fencing. Need fences to guide the player where to go, but at same time I am not sure what kind of fences would work for such a track? Keep in mind the banking is pretty step on some points, so normal catchfences looks a tad strange too.
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 08, 2017, 03:10:48 PM
Online, we need an opening in the barrier fence so player can get back on the track, if player get hit at the cross or put a jump ramp inside the barrier fence so player can jump car back onto the track.

No AI going be smart enough get out the barrier fencing.  :P


Edit: And need the same if player get knock to the out side of the barrier fencing, so players can get back on to the track.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 08, 2017, 05:14:05 PM
Thanks for suggestion. Yeah, an opening sure is needed, specially after the jump. The problem with AI however, is that they won't go back on track through an gate, they will try to re-join whereever they can. The AI will not do well if they go out of the track, but at least for the player I can do something :)

So for the fences, what kind of fences should I go for? Should I just make solid fences (with openings), hay bales or something else?
Title: Re: Mod Development Screenshots
Post by: sam223 on May 08, 2017, 05:41:24 PM
Thanks for suggestion. Yeah, an opening sure is needed, specially after the jump. The problem with AI however, is that they won't go back on track through an gate, they will try to re-join whereever they can. The AI will not do well if they go out of the track, but at least for the player I can do something :)

So for the fences, what kind of fences should I go for? Should I just make solid fences (with openings), hay bales or something else?
Cant you make the collision boxes single sided? so you can just rejoin the track where ever
Title: Re: Mod Development Screenshots
Post by: The Very End on May 08, 2017, 05:43:03 PM
Edit: Think collision boxes is double sided regardless of settings. But what I can do is to make the fence only having collision in front (making duplicate, then flipping those normals to only affect collisions in front while being hollow from behind)
Thanks for great suggestion Sam :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 09, 2017, 12:09:37 AM
Edit: Think collision boxes is double sided regardless of settings. But what I can do is to make the fence only having collision in front (making duplicate, then flipping those normals to only affect collisions in front while being hollow from behind)
Thanks for great suggestion Sam :)

I like the sound of this.

About fences, if you are leading the race, you would rather have a smooth "fence" ( rail ). But us wreckers, would rather have the concrete barriers you now have so we can stuff the leader into a barrier.  :P

Or could do half and half like the Speedway 2 inner oval, have straightway with concrete barriers and turns with a smooth rail?
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2017, 07:17:01 AM
Yeah I am thinking I will do as on Speedway 2 inner oval / fig8 with white barrier fences and then have opening rails :)
Will play around with it later today.

Edit:
Think these badboys will work! The AI still get stuck from time to time but eventually they reset so... screw 'em! Dropped the hollow side - thing due to various reasons, but will make openings in the middle for the human players.
Title: Re: Mod Development Screenshots
Post by: Bobby Koticks on May 09, 2017, 02:38:26 PM
Think these badboys will work!

(https://media.giphy.com/media/3oKIPwoVVQQfH3g5IQ/giphy.gif)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2017, 03:00:26 PM
Hopefully they are nodding of agreement haha! Here is the openings in the middle, the metal poles you see in the four openings is the same as you find on speedway2 and they are breakable. Sure, you lose time but at least you have the possibility to rejoin race without reset.
Title: Re: Mod Development Screenshots
Post by: Bobby Koticks on May 09, 2017, 03:59:37 PM
Hopefully they are nodding of agreement haha!

Take a look yourself:

https://www.youtube.com/watch?v=Bl5UH6EZXIM (https://www.youtube.com/watch?v=Bl5UH6EZXIM)

Mike, Jay and Rich from RedLetterMedia. In this segment they take a piss on shitty "nerd culture" YouTube channels.

DISCLAIMER: I'm not taking a piss on your mods.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2017, 04:18:15 PM
Haha no worries and thanks for link, I'll never heard about them but will check out that episode later :)
Meanwhile the Red Pike Race 2017 track is mostly done I think, just awaiting some reply or help with the AI not going to middle on the arena part before releasing it.
http://youtu.be/kdx_LINRcVk (http://youtu.be/kdx_LINRcVk)
Title: Re: Mod Development Screenshots
Post by: RickyB on May 09, 2017, 04:46:00 PM
Meanwhile the Red Pike Race 2017 track is mostly done I think, just awaiting some reply or help with the AI not going to middle on the arena part before releasing it.
[url]http://youtu.be/kdx_LINRcVk[/url] ([url]http://youtu.be/kdx_LINRcVk[/url])

Nooice. :D
(https://s26.postimg.org/plen5kom1/Spectator-_Applause.gif)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on May 09, 2017, 05:42:30 PM
Haha no worries and thanks for link, I'll never heard about them but will check out that episode later :)
Meanwhile the Red Pike Race 2017 track is mostly done I think, just awaiting some reply or help with the AI not going to middle on the arena part before releasing it.


When you said you were trying things in the ai profiles, I assume you set the Bump Candidate Rand Interval minimum higher?
I think that's what makes the ai choose new targets.
I'm assuming here that if if takes longer for the ai to acquire a target, they may continue straight to center for a longer time?  Just my last guess on the whole meet in the middle thing.  :D

Thanks for all your work with the fun tracks.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2017, 05:47:47 PM
That is the same idea I had, so tried to force them to wait loooong before chosing targets. Sadly it had no effect what so ever...damned AI ...
Title: Re: Mod Development Screenshots
Post by: sam223 on May 09, 2017, 06:56:21 PM
Ive had a bit of a fiddle with AI profiles Tor but they are pretty hopeless at the minute. I think they only seem to work well if they are overpowering the players car (better upgrades for everything) and on long wide tracks (where there's chance for hem to get upto speed). As even with throttle limit set as full,they still accelerate and corner slower than a player. Doesn't seem to be a way to make them drive like a racing driver,only adjust how randomly bad they perform.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 09, 2017, 07:04:39 PM
Yeah, really is :/ Thanks for trying at least guys, and nice having these ideas / thoughts / tests bouncing back and forth for knowledge sharing! :}
Title: Re: Mod Development Screenshots
Post by: The Very End on May 11, 2017, 09:23:04 AM
Desided that I wanted barriers that caused a bit of fun when hitting them.
Title: Re: Mod Development Screenshots
Post by: Bobby Koticks on May 11, 2017, 09:43:43 AM
Desided that I wanted barriers that caused a bit of fun when hitting them.

(https://i.imgur.com/qN0Ezzl.jpg)

I wanted to ask you to have that, but thought that it may severely impact performance to have that many physics objects around the place.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 11, 2017, 09:52:21 AM
Think performance should be _OK_, but guess we'll find out when you people try it :p
Haah, thanks btw :P

Oh forgot to mention, all my max files for my custom models are in the data/art/objects folder of TheVeryTrackPack, you are free to drag 'em out and use them as you wish :)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 11, 2017, 10:39:45 AM
Think performance should be _OK_, but guess we'll find out when you people try it :p
Haah, thanks btw :P

Oh forgot to mention, all my max files for my custom models are in the data/art/objects folder of TheVeryTrackPack, you are free to drag 'em out and use them as you wish :)

I like the look your barrier End, ya I may want to steal it.  :D

I stuff someone into that barrier, they may get a nasty T-bone from the next guy.  :D
Title: Re: Mod Development Screenshots
Post by: Pritchard on May 11, 2017, 01:54:21 PM
http://imgur.com/a/f7GZ6 (http://imgur.com/a/f7GZ6)

Just a little 3 image album to show off the power of flappy fenders in my new mod. The thread I made hasn't gotten much attention yet :( so i'm hoping posting here will help people notice it...

http://community.bugbeargames.com/index.php/topic,9867.0.html (http://community.bugbeargames.com/index.php/topic,9867.0.html)
Title: Re: Mod Development Screenshots
Post by: Daystar on May 11, 2017, 03:53:23 PM
Right... So onto something very cool I would like to share (with screenshot proof). A real cool mod "Additional Parts" just got updated yesterday or the day before I believe, and let me tell you It is freaking awesome as hell right now! SonicUnleashedXY the author of the "Additional Parts" mod added a new AI set it is called "Stock Car Unleashed" and it is badass I must state! these ai guys are so fast on certain tracks, that they cannot make it in certain areas lmao! and with the real2life damage mod enabled, a bunch will be found on the road dead (F.O.R.D. hehe) these screen caps made at The Very End's cool track "Woodhill Raceway" part of The Very Trackpack mod indeed ;) Just throwing this out there for the guys that love to destroy the AI. but now they are quite a bit faster with this new AI setup! have a great day!

