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Messages - megariffer

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Development / Re: developer blog (kind of)
« on: May 27, 2015, 06:35:34 am »
are the animations in the garage setup in unity only? or can they be done in the 3d the file? Also may i ask what the specs of the computer running the demo/alpha are?

hypothetically the animations can be done in other 3D softwares as well (google "blender animations to unity3d" for example), but i haven't tried it as it's easier for me to do everything in unity itself.
as for my rig specs, i have a pretty mediocre-lowend config:
AMD A10-5800K, GeForce GTX 570, 8GB RAM
demo is capped at the 60FPS limit all the time.

Development / Re: developer blog (kind of)
« on: May 21, 2015, 03:21:36 pm »
hi everyone

most of the work lately was not very spectacular, so i have not much new to show you.
still, i made a small update on with a new video.
there's some more parts in the paper, and the new garage, which is not the final version of course,
as CJJ pointed out earlier, there are some problems which still need to be sorted out.

anyway, have fun, take care, race carefully, stay tuned!

Development / Re: texture size?
« on: April 27, 2015, 03:31:17 am »
256x256 could be enough, all depends on the situation. usually, for large surfaces, 1024x1024 is needed, at least that's what i'm aiming for.

if you want some more info, read through this thread. this is about 4k resolutions textures in video games.

Development / Re: developer blog (kind of)
« on: April 24, 2015, 05:23:53 pm »
yeah, you do that.
i've been hearing about the loads of period correct reference photos you've been gathering, though i've never seen a single one yet.
i've never been to the US before so you might have a head start deciding what is period correct and what's not.
if you want to make a new garage, feel free to do so. we can fill it with the objects from this garage which you think are OK for the game. also you should understand that i can't wait for you, i want to make something playable soon.
if the biggest problem with the game will be a not authentic castrol oil jug, i'll be well damn satisfied.
since you were so honest with me, allow me to say that i don't have any hopes about you helping as you have done literally nothing in the past 3 years to help the project.
i really appreciate the work you put into keeping the flame of SR3 alive, withou you the game might have been forgotten by now.
but if you think you want to make this game better, do it already.

Development / Re: developer blog (kind of)
« on: April 24, 2015, 06:28:09 am »
as a matter of fact, I already started making the garage, here are a few shots:

also, I'd like to add that the first race track is in the works.

News / [IMPORTANT!] Member database cleanup
« on: April 23, 2015, 04:27:13 am »
Hello everybody!

Sometime this week i'll be deleting every forum member with 0 postcount
So if you are just lurking around without posting, please reply to this thread.
If you have already made a post on the forums before, you have nothing to do.

Thanks for your attention!

Development / Re: developer blog (kind of)
« on: April 22, 2015, 04:29:27 am »
this is not a question of polycount, it's a question of quality.
i don't want to release shit, not even at pre-pre-pre-alpha stage.

right now i'm not very optimistic about 3d modelers rushing the project, things were different back in 2000.

yes, i have many particularities in mind, if you want to hear more about it, pm me in IRC

Development / Re: developer blog (kind of)
« on: April 20, 2015, 04:49:25 am »
hello everybody!

i'm having a hard time gathering content for the game, i'm short on good 3d models unfortunately.
the GRID2 garage had to go, so i decided to create a new one just for SR3.
i was using the old SR3 garage as a base, and spent the weekend on re-editing the model and placing objects all over the place. it starts to look OK, but there is still some work to do. i'll post some screens later this week.

i also got some engine part models from our good friend FLED, so there is two new engines in the game, now totaling at 3: Chrysler 'B' engine 383 and 440 and a mopar Chrysler LA 340
the B engines come with a few 4brl carb choices, and a six pack.
i took the carb and the air filter apart, so you will be able to change the look of the filters.
there are 3 pie pan choices currently, plain black, super commando, and magnum.

right now i'm waiting for the release of the vehicle physics engine, i hope it will be finished in a few weeks, maybe months. i'll be using Edy's new physics engine, quite cleverly named 'Vehicle Physics Pro'.

i'm also thinking i'll be releasing a playable demo without racing game mechanics soon, where you can try  out buying and changing parts in the new garage.

stay tuned for more!

oh, and if anyone knows any good 3d modelers, don't hesitate to share their contacts with me!
i have paying work as well, i'm not only looking for volunteers!

