Author Topic: contents of garage  (Read 11918 times)

cdoublejj

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Re: contents of garage
« Reply #30 on: December 22, 2014, 09:15:47 pm »
I wonder if Hellmark has the source and or more information on the old AUX format.

Also i don't mean changing out models, i mean how the game handles them. sort of like. I mean like weather or not we uses bones for wheel and part locations or just objects names etc etc, would such change require vast rewriting of code?

I found the source code for version 0.4.4.1 ( streetrod3-src_0.4.4.1 ) on an old hdd backup.

I will try to see if it compiles in visual c++ 2008 express

If not then I might still be able to use lots of stuff like the 3ds format code (since it is also coded in c++)

I think that we would need some re-coding if we decided to switch from dummy objects to bones... but the more modular the code is, the easier it is to change stuff.

I think I might be able to make the car driving into the garage animation during the holidays...

I have been improving the test wheel slightly ( I decided not to use the turbine wheel for testing)

I now have the car in the garage with 4 "custom" wheels attached.

would doing both dummy objects AND bones be allow us more freedom? would that make any since or is that stupid talk?

Wheel? like a steering wheel?

TSJ

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Re: contents of garage
« Reply #31 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.
« Last Edit: December 23, 2014, 07:54:50 am by TSJ »
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cdoublejj

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Re: contents of garage
« Reply #32 on: December 24, 2014, 12:27:57 am »
that's what i'm thinking as we progress some things may better suited for bones and others for dummy objects. my memory fails me but, i almost remember GTA series using both as well. GTA series being of the games i spent more time doing in depth modding for and learning how it worked.

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Re: contents of garage
« Reply #33 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.
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cdoublejj

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Re: contents of garage
« Reply #34 on: December 26, 2014, 01:10:47 pm »
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 direction no matter if I manipulate the X, Y or Z axis so I need to figure out why that is.

all of that was intended but, never came to fruition since it was merely a glorified tech demo any ways. it shouldn't be to hard to keep the original feel of the originals. with SR3 less should end up being more but, i guess that sounds kind of crazy without understanding the meaning behind it but, basically with sr 1 and 2 being "simple" games and years  of planning the hardest part will be actually making the game.  :P

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Re: contents of garage
« Reply #35 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
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cdoublejj

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Re: contents of garage
« Reply #36 on: December 28, 2014, 11:17:23 pm »
youtube video of start animation

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

now with correct wheel rotations

cool!!!! now can you make it work on linux?  :P

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Re: contents of garage
« Reply #37 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.

« Last Edit: December 29, 2014, 08:15:17 am by TSJ »
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cdoublejj

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Re: contents of garage
« Reply #38 on: December 29, 2014, 11:01:09 am »
wouldn't it make more sense to have have the textures mapped in the 3d file what ever it may be? or am i mistaken or confused about something? normally when i think texture mapping i'm thinking the file that holds the coordinates for the vertices also hold the mapping for the textures. i'd think it would make things simpler for the artists having it all in 3ds or 3d file? or is there a big benefit?

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Re: contents of garage
« Reply #39 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
   }
}
« Last Edit: December 30, 2014, 06:17:16 am by TSJ »
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cdoublejj

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Re: contents of garage
« Reply #40 on: December 31, 2014, 12:36:55 am »
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
   }
}

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

What would be the point of altering the mapping? doing it on the fly?

TSJ

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Re: contents of garage
« Reply #41 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)
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TSJ

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Re: contents of garage
« Reply #42 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.
« Last Edit: January 01, 2015, 12:53:35 pm by TSJ »
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cdoublejj

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Re: contents of garage
« Reply #43 on: January 01, 2015, 03:20:47 am »
Happy new year.

and yeah i guess that makes sense to experiment with some of that and to pull in existing sr3 models.

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Re: contents of garage
« Reply #44 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.

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