(http://thumbnails101.imagebam.com/54812/27c35e548115083.jpg) (http://www.imagebam.com/image/27c35e548115083) (http://thumbnails101.imagebam.com/54812/0914be548115089.jpg) (http://www.imagebam.com/image/0914be548115089) (http://thumbnails101.imagebam.com/54812/e26b04548115090.jpg) (http://www.imagebam.com/image/e26b04548115090) (http://thumbnails101.imagebam.com/54812/09c45b548115091.jpg) (http://www.imagebam.com/image/09c45b548115091)

Oh yes.. unique skies by me.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 11, 2017, 04:05:51 PM
Great, will have to test out that new AI update in details. Thanks :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 11, 2017, 09:35:38 PM
Sweet jesus (the pieces are almost weightless when broken, so should not cause multiplayer sync issues)!
Title: Re: Mod Development Screenshots
Post by: RickyB on May 11, 2017, 11:43:03 PM
^ ahahaa. pretty awesome  :)
Title: Re: Mod Development Screenshots
Post by: Bobby Koticks on May 12, 2017, 01:44:33 AM
(https://i.imgur.com/erSUdtc.jpg)

Maybe you should make yellow lines indicate the shape of track instead so player knows where to go when the barriers are wrecked.
Title: Re: Mod Development Screenshots
Post by: blazngun on May 12, 2017, 05:09:29 AM
Sweet jesus (the pieces are almost weightless when broken, so should not cause multiplayer sync issues)!



Possible to make a couple of those barriers into dynamic explosive objects? Would make for some good over the top action!
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 12, 2017, 07:35:21 AM
Or put a few barriers on a random timer to blow up, like I did to a few straw bales in the lawnmower Cops and Robbers derby pit?

Title: Re: Mod Development Screenshots
Post by: The Very End on May 12, 2017, 08:16:09 AM
Lol! It is no problem making them explode, but I think that might be a bit too mad hehe, thanks for suggestion ;)
The backside of the barriers are very solid, you need at least like 120km/h to break them(the front breaks very light tho), so most likely there should not be need for lines. But, will try it out to see if they look cool :)
Title: Re: Mod Development Screenshots
Post by: Tonza on May 14, 2017, 07:28:15 PM
Your Eagle's Nest track made me wonder if it's possible to have a track where you can trigger an avalanche of those giant pesky balls of the sneak peek. Doing it similar method to the barrel thing in sneak peek, where you break the pillars and stuff comes tumbling down :)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 14, 2017, 07:32:26 PM
That is very possible. You can make things fall down either by time or hit an object, mostly the imagination that is the limit ;)
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 15, 2017, 12:15:47 PM
That is very possible. You can make things fall down either by time or hit an object, mostly the imagination that is the limit ;)


Like raining tires with a exploding straw bale.  :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/suicide-raining-tires.jpg)

Objects like tires will stay still until something pushes them ( like a blast force ), then gravity take over. I use 3 different timers to explode straw bales to get each set of tires to fall at different times.

From my Suicide track mod.

At 6:23:
https://www.youtube.com/watch?v=ODoolCd_wPk&t=49s (http://www.youtube.com/watch?v=ODoolCd_wPk&t=49s)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 15, 2017, 02:31:03 PM
It has a very long way to go, but at least I'm starting to get happy with the tarmac parts of the track :]
Remember that this is an model which is over 10 years old and following the old Lydden Hill layout btw.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 20, 2017, 12:01:45 PM
Progress has been made!


Also been trying to utilize more x-tress this time, to increase the performance. Trying to use the low-poly trees together with the higher details (3D - trees) ones to get an acceptable look but greater performance than using the 3D - trees. In addition I been playing around with the custom foliage and a clutter map to vary the vegetation between two different grass and some flowers.

Edit: And you can chose routes. There are two alternative routes.
Title: Re: Mod Development Screenshots
Post by: Daystar on May 20, 2017, 02:19:05 PM
Awesome look with the ground flowers! track looks fun, and cannot wait to try it The very End! also I am so curious about the fps on this track. Great stuff man!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on May 20, 2017, 05:07:19 PM
Yeah, trying to do those small things to keep it less intense. But for sure, disabling the grass on this is effective for FPS boost I would believe :) Thanks! Alltho it is Lydden Hill it is a bit different than the original, so will call it Lupines Hill - same as the name of the flowers. This should save my skin as there are some clear differences on this and lydden hill.
Still, pretty happy with the way it progresses, as it was based on a 10+ year old model.
Title: Re: Mod Development Screenshots
Post by: Daystar on May 20, 2017, 05:51:59 PM
Cool infos  :) and I see a lot of potential of knocking the AI guys off the sides of the track from what I can see. granted I enable the "Slippery Gravel" mod. oh it will be a blast indeed!
Title: Re: Mod Development Screenshots
Post by: sam223 on May 21, 2017, 05:45:47 AM
More progress

Title: Re: Mod Development Screenshots
Post by: 101peter on May 21, 2017, 02:33:15 PM


no luck getting wheels 5 + 6 to work yet


Did you have any luck with this in the end sam?
Title: Re: Mod Development Screenshots
Post by: sam223 on May 21, 2017, 02:37:17 PM
Did not. Couldnt work out how to make wheel 5&6 rotate
Title: Re: Mod Development Screenshots
Post by: Finsku on May 21, 2017, 07:18:13 PM


no luck getting wheels 5 + 6 to work yet


Did you have any luck with this in the end sam?

Title: Re: Mod Development Screenshots
Post by: Purple44 on May 21, 2017, 09:21:15 PM
Now there real hope trailer races will come to Wreckfest some day. And hopefully the snow tracks too.  :)

Want snow tracks? Let Bugbear know here. (http://community.bugbeargames.com/index.php/topic,2117.0.html)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 23, 2017, 04:06:35 PM
Oh what a nice little flagpost you got there!


Would be a shame if something ruined it.


....


Also, worked on the blendmap for the gravel parts to make the road more realistic looking:
Title: Re: Mod Development Screenshots
Post by: blazngun on May 23, 2017, 07:18:23 PM
Very cool!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 24, 2017, 07:21:28 PM
Thanks :D Wip video of it (no sounds btw):
http://youtu.be/Ee-77vO3M9Y (http://youtu.be/Ee-77vO3M9Y)
Title: Re: Mod Development Screenshots
Post by: Bonecracker on May 24, 2017, 08:16:39 PM
looks nice, why you don't use blurried mountains and less trees that's more realistic and makes better performance

(http://artgames.info/img/wreckfest-screenshot-2.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on May 24, 2017, 08:43:51 PM
The trees on this actual track does not require too much performance, as most of them are simple x-shaped objects with two polygons each. As for background mountain That might be possible, just affraight of adding more details due to performance. What chugs the performance is blend maps, and specially when you have two or more. Currently the gravel parts utilize a low ress blend map for variation while I use a bit higher blend + clutter map on the grass / plants / flower area.