Development / Re: developer blog (kind of)
« on: April 01, 2015, 02:25:02 am »
Hmmmm. I know GTA4 vehicle files have indeed been extracted from the game files before, since there are a fair number of Garry's Mod vehicles that use them.


More recent example: the SCars addon for Garry's Mod.

not every models are locked. you can lock them with zmodeler, so there is a fair amount of unlocked GTAIV vehicles, including the original cars in the game. but if the file was locked in zmodeler, there is no way unlocking it, as far as i know. everything could be cracked though, but i'm not interested in it that much, to find out.
also, i'm developing the game in a way that people can add their cars later to the game (modding), so maybe, if the game is succesful enough, we're gonna have plenty of cars anyway.

Development / Re: developer blog (kind of)
« on: March 30, 2015, 02:37:18 am »
do you have the model for the car, too? because gta4 files are always locked, so we can't access the model in it.

Hmmmm, you tried OpenIV, right?

tell me if i'm mistaken, but as far as i know, OpenIV is just for opening GTA images, so you can extract the content from the game, but you can't "crack" a locked wft file with it. if you can do that, PM me, i have APEC's permission to use his 67 impala.

Development / Re: developer blog (kind of)
« on: March 28, 2015, 06:01:03 am »
It is a 1972 Mercury Monterey 2DR Resonably high poly, originally made for GTA 4.
I have the original authors permission on email to modify and use this car for SR3.

I also found some old max files of a more recent version of the 1932 frod custom, as well as the email where I was granted permission to use it for whatever purpose I wished by its orginal author. That car was originally made for NFS 4.

When these 2 cars have been prepared a bit more then they should be very nice test cars for experiments in irrlicht, unity, halflife engine and other game engines :)

do you have the model for the car, too? because gta4 files are always locked, so we can't access the model in it. i already had that problem, the author agreed that we can modify the car, but he didn't have the model file, only the gta4 wft file, and since it was locked, i couldn't use it.

also, there are a lot of models out there that were just ripped/remodeled from other games, or stolen from other modelers. that's very common in the GTA community (that's why most of the scratch modelers left the community 4-5 years ago).
i know the Mercury Monterey is not one of those, Driver was a modeler in the GCU community, he modeled that car. if you have the model, please send it to me, and i'll use it in unity.

about the engine: you don't have to experiment with anything else than Unity, in fact, you don't have to experiment with anything, as i'm doing all the work in the engine. if you want to help, then try and get more models from the guys out there, as it's a very time consuming task, and i don't have the time for that.

Development / Re: developer blog (kind of)
« on: March 15, 2015, 04:54:56 am »
can you tell me details about the cars you downloaded?
where you found them, who is the author, etc.
the main problem with the models from other games btw is that their engine bays are for example not modeled.

Development / Re: developer blog (kind of)
« on: March 05, 2015, 04:51:45 pm »
hello again,

i didn't do much in the last few days, but i made a new video nonetheless.

i changed the garage to the one from GRID 2, just because you could see how much of a difference the scene makes. this one look much more alive, and the details add a lot to the atmosphere.
also i showcased some of the new features of unity free, as you can see there are multiple shadows from multiple light sources. also there are some basic sound effects you can check out.

that's all for now, i will be back soon with more updates

Development / Re: developer blog (kind of)
« on: March 03, 2015, 01:04:55 pm »
just a quick note here:

awesome, huge news - Unity 5 is out, and all PRO features moved to the FREE edition as well!
now i can start adding those pro 'AAA' looking effects, like bloom, sun shafts, real time reflections and so on!

stay tuned!

Development / Re: developer blog (kind of)
« on: March 03, 2015, 08:39:08 am »
Really really awesome :)

Very nice work :)

I must practice using that game engine it seems :)
I would love to give a hand with the coding at some point if I can and if I can find time for it.

I have 2 suggestions:

1) add a seat icon for interior cuztomization (down the road I know but it would be stuff like fuzzy dice, skull gearknob, dials, ra ing steering wheel, mirrors, leather seats etc...)

2)  add a door icon for body cuztomization and repair (doors panels, fenders etc...)

thanks for the comments,

i'm planning to add an interior button to the paint window, so you can recolor the interior.
right now i'm focusing on minimal functionality, those things will come later.
and body modifications might never come, because i'm struggling right now to find car models i can have for free. for some strange reason, every 3d modeler wants money for their work...

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