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Messages - TSJ

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16
Development / Re: contents of garage
« on: January 10, 2015, 12:17:14 pm »
I got your mail. And I agree.

17
Development / Re: contents of garage
« on: January 08, 2015, 02:29:54 pm »
My little experiment is done in c++ from scratch using irrlicht, a garage model provided by cdoublejj and a carmodel that I worked on for the old alpha.

We could also continue on the old alpha code instead if you wish. It has some bugs that need to be sorted:

1) the wheels are placed in incorrect order when racing compared to when the car is in the garage
2) some engine parts are not shown when racing
3) stickers are not shown when racing
4) engine parts have no influence on performance
5) opponents car parts are not randomized

I have been trying to fix 1) in the old alpha but so far no luck... I did switched the wheels around so that they were placed correctly but then some of them were oriented the wrong way (hubcab was facing the car side)  and the "front wheels" were suddently front left and rear left wheels instead of front left and front right wheel... I have not yet found a way around that... :)

did you get my mail and my PM's?

18
Development / Re: contents of garage
« on: January 07, 2015, 01:27:52 pm »
Hello all! And Happy New Year 2015!! =)

As cdouble mentioned I am away from my PC for a little while as I go through a horrific holiday season house move

Happy new year to you also :)

I wish you good luck with the house move.

19
Development / Re: contents of garage
« on: January 07, 2015, 01:25:29 pm »
Pulling in the existing SR3 models is not a trivial task as those are in a custom SR3 format and none of the existing engines (including Irrlicht) have a loader for them, meaning that the first task is to write a loader for those .aux files if you want to use them.

true, but I think that we should have some minimum game functionality before writing a custom  aux importer.

I was thinking something along the lines of this...

1) Basic: setting up basic stuff like data structures for cars and everything else
2) Garage: starting with the Garage/Gearhead/GHG stuff
3) Scenes: stuff like gas tank, diner, junkyard, dealership, city
4) Racing: the actual racing stuff, physics, racing logic.
5) Misc: everything else :)

I want to add deeper car customization than what we had in the previous alpha... for example we should be able to change crankshaft and oilpan, we should be able to change the side view mirror, we should be able to change interior stuff like gauges, seats etc...

A big part of SR1 and 2 was also the ability to customize a car beyond pure performance stuff, I think here of the stickers and the cars color, I just want to take that a step further with the new SR3 :)


20
Suggestions / Re: cannonball run
« on: January 06, 2015, 01:48:56 pm »
According to http://en.m.wikipedia.org/wiki/Cannonball_Baker_Sea-To-Shining-Sea_Memorial_Trophy_Dash

the first competitive cannonball run was hekd in 1972.

So it could be a real and accurate "thing" to have in a sr3 game.


Sounds interesting :) but yes, something like a special event after beating the game or something.

I should read in to that.  without reading it i'm thinking maybe. maybe like a special event you can do after getting really high level or beating the game or something.

Speaking of such things over the past years while every one has been away i actually did a bit of reading on the H.A.M.B. forums and learned quite a lot of some of original generation who did the street racing back then. I learned enough i've dreamed up a little expansion pack for sr3 if we ever completed it.

I have also done some research on popular meet up locations at the time and what certain places and meet ups would have looked like at the time. i have have actually accrued a small project/documents folder over the years.

I just need to get copied back on to my computer and do a recent back up. since i've clean installed my operating systems on this particular computer and my other has been out of commission for now but, i'm getting off topic.

21
Development / Re: contents of garage
« on: January 06, 2015, 01:47:27 pm »
@TSJ I am also willing to spend my free time on some SR3 coding if you are also interested. Contact me through IRC, GTalk/Hangouts (my e-mail address is on my profile or drop me a PM if you can't see it). I also have Skype, Facebook, etc. if you're interested. This way we could have a short discussion session about plans and such. :-)

Sounds very cool :)

Atm we don't have anything really usefull,
I have limited spare time due to cats, wife, a child and a very long drive to and from work :)

My status is this...

I was able to compile the code from the old alpha in visual c++ 2008 and
I made a very small experiment with making a 3ds model "drive" in to the garage and
last I spend time on the project I had begun making some skeleton classes for representation of the car and its various parts.

:)

My local time zone is GMT+1

22
Development / Re: contents of garage
« on: January 02, 2015, 12:40:44 pm »
Yes.

Are any of the other coders still active or whats their status?

So basically the BNF is programing language as Strunk and White rules (Grammar, punctuation and spelling) are to the English language?

Yes.


23
Suggestions / cannonball run
« on: January 02, 2015, 12:21:15 pm »
According to http://en.m.wikipedia.org/wiki/Cannonball_Baker_Sea-To-Shining-Sea_Memorial_Trophy_Dash

the first competitive cannonball run was hekd in 1972.

So it could be a real and accurate "thing" to have in a sr3 game.

24
Development / Re: contents of garage
« on: January 01, 2015, 03:17:20 am »
Happy new year to everybody.

Hopefully I will gain some more practical knowhow about 3d game creation this year. I do have a degree but I have always been tempted by and chosen other types of  IT jobs such as embedded software development.

25
Development / Re: contents of garage
« on: December 31, 2014, 06:29:25 am »
Well altering the mapping on the fly would be something tha would be done from inside the game and would require some sort of system to determine what textures to use.