Probally I can increase the performance by reducing the amount of dynamic tyres on track and replace them with those static black tyres used as fences, but will have to see if it helps or not.
Title: Re: Mod Development Screenshots
Post by: Purple44 on May 25, 2017, 12:04:30 AM
See you got couple alternative routes.  :) Time was, are both routes about the same? Or is inside route faster?

Was wondering if there was a way to design the inside route so would throw you wide to the left as you came onto the asphalt to put your car in the way of player that stayed on the asphalt route? Great a hazard using alternative route as you come back onto main track.
Title: Re: Mod Development Screenshots
Post by: The Very End on May 25, 2017, 08:12:52 AM
Currently they are pretty equal, but I think the outside route is a tad faster. Could throw in a chicane or something but that would make the difference on those two routes even greater. But accidents do happens, a lot actually, in the crossings ;)
Title: Re: Mod Development Screenshots
Post by: Daystar on May 25, 2017, 09:55:18 AM
Currently they are pretty equal, but I think the outside route is a tad faster. Could throw in a chicane or something but that would make the difference on those two routes even greater. But accidents do happens, a lot actually, in the crossings ;)

No chicanes please! I love speed, is why I am not that big a fan of the Banger oval tracks. But! if you do add chicanes, just make it an alternative track version in the settings! thx bud!
Title: Re: Mod Development Screenshots
Post by: The Very End on May 25, 2017, 12:37:24 PM
:)

Meanwhile, worked more on the background. Added what BB calls vista plane, which I guess is a other name for backgrounds. Either way, coupled that with some v. lowpoly trees and some mountains in the background:


Title: Re: Mod Development Screenshots
Post by: Purple44 on May 25, 2017, 06:08:31 PM
(https://s24.postimg.org/hkzzx4f79/image.png)


That a pretty pic.   :D
Title: Re: Mod Development Screenshots
Post by: sam223 on June 01, 2017, 04:59:12 AM
Not sure why in car cams have the driver model disabled in the vanilla game. So i enabled them.



Title: Re: Mod Development Screenshots
Post by: The Very End on June 03, 2017, 07:56:57 PM
Looks great Sam!

Meanwhile, I'm trying to learn new tools such as Substance Painter as well as trying to increase my general modelling skills, as creating just tracks yields limited experience. Therefor I'm just playing around trying to create something from bottom, like an garage scene (the pallets and barrels are BB assets).

Title: Re: Mod Development Screenshots
Post by: The Very End on June 04, 2017, 03:44:42 PM
Just plotting along, good practice to shake up the knowledge by doing something completely different. Ps: For the ones interested in texturing, Substance Painter is bloody brilliant!
Title: Re: Mod Development Screenshots
Post by: Daystar on June 04, 2017, 04:47:36 PM
^^^ Wow! looks really cool them walls! nice find that Substance painter app!


Just plotting along, good practice to shake up the knowledge by doing something completely different. Ps: For the ones interested in texturing, Substance Painter is bloody brilliant!

Title: Re: Mod Development Screenshots
Post by: The Very End on June 05, 2017, 12:38:28 PM
Thanks! So well, this is the final result I guess. A small little thing, but was fun creating something else for a change :]
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 05, 2017, 01:02:56 PM
That must be a pretty old garage End if the cement floor cracking that bad. To many drop engines causing them cracks?  :P

Kudo to you for expanding your skills!!  :)

***********

End, any chance of seeing tut on alternate routes? Tut be greatly appreciated.  :D

Now that the beta branch Build going get release soon, I can get back to working on my custom tracks.  :)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 05, 2017, 01:08:59 PM
Ah yeah, I'll see if I can make something sometime this week :) Thanks for notice!
And yeah, really old, crappy garage - in the spirit of the cheap folkrace cars ;)
Title: Re: Mod Development Screenshots
Post by: sam223 on June 05, 2017, 04:28:55 PM
Not sure why no one has done this yet.



Title: Re: Mod Development Screenshots
Post by: The Very End on June 07, 2017, 05:20:38 PM
Anyone want to take a guess on what track that I work on? (Rat@@s your exluded from the guess as it's your idea ;) )
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 07, 2017, 05:40:47 PM
I see railroad tracks. Would you be thinking of have a a moving train that crosses the race track that players will have to avoid and maybe take shortcut with ramp to jump over the flatbed rail car?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 07, 2017, 05:42:20 PM
Not planned at the moment, also, I have no idea how to go about modelling a train :D Will try to model something, but most likely it will be a scenery thing. The track will feature both a derby course and a race course.
Title: Re: Mod Development Screenshots
Post by: Daystar on June 07, 2017, 11:04:45 PM
I see railroad tracks. Would you be thinking of have a a moving train that crosses the race track that players will have to avoid and maybe take shortcut with ramp to jump over the flatbed rail car?

Haha! Purple what an awesome idea! would love to see all the AI bots found on road dead "Track Side"!!! but you do realize that in the past, some animated objects will crash the game after the results screen.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 07, 2017, 11:34:42 PM
The simple reason for no animated trains is because I can't model trains for sh@t :D Had to use allready made models and modified them a bit to fit the scene :) Maybe for a future track!
Title: Re: Mod Development Screenshots
Post by: The Very End on June 08, 2017, 01:17:32 PM
More progress, this time main focus has been on the trains, station parts and a silo / tank area with a connected building:



Title: Re: Mod Development Screenshots
Post by: blazngun on June 08, 2017, 11:59:14 PM
So now that you have a train model, is it not as simple as making it moveable by using the blimp files like you did with the jet, and follow the train tracks?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 09, 2017, 08:10:49 AM
Well, yes and no :p The problem is the layout of the train tracks, they do not fit the train that good so moving them most likely will result the wheels to be a bit off the tracks. But then again, if you promis to not look to closely on it I can of course give it a go :)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 09, 2017, 02:33:48 PM
Well, you got your wish. An smoking diesel engine with a couple of train wagons are now roaming the scenery:


Edit: Scrap that smoke effect, it bugs the hell out of the game lol, so it's a diesel engine WITHOUT smoke :)

Edit2: Further progress with some silos and refinery building from Stuart with some modification to fit the scene as well as several own made buildings:
Title: Re: Mod Development Screenshots
Post by: Daystar on June 09, 2017, 06:33:58 PM
Awesome models and workmanship I must say! so will this be an oval track? there is no top down view of the layout. also will the moving train pose a threat to the cars racing? really excited for this new track you are creating!
Title: Re: Mod Development Screenshots
Post by: The Very End on June 09, 2017, 06:40:45 PM
Currently they pose no danger, but you can easily go onto the track and be horrible murdered by it :D The track will feature both an derby version and a race version :) A lot left to be done so an top view does no good hehe. Also trying to keep performance up, so won't use splat map (smooth texture transitions) on the outside terrain of the track. Will of course not look too good, but it's no good if people cannot play it. Thanks for support btw!
Title: Re: Mod Development Screenshots
Post by: timmy76 on June 09, 2017, 07:05:43 PM
Reminds me of the industrial bit from the Destruction Derby Raw intro clip.
https://www.youtube.com/watch?v=JF9pDdKnZN4 (https://www.youtube.com/watch?v=JF9pDdKnZN4)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 10, 2017, 02:09:32 PM
Feeling that side of the track (the one picture) is mostly done, now I can continue on the other parts:
Title: Re: Mod Development Screenshots
Post by: The Very End on June 11, 2017, 08:03:32 PM
Another day with work done, lot more to do but progress nevertheless:

