Author Topic: developer blog (kind of)  (Read 12109 times)

TSJ

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Re: developer blog (kind of)
« Reply #30 on: May 05, 2015, 02:16:11 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. 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.


That particular car, was not locked and I was able to import it using zmodeler 2 and then export it to 3ds format.

I am sorry I haven't replied, but I have been SWAMPED :-)

I will try to find time to send you the car as soon as I can in case you haven't already downlaoded the car, right now it is STILL just sitting on my harddrive... the car does however need to be modified/prepared in zmodeler or a similar program.

I downloaded the car from here...

http://www.gtainside.com/en/download.php?do=video&did=27844&cat=456&start=0&orderBy=&vid=1

The car can be imported in zmodeler 1 or 2 and exported as a 3ds model, since it is not locked.
The car has a completely modelled engine and engine bay.

I also have some unreleased cars from Mr Chris on an old harddrive somewhere.

Perhaps CJJ can find some time to help with this. I will also devote some time to SR3 again as soon as I gain some freetime again at some point.

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.


The experiments we did in irrlicht was because there was no indication that anyone else was devoting coding time to the project, so we decided to try some stuff out in irrlicht :)

I have also been looking into unity, but I haven't been able to find time to do any kind of significant work in it. Looks like a good game engine though :-)

Also, I think it is impressive what you have accomplished in unity so far :-)
« Last Edit: May 05, 2015, 02:19:00 am by TSJ »
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cdoublejj

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Re: developer blog (kind of)
« Reply #31 on: May 05, 2015, 08:57:47 pm »
for what it's worth unity should be getting better as more games get released using it. i'll also add unreal engine is trying very hard to compete with unity, you can get source codes access and drag drop development or close with it's new blue print system that people are talking about. if you all want unity then you want unity.

So far i suck ass at unity, i did some tinkering i don't think i know how to import object to map/level/game yet. i'm not sure i under stand how directories or hierarchy works either.

I think i'd like to do another garage model, i want to find photos of suburbs and or normal houses form the 60s, ones with attached garages or near by separate garages. it's be nice to see what materials they were made from. i also had a cool color photos of suburb in the 70s with cars and every thing. i'd like to find that photo or more like it.

megariffer

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Re: developer blog (kind of)
« Reply #32 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 streetrod3.com 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!
B wn b ru wn zhī, wn zhī b ru jin zhī, ji

Maxaxle

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Re: developer blog (kind of)
« Reply #33 on: May 21, 2015, 08:35:34 pm »
still, i made a small update on streetrod3.com with a new video.
Sorry, what's that? I can't hear you over the sound of my HYPE!

cdoublejj

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Re: developer blog (kind of)
« Reply #34 on: May 27, 2015, 12:09:01 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?
« Last Edit: May 27, 2015, 12:12:10 am by cdoublejj »

megariffer

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Re: developer blog (kind of)
« Reply #35 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.
B wn b ru wn zhī, wn zhī b ru jin zhī, ji

cdoublejj

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Re: developer blog (kind of)
« Reply #36 on: June 08, 2015, 11:10:02 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.

Wow that's not half bad!

Maxaxle

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Re: developer blog (kind of)
« Reply #37 on: June 08, 2015, 03:38:30 pm »
...and I'm just sitting here with an i3-4160, a GTX 560 Ti, and 16 GB of RAM. Recent upgrade, done as cheaply as possible.

cdoublejj

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Re: developer blog (kind of)
« Reply #38 on: June 11, 2015, 10:53:05 am »
i was surprised to find that with a particular emulator called dolphin, the new i3 stomps the core 2 quad, quad core. especially if the i3 can overclock. they only be dual cores but, if it's the new or a newer i3 it's 2 really strong performing cores.

It's kind of interesting to see dual cores still being made and doing so well in 2015 then again i can get a pentium 4 to run farcry 3 blood dragon with a enough upgrades.

