Author Topic: What can and can't be worn out?  (Read 4346 times)

TSJ

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Re: What can and can't be worn out?
« Reply #15 on: July 13, 2014, 01:49:11 pm »
HOLY HELL!!! I barley got the racing demo to compile. I need ot look up how to add assets or rather import my own 3d models.

I did have to make some modifications since the tutorial as for an older version of unity so some of the settings were in different places :)

Also I had to make all props be part of the "car" layer in order for them to be shown "in game"... I hope to figure out how to get a "props" layer working on its own... Simply adding it was not enough.

A little OT, but what do we do about car names, can we use "real" car names?
« Last Edit: July 13, 2014, 02:01:40 pm by TSJ »
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cdoublejj

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Re: What can and can't be worn out?
« Reply #16 on: July 14, 2014, 08:00:09 am »
That's sounds pretty bad but, what they hey it's just a proof concept till we can figure things out so it doesn't really matter.

We HAVE to use real car names. IDK if you remember the old list of cars to be in the game form way back when years ago. For SR3 to really work it ha to be real cars.

EDIT: I was able to import my garage 3Ds file under "prefabs" "environment" obviously i don't know how to make it show up but, it does see all the little models that exist in my 3ds file so that's good/nice.

it would probably help if we properly understood file and project structuring. I see programers talking about it all the time on various projects on the internet, so i might assume or speculate that it's fairly important.
« Last Edit: July 14, 2014, 08:38:42 am by cdoublejj »

TSJ

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Re: What can and can't be worn out?
« Reply #17 on: July 15, 2014, 02:57:26 am »
I agree.

I think that the needed project structure will be apparent once we assemble more experience working with unity.
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