 
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 11, 2017, 08:19:15 PM
So the track going be a fig 8 track with about 6 crossings?  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on June 11, 2017, 08:34:06 PM
Yeah will have several versions of it, one highspeed layout, fig 8 layout, derby version and so on :)
Title: Re: Mod Development Screenshots
Post by: Daystar on June 11, 2017, 09:30:38 PM
Yeah will have several versions of it, one highspeed layout, fig 8 layout, derby version and so on :)

Sounds awesome... and please let this be FPS friendly? I will for sure test the fack out of this, and give a fairly good review if I can attain at least 28+30 fps out of your creations on my crappy Radeon R7 Series card!
Cheers my friend :) Hope you have a great night bud.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 11, 2017, 10:32:55 PM
I am trying to find a compromise between the aesthetics and performance. We'll see what I can do, but if everything else fails I can make a barebone version with horrible look but good FPS ;p
Title: Re: Mod Development Screenshots
Post by: sam223 on June 13, 2017, 05:20:00 PM


In car mirrors are possible maybe?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 13, 2017, 05:23:13 PM
Not sure, I have tested a bit with reflective surfaces, and they all act very strange. Like, sometimes it reflects what is behind the object, sometimes in front, sometimes it reflects the sky for no reasons and generally feels a bit random.
Title: Re: Mod Development Screenshots
Post by: sam223 on June 13, 2017, 06:42:00 PM
Not sure, I have tested a bit with reflective surfaces, and they all act very strange. Like, sometimes it reflects what is behind the object, sometimes in front, sometimes it reflects the sky for no reasons and generally feels a bit random.
Reflection seems to work ok but doesnt reflect cars :(
Title: Re: Mod Development Screenshots
Post by: Janne Suur-Näkki on June 13, 2017, 06:49:40 PM
In-car mirrors that would be useful in any sense are impossible at this point, unfortunately.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 13, 2017, 09:27:47 PM
Work continues. And yes, those warehouse is going to be part of the course, as well as a small area behind it. This track is huge!
Title: Re: Mod Development Screenshots
Post by: Janne Suur-Näkki on June 13, 2017, 09:33:19 PM
Looks really great already!
Title: Re: Mod Development Screenshots
Post by: The Very End on June 13, 2017, 09:35:34 PM
Well thanks ;) By the way, might I ask tip from the pros (you)? The second I have two splatmaps on one track the FPS is reduced, A LOT, for everyone. This is regardless of the resolution of the splatmap. What tricks are you using to get away by using 2-3 splatmaps for your tracks? Having only one splatmap gives me great pain having to see those texture repetition :C I know splatmaps take up a great amount of memory, but I though having one highres splatmap (2048x2048) and maybe one or two addition with 256x256 or 512x512 resolution would work, but the second I load up that second splatmap my poor Geforce 1070 asks for vacation.

Before doing these projects I had no idea what lengths you will have to go to find the balance between looks and performance. Specially as I progress on my journey to learn more it's both enlightening and frustrating to constantly struggle between wanting to create those small extra details while keeping the performance.   
Title: Re: Mod Development Screenshots
Post by: The Very End on June 18, 2017, 11:29:49 AM
Work continues. As of now there are 3 variants; chicane, high speed and warehouse run. In addition there is an derby version which spawns 4 and 4 cars at different locations on the track. The AI does not perform too well, but after some time they usually manage to get past the warehouses and gets to the middle. Forgot to mention, on the highspeed and warehouse layout you can take both directions in the red warehouse, as it's a loop checkpoint. As for the chicane route you will have to cross the roads where the fences indicates crossing, hopefully it makes sense.






Title: Re: Mod Development Screenshots
Post by: Purple44 on June 18, 2017, 08:06:56 PM
So through the warehouse is a suicide section ( 2 way )?  :)

This track looking pretty big now. The red barrier walls, those your object End?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 18, 2017, 08:45:19 PM
Yeah, those white barriers and red barriers I made myself, but they utilize Bugbear's textures. In additional they break. The red one break on top as well. Lastly, when hit at more than 120 km/h (aprox) the barriers break entirely and is moved from it's original position :)

As for performance it's not actually bad! Been working hard on testing out different things in terms of foliage (there is no grass or rocks around, but I am sacrificing the look (which you mostly won't see at high-speed) for the performance. Hopefully this runs well on lower end systems too :)

Thanks!   

Edit: About warehouse, yes! Both in the highspeed version and the warehouse version you will have to go through the same entrance of the green warehouse.

Made a quick video (no sounds) of the 3 racing layouts:
http://www.youtube.com/watch?v=2-4-UAR6AKg (http://www.youtube.com/watch?v=2-4-UAR6AKg)
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 18, 2017, 10:13:10 PM
Nice!  :D

Suggestion End, could you do a derby inside the warehouse, with them columns, be a good place for a derby.

We did a derby in Flatout 2 in underground parking garage. :)

Jump to 7:40
http://www.youtube.com/watch?v=y8LZzvgDcQQ&t=1s (http://www.youtube.com/watch?v=y8LZzvgDcQQ&t=1s)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 18, 2017, 11:26:43 PM
Ah yeah sure! I'll make one variant :) You mean the big green one?
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 19, 2017, 12:41:25 AM
Ah yeah sure! I'll make one variant :) You mean the big green one?

Warehouse at 0:28. Block both ends off. Maybe add some stuff to hide behind\ drive around? Partition walls? Stacks of barrels and pallets?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2017, 12:45:37 AM
Yeah I can add a bit of barrels and tires to create some mayhem and seal of the exits. Too bad there is no lights in Wreckfest atm, so it will be pretty dark. I can illuminate the textures, but it looks very strange to have exactly same light inside and outside, so a bit dark it will be.
Title: Re: Mod Development Screenshots
Post by: Heddly on June 19, 2017, 01:01:33 AM
Yeah I can add a bit of barrels and tires to create some mayhem and seal of the exits. Too bad there is no lights in Wreckfest atm, so it will be pretty dark. I can illuminate the textures, but it looks very strange to have exactly same light inside and outside, so a bit dark it will be.

Would it be possible to add windows on the roof or walls?
Title: Re: Mod Development Screenshots
Post by: sam223 on June 19, 2017, 01:24:20 AM
Yeah I can add a bit of barrels and tires to create some mayhem and seal of the exits. Too bad there is no lights in Wreckfest atm, so it will be pretty dark. I can illuminate the textures, but it looks very strange to have exactly same light inside and outside, so a bit dark it will be.

Do these not work yet?
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 19, 2017, 02:52:38 AM
Yeah I can add a bit of barrels and tires to create some mayhem and seal of the exits. Too bad there is no lights in Wreckfest atm, so it will be pretty dark. I can illuminate the textures, but it looks very strange to have exactly same light inside and outside, so a bit dark it will be.

If block just the 2 ends enough a car can't get out or knock out, that let some light in? How about"jail bars"? That let light through and space them enough so a mini can't get out?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2017, 08:37:48 AM
There are allready windows on the roof and on the front / back walls, but it still is dark. Will experiment with more windows. As for lights, nope :) On some of BBs track and assets they have added data to it, but it seems to do nothing. My guess is that it comes at a later stage.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2017, 08:22:26 PM
Like this? The roof is glass and not open btw.