I always though system requirements would matter with SR3 but, they won't because it takes at least 2 years to make a game with a studio full of full time employees, and now hardware tech is moving so fast and every year to 6 months. i don't think it matter what you make the hardware will come out to support it sooner or later but, it still does have to be optimized. which is also interesting games that aren't optimized even run better on new hardware to extend but, they tend suffer frame rate drops what not still, atleast from what i've seen.

Maxaxle

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Re: developer blog (kind of)
« Reply #39 on: June 11, 2015, 02:14:05 pm »
i don't think it matter what you make the hardware will come out to support it sooner or later but, it still does have to be optimized. which is also interesting games that aren't optimized even run better on new hardware to extend but, they tend suffer frame rate drops what not still, atleast from what i've seen.

Well-optimized:
-Mafia 2
-Saints Row 3
Not well-optimized:
-GTA4
-L.A. Noire
Porting disasters:
-Saints Row 2

The top two will run flawlessly on a dual-core machine of the day, the middle two have mild framerate drops under certain conditions on my i3 machine, and the bottom one is self-explanatory. Haven't tested out SR2 on the i3 machine yet.

cdoublejj

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Re: developer blog (kind of)
« Reply #40 on: June 11, 2015, 10:24:48 pm »
i don't think it matter what you make the hardware will come out to support it sooner or later but, it still does have to be optimized. which is also interesting games that aren't optimized even run better on new hardware to extend but, they tend suffer frame rate drops what not still, atleast from what i've seen.

Well-optimized:
-Mafia 2
-Saints Row 3
Not well-optimized:
-GTA4
-L.A. Noire
Porting disasters:
-Saints Row 2

The top two will run flawlessly on a dual-core machine of the day, the middle two have mild frame rate drops under certain conditions on my i3 machine, and the bottom one is self-explanatory. Haven't tested out SR2 on the i3 machine yet.

Saints row 3 is double edged sword, it runs great but, on some hardware it runs poor. i upgrade from an 8600GT  to a GT240 and it ran just as bad if not worse.
the original GTA III was bad port believe it or not it doesn't run on some hardware that meets the requirements where GTA VC runs on hardware BELOW the requirements. Then again system requirements are a fallacy there is no such thing just general guide lines. You can tell when they are off in instance where i upgraded my card with the next/similar step up and it didn't run better or as it should.

I once had GTA 4 run WORSE after LOWERING gfx settings.

Maxaxle

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Re: developer blog (kind of)
« Reply #41 on: June 14, 2015, 12:53:57 pm »
Saints row 3 is double edged sword, it runs great but, on some hardware it runs poor. i upgrade from an 8600GT  to a GT240 and it ran just as bad if not worse.
Huh. Never heard about that.
the original GTA III was bad port believe it or not it doesn't run on some hardware that meets the requirements where GTA VC runs on hardware BELOW the requirements.
Vice City is an interesting case: it's damn difficult to get it running, but once it's running, it works great. I have yet to make it run under WINE.
Then again system requirements are a fallacy there is no such thing just general guide lines. You can tell when they are off in instance where i upgraded my card with the next/similar step up and it didn't run better or as it should.
Indeed. I think the Steam page for Unturned reflects that nicely.
I once had GTA 4 run WORSE after LOWERING gfx settings.
That I can believe. GTA4 is a complete mess when it comes to porting.

cdoublejj

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Re: developer blog (kind of)
« Reply #42 on: June 20, 2015, 11:45:36 pm »
please note my results are always in reference to windows.. as far as linux goes there are some articles on valves work porting source games (valve games) to linux, they got left for dead to run faster on LINUX! They then used those  optimizations to speed up the windows versions. linx has a lot of kinks yet to be worked out so i PERSONALLY feel that linux benchmarks are more of a progress report. linux lack of the GPU driver side of things. i hear this is because or partly because of X11 or X server or what ever that was supposed to be replaced years ago.

Also Blender 3D is now on Steam!

Maxaxle

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Re: developer blog (kind of)
« Reply #43 on: June 22, 2015, 11:57:25 pm »
please note my results are always in reference to windows.
Isn't that always the case? It's a shame that Windows is such a resource hog though, especially when a given installation is on its last legs.