I am not sure what the point woould be, I used the part.mat files to create various versions of existing parts in the old sr3 alpha... such as for example variations of the kelsey hayes wire wheel in various colors and with various decorations (whitewall, text, etc)

26
Development / Re: contents of garage
« on: December 29, 2014, 01:52:04 pm »
I am not sure if one way is better than the other ... I guess from a modelers point of view its best to include mapping in the 3d file like with irrlicht and various formats like 3ds. But I think the 3ds max exporter generated a special data file automatically based on model data from 3ds max? But what I remember is that it was possible to alter texture mapping by changing the data files but without altering or opening the file that contained the model itself.

if I remember correctly the alpha version 0.4.4.1 used xml files to hold texture info about the models
while the aux files only contained model data... I will double check this and post my findings.

GOOD NEWS! I have changed the code (to remove compile errors) in the OLD alpha 0.4.4.1 so that it now COMPILES with the FREE VERSION of visual c++ 2008 EXPRESS... AND. .. THE ....RESULTING.... SR3 EXE ... IT ... RUNS ...

It was mainly a question of some of the commands being depricated or some shorthand coding that Visual Studio 2008 did not accept :) :) :)

Also... it turns out that the project is well structured now that I figured out what file to open in the IDE (D'OH)  :) I think I MIGHT be able....

to make some more changes to the source of the old / current ALPHA 0.4.4.1 :) :) :) :)

I am currently trying to fix the bug with the wheels placed at a clockwise rotation when the car is on the track

A little CS theory...

every language is ruled by a BNF.  Each compiler must  comply to that BNF in order to compile code

A BNF is the formal mathematical definition (a set of rules) of the syntax and semantics of a programming language

So every c++ compiler follows the same BNF more or less. But some are less strict than others regarding semantic rules

The previous compiler tolerated some stuff that visual c++ 2008 does not but the changes still allows to old compiler to compile the project because they must both use the same basic BNF in order to be c++ compilers

I had to fix the following...

variable scopes
missing typecasts
a missing header file (I found a free implementation of that file on google)

One of my previous jobs was teaching computer science at a local university college.

----

just looked at the old alpha... each car has a car.aux and a car.mat

the mat file is an xml like file tha contains info about texture mapping... here is the car.mat from my old 32 ford model:

NotPaint {
   Pass1 {
      Texture CAR01.TGA
   }
}

Window {
   Pass1 {
      RGB 0.900027, 0.900027, 0.900027
      Alpha 0.500000
      Blend b_alpha
   }
}

Window2 {
   Pass1 {
      RGB 0.070588, 0.070588, 0.070588
      Alpha 0.500000
      Blend b_alpha
   }
}

CarMaterial {
Pass1 {
TcGen tc_sphere
Texture envmap.bmp
}

Pass2 {

RGB 1,0,0

Alpha 0.75

Blend b_alpha

backcull false

}

}

Dials {
   Pass1 {
      Texture Dash00.tga
   }
}

Fabric_Tan_Carpet {
   Pass1 {
      Texture seat.tga
   }
}

Grey {
   Pass1 {
      Texture grey.tga
   }
}

ShinyMetal {
   Pass1 {
      TcGen tc_sphere
      Texture chrome.bmp
   }
   Pass2 {
      Texture grey.bmp
      Alpha 0.75
      Blend b_alpha
   }
}

keyhead {
   Pass1 {
      RGB 0.000000, 0.435294, 0.192157
   }
}

keyhanger {
   Pass1 {
      RGB 0.266667, 0.192157, 0.545098
   }
}

pedal {
   Pass1 {
      RGB 0.131373, 0.052941, 0.162745
   }
}

steeringwh {
   Pass1 {
      RGB 0.545098, 0.266667, 0.192157
   }
}

Black {
   Pass1 {
      Texture BLACK.TGA
   }
}

Mirror {
Pass1 {
TcGen tc_sphere
Texture envmap.bmp
}

Pass2 {
RGB 0.533333,0.533333,0.533333
Alpha 0.75
Blend b_alpha
backcull false
}
}

Bulb {
   Pass1 {
      RGB 0.770588, 0.000588, 0.000588
   }
}

27
Development / Re: contents of garage
« on: December 29, 2014, 03:39:25 am »
I think it should work on linux if GCC for linux will compile it. I am not using any OS specific stuff.

The 32 and the wheels still looks like hell but it is because I have not yet ben putting textures on them
( as you might remember, in the old alpha the textures were not mapped in the aux file,
  but in a seperate file :) )

I will make another attempt at getting the old SR3 code to compile though, since there has already been put a lot of work in the previous alpha code.


28
Development / Re: contents of garage
« on: December 28, 2014, 02:38:00 pm »
youtube video of start animation

https://www.youtube.com/watch?v=zLfGanjfwl4&feature=youtu.be

now with correct wheel rotations

29
Development / Re: contents of garage
« on: December 24, 2014, 02:58:30 am »
Sounds good.

I am tempted to try and see if I can use quake 2 models as "drivers" for the cars :)

I think that we will need to create a game that is even closer to the look and feel of sr1 and sr2 than the previous sr3 versions were.... (like car entering garage, drivers for the cars, popping the hood to work on the engine etc)

I have wheel animation at this point but the wheels spin in the wrong diirection no matter if I manipulate the X, Y or Z axis so I need to figure out why that is.

30
Development / Re: contents of garage
« on: December 23, 2014, 07:51:25 am »
Irrlicht does support bones animation.  Both animation that is part of the model and custom is supported.

I dont have experience with bones animation but it should be possible to make it work.

I think it could make sense to use both types I guess if we
can actually call dummy objects for an animation type.

but we can use both. Some stuff might work best one way and other stuff might work better another way

I mainly think of charecter animation when talking about bones.

with wheel I talk about rims and tires

I currently have an animation where the car enters the garage upon start of the "game"
It still lacks wheel animation though.

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