Title: Re: Mod Development Screenshots
Post by: Daystar on June 19, 2017, 08:29:49 PM
Like this? The roof is glass and not open btw.



How much longer? I am going nuts waiting TVE! lol no rush... perhaps you do not have the AI lines worked out yet. but hey loving the design of your new place!
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2017, 08:34:11 PM
Yeah got some work to do, and Ratty pointed out I should have lines on the tarmac on the chicane layout giving hints where to go :)
Too bad the game gives me index out of bound error now so meh... no idea why, fcking game >.< No idea when done, hopefully not too long.
Title: Re: Mod Development Screenshots
Post by: Daystar on June 19, 2017, 08:39:32 PM
Yeah got some work to do, and Ratty pointed out I should have lines on the tarmac on the chicane layout giving hints where to go :)
Too bad the game gives me index out of bound error now so meh... no idea why, fcking game >.< No idea when done, hopefully not too long.

Oh yikes  :-[ worse than a Gosub has no Return error! yeah remember that error from my Qbasic days... damn I am aging myself haha! well good luck man, and Cheers! yes I need to drink on this hot day. and just got done painting this computer room with Claudia... TMI! lol
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 19, 2017, 09:53:09 PM
Like this? The roof is glass and not open btw.



That letting in lots of light. Don't know if you need make whole roof of glass thou. Your call.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 19, 2017, 09:57:17 PM
2 out of 4 roof parts are glass, so it's about half :)
Title: Re: Mod Development Screenshots
Post by: The Very End on June 21, 2017, 09:05:48 PM
One day you'll might be able to attend... Forever "Out Of Index" error <3

Title: Re: Mod Development Screenshots
Post by: Daystar on June 21, 2017, 09:09:44 PM
(http://orig13.deviantart.net/1275/f/2014/336/2/4/ezgif_3183093909_by_zorasteam-d88h78g.gif) Ughhh wish you the best with your current track project. and really the most sad thing is,... is that there are no Bugbear employees that can help you with this problem.
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 21, 2017, 10:46:54 PM
Is the The Very TrackPack getting to big? Need to start a The Very TrackPack 2?

If just run the derby in a new mod folder, does  "Out Of Index" error go away End?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 21, 2017, 10:52:14 PM
Seems to triigger on all the layouts about half of the time now. Tried removing stuff, both other tracks and objects from this track but no luck. Yeah, guess this is last one in this pack before I'll move over to a new one, or maybe doing something else. Been thinking of developing objects and share both the object files and model files (as well as scne files) with the community to further develop my modelling skills.
Title: Re: Mod Development Screenshots
Post by: Bonecracker on June 22, 2017, 06:05:26 AM
Yeah, those white barriers and red barriers I made myself, but they utilize Bugbear's textures. In additional they break. The red one break on top as well. Lastly, when hit at more than 120 km/h (aprox) the barriers break entirely and is moved from it's original position :)

As for performance it's not actually bad! Been working hard on testing out different things in terms of foliage (there is no grass or rocks around, but I am sacrificing the look (which you mostly won't see at high-speed) for the performance. Hopefully this runs well on lower end systems too :)

Thanks!   

Edit: About warehouse, yes! Both in the highspeed version and the warehouse version you will have to go through the same entrance of the green warehouse.

Made a quick video (no sounds) of the 3 racing layouts:
[url]http://www.youtube.com/watch?v=2-4-UAR6AKg[/url] ([url]http://www.youtube.com/watch?v=2-4-UAR6AKg[/url])


Great job as always!
Title: Re: Mod Development Screenshots
Post by: tads421 on June 22, 2017, 06:07:27 PM
One day you'll might be able to attend... Forever "Out Of Index" error <3


"Out Of Index" is a mesh problem, i have it loads when converting tracks from rFactor, i have not found out why the mesh throws that error but i just delete the mesh in question and all works.... all i do is hide a bunch of mesh's and export until i find the block that it fails on (sometimes more then one mesh) and then look at that mesh.... Every time i have had that error it has ALWAYS been a mesh.

Hope it helps

Kev
Title: Re: Mod Development Screenshots
Post by: The Very End on June 22, 2017, 06:17:27 PM
Oh, that's really helpfull, thanks! :D
But, how to aproach this when it happens half of the time? And by mesh problems, what helps on that? I whent over all the objects (not the xref objects) and reseted the xform on them (usually fixes the issues), but I don't seem to be able to fix it that easily on this track.

Edit: This happens on runtime, not on export.
Title: Re: Mod Development Screenshots
Post by: tads421 on June 23, 2017, 10:28:22 AM
ohhhh i thought it was a error at export.... if its a error at runtime are you sure all the Xrefs are in the main data folder and bugbear have not removed them? have you tried to export and play without the Xrefs? as i said i have tried a bunch of things on the bad mesh i get but nothing seams to work so i re-model and then delete the old bad mesh.

Kev
Title: Re: Mod Development Screenshots
Post by: The Very End on June 23, 2017, 11:05:53 AM
Thanks :)
Most of the xref's are my own creations, so .. maybe I have cocked up the whole shit haha?

Well, while I do trial and error, all the red and white barriers are breakable in two stages. It breaks in about 30 - 40 pieces and when hit at above 120 km/h they break entierly and move out of their position.
Title: Re: Mod Development Screenshots
Post by: The Very End on June 29, 2017, 02:43:21 PM
When TVTP is updated I will try making some fun things for the cars. What about a bit of Carmageddon inspired bumpers?
Title: Re: Mod Development Screenshots
Post by: Purple44 on June 29, 2017, 03:35:32 PM
We need that for the Crash canyon when there a pile up of cars!!!  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on June 30, 2017, 02:39:43 PM
What about a plow then?

Title: Re: Mod Development Screenshots
Post by: RickyB on June 30, 2017, 05:16:58 PM
Just curious, do you have to setup collision spheres for those parts, so that they can deform in crashes?
Title: Re: Mod Development Screenshots
Post by: The Very End on June 30, 2017, 05:27:42 PM
Have not done any work on them, that basically is half a hour of work. Will have to experiment A LOT first hehe, never done cars or parts before. But ofc, will see if I can make them behave like an physical thing :)
Edit: Not sure if I HAS to do collision spheres, I have no idea on absolute anything lol =D
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 01, 2017, 01:27:45 PM
What about a plow then?



Not sure if those designs would have the desired effect of tossing cars. The cow catcher design in first pic would work good ( toss a car over the roof :) ) or something along this design:  :D

http://www.youtube.com/watch?v=U4qZTdMOJBk (http://www.youtube.com/watch?v=U4qZTdMOJBk)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 01, 2017, 01:59:52 PM
Haha! Well, maybe a dynamic (moving) part is possible even? No idea but will have to test and learn how to get it all working in the game :)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 02, 2017, 02:56:01 PM
Ricky, to clarify: You need collision spheres to make it destructible :)
Meanwhile, ready to create some damage:


Edit: solved

Edit3: Don't seem to be able to remove the stock / standard visual parts, as ideally this should be mounted on the front without bumpers etc. But the testing goes on!
Title: Re: Mod Development Screenshots
Post by: STRmods on July 03, 2017, 03:02:22 AM
Ricky, to clarify: You need collision spheres to make it destructible :)
Meanwhile, ready to create some damage
Edit3: Don't seem to be able to remove the stock / standard visual parts, as ideally this should be mounted on the front without bumpers etc. But the testing goes on!


Looking good  :D, if you're using the example car you could make the bumpers a visual part then set it so they get uninstalled when you add the plow.

Finally pushed the update for the Bug mod...
Title: Re: Mod Development Screenshots
Post by: The Very End on July 03, 2017, 08:17:00 AM
Haha nice car! However, how do you do it right? Prety sure I named it correct in the uninstall part, but well. Want to remove the whole panel(s) on the front making it a banger version and then fitting that gigantic thing on hah
Title: Re: Mod Development Screenshots
Post by: sam223 on July 03, 2017, 02:56:44 PM
Haha nice car! However, how do you do it right? Prety sure I named it correct in the uninstall part, but well. Want to remove the whole panel(s) on the front making it a banger version and then fitting that gigantic thing on hah
Just put the names of the parts you want to remove at the same time in uninstall section. Not sure if it works without having a object named '#part' If not open the car .vhcl in bag edit and rename the object
Title: Re: Mod Development Screenshots
Post by: Mortal on July 03, 2017, 05:45:56 PM
Good work guys, custom visuals open a new world of posibilities.


I´m working on particles mod















Title: Re: Mod Development Screenshots
Post by: RickyB on July 03, 2017, 07:21:37 PM
Finally pushed the update for the Bug mod...


This really made me laugh :D - Any chance, the stuntman could behave like a ragdoll when falling off? :)

Title: Re: Mod Development Screenshots
Post by: sam223 on July 04, 2017, 07:27:23 PM

Title: Re: Mod Development Screenshots
Post by: sam223 on July 04, 2017, 08:27:29 PM
Current options
Title: Re: Mod Development Screenshots
Post by: sam223 on July 08, 2017, 02:54:05 AM
X300 Jaguar im building


and more playing around with parts

Title: Re: Mod Development Screenshots
Post by: The Very End on July 09, 2017, 03:55:52 PM
Still awaiting confirmation regarding rights and so on (it is very unclear whether or not these models can be used in other mods / non commercial projects or not). Meanwhile I'v been learning naming / pathing and general working with cars for a change. Thanks to Sam for answering a lot of my questions so far. The readme given by BB does no justice compared to the things you need to do to get a car in game.

Title: Re: Mod Development Screenshots
Post by: STRmods on July 09, 2017, 04:26:08 PM
Finally pushed the update for the Bug mod...

This really made me laugh :D - Any chance, the stuntman could behave like a ragdoll when falling off? :)

Sorry for the late reply, I had a look at doing that when I was making it but I'm not sure if its possible. Maybe with a release effect, but not through the model directly I think.
I agree it would be better though :)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 10, 2017, 06:51:01 PM


Fun working with cars, but they are complicated! I specially love how the skin somehow got mirrored haha! (will probally create a different skin or something later on).
Title: Re: Mod Development Screenshots
Post by: TheEngiGuy on July 10, 2017, 07:06:10 PM


Fun working with cars, but they are complicated! I specially love how the skin somehow got mirrored haha! (will probally create a different skin or something later on).

Holy sssshhhheeeeeeiiiiiiiiitttt.
Title: Re: Mod Development Screenshots
Post by: STRmods on July 10, 2017, 07:08:33 PM


Fun working with cars, but they are complicated! I specially love how the skin somehow got mirrored haha! (will probally create a different skin or something later on).

Just mirror the UV's, where is the car from? Looks familiar  ???
Title: Re: Mod Development Screenshots
Post by: Tonza on July 10, 2017, 07:36:06 PM


Fun working with cars, but they are complicated! I specially love how the skin somehow got mirrored haha! (will probally create a different skin or something later on).

Just mirror the UV's, where is the car from? Looks familiar  ???
Carmageddon
Title: Re: Mod Development Screenshots
Post by: The Very End on July 10, 2017, 07:45:36 PM
It is and thanks! Will try to make several parts for it of course.
Still waiting a reply whether or not this is fine or not. Regardless of what's happening it's good practice :)

Edit: And how I mirror without moving the whole UV map? Mirroring either hori or verti will move the clusters around, instead of just mirroring the clusters only.
Title: Re: Mod Development Screenshots
Post by: STRmods on July 10, 2017, 08:02:53 PM
Edit: And how I mirror without moving the whole UV map? Mirroring either hori or verti will move the clusters around, instead of just mirroring the clusters only.

You need to select the face/verts separately for each piece (when not symmetrical) rather than the whole thing so nothing changes place only flips.

And ofcourse, knew I remembered it from somewhere haha.
Title: Re: Mod Development Screenshots
Post by: Orbotnive T on July 10, 2017, 08:03:17 PM
That was the coke can of carmageddon. Good to see it though

Hope we can see (later) eagleII. Or I ;)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 10, 2017, 08:08:17 PM
Thanks STRmods, I'll see if I do that or if I create something myself. Playing around with the idea of having skins / basecolors which resembles more Wreckfest, to make it fit in better.
And Orb - me too :D

And yeah - don't hit anything lol.
Title: Re: Mod Development Screenshots
Post by: STRmods on July 10, 2017, 09:09:29 PM
Thanks STRmods, I'll see if I do that or if I create something myself. Playing around with the idea of having skins / basecolors which resembles more Wreckfest, to make it fit in better.
And Orb - me too :D

And yeah - don't hit anything lol.


rip. Haha, got to love the stretching from hell.
Title: Re: Mod Development Screenshots
Post by: STRmods on July 10, 2017, 11:44:21 PM
Just realised, the UV's being flipped is normal... The whole car has been mirrored (presumably from a dirty model rip that didn't rip it correctly). Noticed since you have the driver on the right and in Carmageddon the driver is on the left. So easier fix than messing with the UV's is to just mirror the whole model back to how it should be.  ;D

Also recommend resetting xform/transforms on all your parts after mirroring back, could be the cause of the stretching if solidbody and everything else is ok
Title: Re: Mod Development Screenshots
Post by: The Very End on July 11, 2017, 12:00:15 AM
Thanks for info :) Sam tok a look on my model, and some of the shapes were off, even after the xform reset. The model was originaly exported by the Flummery tools, which is somewhat approved by the developers of the Carmageddon game, but just in case I have send them all details and asking for permission, alltho with their stand on Flummery tools I highly doubt they will interfer as long as I do not distribute the original model files. Main format was MDL files which then was exported with fbx, which often screws things up...don't like FBX these days and prefer max or the good old OBJ format ;)

Ps, there are seats on both sides, but you are also right ;)

Title: Re: Mod Development Screenshots
Post by: tads421 on July 11, 2017, 05:20:02 PM
Here we have the first look of Foxhall international Raceway for Wreckfest! I was on keys while recording this and did not have my FPS caped so it is not as smooth as it should be!

The next video or stream you should see on this new track should be on the 26th July when the final version should be finished! and the release date is set for 28th July!

Thanks to Spedeworth for letting us make this track for Wreckfest!
Thanks to Jeff at UKSOM for lettings me look at his rFactor track and using some textures.

Please don't forget we have our 24H Charity Live Stream on the 28th July 2017 starting at 8PM UK Time! Click that bell to get notified when we go live or upload a video!

https://www.youtube.com/watch?v=BsvlZyhKVU8 (https://www.youtube.com/watch?v=BsvlZyhKVU8)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 12, 2017, 01:03:48 PM
Thanks to Sam I was able to understand a bit more how things works regarding, well, anything. So, progress! Don't mind the steeringwheel, that does a 360 in the cockpit each time you turn rofl :D

That small little intake on top of the roof can fall off as well, and there is an smoke/fire effect once the hood is lost (happens only once, and clearly inspired by the DD2 hood release effect).
Edit: And yes, has not rotated / mirrored the chassis yet, will try it when all is done and ready, as it means I will have to rename a lot, A LOT of things :)
Title: Re: Mod Development Screenshots
Post by: The Very End on July 12, 2017, 06:20:47 PM
So, got around to fix that mirroring thing, what a "pleasant" work that was btw (flipping every joint, polygon and whatnot). But quite pleased. Before / after a race:



Edit, also:









Title: Re: Mod Development Screenshots
Post by: sam223 on July 13, 2017, 02:57:11 PM


Title: Re: Mod Development Screenshots
Post by: The Very End on July 13, 2017, 03:05:49 PM
Nice one Sam :)

Meanwhile, got the skins working a bit better, turned out I totally derped out and had named it all wrong. So currently one of the skins with the new (I named them wrong so was not showing right in game lol) sideskirts on:


Also, got the damage skins working:
Title: Re: Mod Development Screenshots
Post by: Rocket455Man on July 13, 2017, 11:04:57 PM





Wow!

Nice work with that Caddy.

Have it original 390 cid engine or newer BIGblog?

I have '61 Fleetwood 60 Special IRL street car.
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 14, 2017, 12:33:25 AM
Nice looking Caddy Sam.  :D
Title: Re: Mod Development Screenshots
Post by: sam223 on July 14, 2017, 12:34:34 AM

Wow!

Nice work with that Caddy.

Have it original 390 cid engine or newer BIGblog?

I have '61 Fleetwood 60 Special IRL street car.
Havnt decided yet,probably something slow
Title: Re: Mod Development Screenshots
Post by: Rocket455Man on July 15, 2017, 10:04:47 PM

Wow!

Nice work with that Caddy.

Have it original 390 cid engine or newer BIGblog?

I have '61 Fleetwood 60 Special IRL street car.
Havnt decided yet,probably something slow

And non-destructive good old steel. :lol
Title: Re: Mod Development Screenshots
Post by: The Very End on July 18, 2017, 07:21:45 PM
There will be two versions of this car, one without the spoiler (called Tashita) and one with it (Tashita Derby). Due to the way solid body works it was better to have two different versions than just removing the front bumper / spike on the derby version and being left with a big "hitbox" / invisible collisions around the car.

Title: Re: Mod Development Screenshots
Post by: Tonza on July 18, 2017, 07:37:12 PM
There will be two versions of this car, one without the spoiler (called Tashita) and one with it (Tashita Derby). Due to the way solid body works it was better to have two different versions than just removing the front bumper / spike on the derby version and being left with a big "hitbox" / invisible collisions around the car.


Release release release  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on July 18, 2017, 08:47:40 PM
Some final tweaks are needed, but hopefully a day or two :)
Oh and sorry about size, it is about 600mb (making it hit 1gb+ total) for each car, mainly because of the skins. I felt that I had to include them all.
Title: Re: Mod Development Screenshots
Post by: RickyB on July 20, 2017, 05:29:39 PM
Well, with that kind of banking and the resulting g-forces, the bottoming out is real. Sparks effect would be cool... hope Bugbear puts them in game sooner or later.
Pic is from new track, coming soon to a mod near you  :)

Title: Re: Mod Development Screenshots
Post by: sam223 on July 27, 2017, 05:47:28 PM
Just a bit of fun
Title: Re: Mod Development Screenshots
Post by: The Very End on July 27, 2017, 05:49:07 PM
Haha oh god! Please do ;)
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 27, 2017, 06:29:58 PM
Haha oh god! Please do ;)


Ya please do Sam. There been many requests for the reliant robin in the forum.  :)

(https://s-media-cache-ak0.pinimg.com/736x/7f/94/eb/7f94eb2bf2ba89b6a2131a2fcfdc22d1--car-museum-hot-cars.jpg)

Reliant robin (three wheelers) (http://community.bugbeargames.com/index.php/topic,2075.0.html)
Title: Re: Mod Development Screenshots
Post by: sam223 on July 27, 2017, 06:36:00 PM
Was only a 5 minute job to move the front wheels in and it works ok. Youd need to play around with surface friction though so they actually roll over. Currently it it just drops to 1 side,not enough friction to roll it over. Maybe raise the center of mass a bit aswell



https://drive.google.com/open?id=0B9NiAB1uGacPY0FUdDNrWUFiOHc (https://drive.google.com/open?id=0B9NiAB1uGacPY0FUdDNrWUFiOHc)
Title: Re: Mod Development Screenshots
Post by: Purple44 on July 27, 2017, 06:40:19 PM
I'll give the reliant a home ( besides Steam Workshop ) if you want release the car Sam.  ;)
Title: Re: Mod Development Screenshots
Post by: sam223 on July 27, 2017, 06:49:28 PM
I'll give the reliant a home ( besides Steam Workshop ) if you want release the car Sam.  ;)
Feel free to play around with surface settings (body friction). Download link to EU 1 (II) with central wheels is above
Title: Re: Mod Development Screenshots
Post by: sam223 on August 11, 2017, 05:26:17 PM
Title: Re: Mod Development Screenshots
Post by: RickyB on August 13, 2017, 06:14:18 PM
awww yeah :D
Title: Re: Mod Development Screenshots
Post by: RickyB on August 21, 2017, 06:46:30 PM
Testing custom barrels... with burning logs inside  :o

http://youtu.be/mVCEKN2gwWY (http://youtu.be/mVCEKN2gwWY)
Title: Re: Mod Development Screenshots
Post by: Mazay on August 21, 2017, 08:22:39 PM
That's interesting experiment.

I got bored at menu. I think a simple map would make it so much better:



Just too much work to do that for all maps
Title: Re: Mod Development Screenshots
Post by: Purple44 on August 21, 2017, 11:02:48 PM
That's interesting experiment.

I got bored at menu. I think a simple map would make it so much better:



Just too much work to do that for all maps


I like see something like that on the loading screen when track loading for a race. Refresh player's memory of how the track goes.  :D

(http://www.lay-zmattress.com/flatout2/purple44/GasGuzzlers/track-layout.jpg)
Title: Re: Mod Development Screenshots
Post by: Purple44 on September 02, 2017, 05:13:24 PM
Warning, don't over pack your gas bottle rocket with to much TNT!

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/extreme-blast.jpg)


Was doing some testing on my Sandpit 1 Extreme track.  ;)

You will be happy to know that I cut the amount of TNT in the gas bottle rocket by at least half!!
Title: Re: Mod Development Screenshots
Post by: sam223 on September 04, 2017, 03:25:01 PM


and not ones ive painted but a couple of very smart replicas from ryano and foster

Title: Re: Mod Development Screenshots
Post by: The Very End on September 04, 2017, 07:33:13 PM
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 (http://steamcommunity.com/sharedfiles/filedetails/?id=1127964364) for more information about this.

Title: Re: Mod Development Screenshots
Post by: The Very End on September 30, 2017, 10:01:23 PM
 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!
Title: Re: Mod Development Screenshots
Post by: Purple44 on September 30, 2017, 11:22:08 PM
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

http://youtu.be/HXpZNbJ3HJI (http://youtu.be/HXpZNbJ3HJI)


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.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde-dntp.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde-dntp4.jpg[/url])

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.

[url]http://www.youtube.com/watch?v=VW0emWUPwdk[/url] ([url]http://www.youtube.com/watch?v=VW0emWUPwdk[/url])

Here video of drawbridge in action:

[url]http://www.youtube.com/watch?feature=player_embedded&v=HXpZNbJ3HJI[/url] ([url]http://www.youtube.com/watch?feature=player_embedded&v=HXpZNbJ3HJI[/url])
Title: Re: Mod Development Screenshots
Post by: The Very End on September 30, 2017, 11:33:31 PM
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 :)
Title: Re: Mod Development Screenshots
Post by: sam223 on October 04, 2017, 05:55:35 PM
Where we're currently at
Title: Re: Mod Development Screenshots
Post by: TheEngiGuy on October 04, 2017, 08:09:30 PM
Where we're currently at


Hype is real!
Title: Re: Mod Development Screenshots
Post by: St. Jimmy on October 06, 2017, 06:00:49 AM
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:

http://www.youtube.com/watch?v=QUJtSV3Qwk4 (http://www.youtube.com/watch?v=QUJtSV3Qwk4)

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)
Title: Re: Mod Development Screenshots
Post by: sam223 on October 06, 2017, 02:15:03 PM
Its a nice idea jimmy. Can you set the mass of him so he stays in the car?
Title: Re: Mod Development Screenshots
Post by: Purple44 on October 12, 2017, 04:43:58 AM
Here a pic of the new fig8 track I'm working on:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/fig8-derby-ramp-jumps.jpg)
Title: Re: Mod Development Screenshots
Post by: The Very End on October 25, 2017, 12:47:03 PM
You shall not pass!
Title: Re: Mod Development Screenshots
Post by: STRmods on October 31, 2017, 07:08:20 PM
                             New update for the Bugbear Bug

 (http://i.imgur.com/T2wVwB5.gif)  (http://steamcommunity.com/sharedfiles/filedetails/?id=918072801)

-New Halloween liveries and props
-New custom engine sfx for standard engines (excluding the V8 swap)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on November 01, 2017, 09:42:33 AM
Well, that puts my Jack O'weener skin for the bug to shame.  ;D

Well done!
Title: Re: Mod Development Screenshots
Post by: STRmods on November 01, 2017, 03:34:42 PM
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
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on November 02, 2017, 11:03:53 AM

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.  ::)

Title: Re: Mod Development Screenshots
Post by: STRmods on November 02, 2017, 02:01:12 PM
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
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 04, 2017, 01:35:44 PM
Tonight I got use some new objects from End's The Very AssetPack (http://steamcommunity.com/sharedfiles/filedetails/?id=1127964364). Here a couple of pics:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/Nevada-depot.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/Nevada-depot2.jpg)

This is a fig 8 track using End's Nevada Freight Depot track I'm working on.  :D

Title: Re: Mod Development Screenshots
Post by: The Very End on November 07, 2017, 09:11:37 PM
Great work with that car STRmods and the progress done Purple :) Meanwhile, added a mid-barrier thing to the AssetPack (http://steamcommunity.com/sharedfiles/filedetails/?id=1127964364 (http://steamcommunity.com/sharedfiles/filedetails/?id=1127964364))
Title: Re: Mod Development Screenshots
Post by: The Very End on November 13, 2017, 06:50:03 PM
Because every serious racing game needs a skijump!
Title: Re: Mod Development Screenshots
Post by: Janne Suur-Näkki on November 13, 2017, 08:48:01 PM
Still waiting for the modern day Stunt Car Racer... Maybe something for us to consider? :)
Title: Re: Mod Development Screenshots
Post by: sam223 on November 13, 2017, 09:39:20 PM
Still waiting for the modern day Stunt Car Racer... Maybe something for us to consider? :)
Some proper real life stunts or suitably realistic ones would probably fit well in the wreckfest world
Title: Re: Mod Development Screenshots
Post by: The Very End on November 13, 2017, 10:01:36 PM
Haha yeah! The game Crashday tried, but sadly the physics just was a bit...lacking. If you got time I am sure the community would love some ramp/crazy props to play around with ;)
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 14, 2017, 01:51:52 AM
Because every serious racing game needs a skijump!




Are we going to need an Evil Knievel parachute for the landing?

http://www.youtube.com/watch?v=-toCdPlXd6I (http://www.youtube.com/watch?v=-toCdPlXd6I)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 14, 2017, 07:50:04 AM
Haha, nah, it is rather safe for now! The jump is actually only 10 meters above ground, so it works more like a quick start thing. Not desided yet if I should raise it and built a bottom part / landing area...time will show! Have to build a building on top of the jump first.
Title: Re: Mod Development Screenshots
Post by: The Very End on November 15, 2017, 09:14:57 PM
Whelp! It turned out to be rather massive! You think I should build a green area / hill around the lower part of the jump (landing area), or should it be supported by pillars such as the top section?

Title: Re: Mod Development Screenshots
Post by: Purple44 on November 15, 2017, 09:31:06 PM
The supports would work for me if I borrow ramp to put on one my custom tracks.  ;D

Will have to find a good hill on one the stock Wreckfest tracks to give the cars a place to land.  :)

Or do it backwards and have the players jump to top part of jump and then have to go down the jump. :)


Will the supports be a bit longer than the base of the jump, so encase I put ramp on a not so level track map. like has a dip, support will still touch the ground?

Looking good End.  :D
Title: Re: Mod Development Screenshots
Post by: The Very End on November 15, 2017, 09:37:35 PM
Thanks! :D

The supports go down to 0 metres, so can be placed on the ground. There is also almost no gap between the jumps, making it almost impossible not to complete. I recon that if you put a ramp on the top of the landing area you should be able to jump back on to the top part. Looks like this currently:


Will try to to create a hill or something around the lower part of the ski jump, as I am not sure if would look alright with support poles down there. But feel free to come with suggestion or ideas! Fun to play around and develop the skills a bit.

Edit: as we figured out before, it is possible to have start positions that have it's own AI route (which will only be driven on the first lap). Could quite possible be couplet with a track that is "normal", but has the start at top of the skijump. On lap 2 and forth you can go normally and won't have to go back up the hill to complete the laps.
Title: Re: Mod Development Screenshots
Post by: Purple44 on November 16, 2017, 03:36:27 AM
Here a pic End to show the issue I'm thinking I might run into using the stock tracks:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/end-jump-ramp.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/end-jump-ramp2.jpg)

If there a dip in the track map, then there going be some open space. Would it be possible to add an extra 5 feet to the length of the supports?
Title: Re: Mod Development Screenshots
Post by: The Very End on November 16, 2017, 07:39:36 AM
AH yeah, no worries, I'll add some extra length to them all :)
Title: Re: Mod Development Screenshots
Post by: Zebulon55 on November 16, 2017, 11:18:10 AM
Awesome!

So, how many startpoints will fit up there? 8)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 16, 2017, 11:45:08 AM
All of them ;D
Not tried yet actually, still got some work left on the modell, and these exams times it will take some time :p But I guess it won't be a problem, as the top-part has a hill that is almost 200 meters long.
Title: Re: Mod Development Screenshots
Post by: Ben X) on November 16, 2017, 12:55:05 PM
Is this for FlatOut 2 game?

sorry for stupid question X)
Title: Re: Mod Development Screenshots
Post by: The Very End on November 16, 2017, 01:48:55 PM
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.
Title: Re: Mod Development Screenshots
Post by: The Very End on November 17, 2017, 12:51:46 AM
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.