StreetRod 3 forums

Street Rod 3 => Development => Topic started by: megariffer on February 24, 2015, 03:59:10 pm

Title: developer blog (kind of)
Post by: megariffer on February 24, 2015, 03:59:10 pm
hello everyone,

i 'm starting this thread with the intention on posting here regularly about the work i have done on the game.
how long i will keep up doing this? there is no telling that, but i'll try.

my main focus right now is to make a working, playable demo with the garage scene, with a handful of parts (no racing yet), and only one car (note that i will not include every functionality of the old alpha yet, there will be no replaceable mufflers, differentials, shocks and such, only changeable wheels. i'm planning to do that later, when i have proper 3d models for those parts as well)
i'm 60-70% finished with this. for now, i want to mimic the GUI of the old SR3 alpha, just because it's easier that way, i can reuse the sprites for example.

here is what i did so far:

there is the garage, as seen on the video earlier, now with the GUI present, non-functional buttons are greyed out:
(https://dl.dropboxusercontent.com/u/17610520/garage.jpg)

then there is the engine view, where you will assemble your motor:
(https://dl.dropboxusercontent.com/u/17610520/engine.jpg)

you can check out your inventory of parts:
(https://dl.dropboxusercontent.com/u/17610520/parts.jpg)

the newspaper also has a minimal functionality already:
(https://dl.dropboxusercontent.com/u/17610520/news.jpg)
(https://dl.dropboxusercontent.com/u/17610520/news_parts.jpg)

and you can also repaint your car:
(https://dl.dropboxusercontent.com/u/17610520/paint.jpg)

that's it for now, i know it's not much but hey, this is all there is for the last 10 years! :)

let me know how you feel in the comments, see you all later!
Title: Re: developer blog (kind of)
Post by: Maxaxle on March 01, 2015, 05:57:52 pm
I noticed that all of the newspaper text was blurred out; if you want, I could try re-writing them.
Title: Re: developer blog (kind of)
Post by: megariffer on March 01, 2015, 06:02:40 pm
I noticed that all of the newspaper text was blurred out; if you want, I could try re-writing them.

i also took the blurred text images from the old alpha.
what do you mean re-write them? there was no readable text in the newspaper in either of the SR games.
Title: Re: developer blog (kind of)
Post by: cdoublejj on March 01, 2015, 07:24:39 pm
Like i said in the other post it's amazing to see SR3 in the 21st century. Amazing works bud!  :)  ;D
Title: Re: developer blog (kind of)
Post by: megariffer on March 02, 2015, 05:05:21 am
Like i said in the other post it's amazing to see SR3 in the 21st century. Amazing works bud!  :)  ;D

thanks, cj! good to have some encouragement, i'll try and not give up on the development.
i decided to put aside some personal things so i can devote more time to the project.
Title: Re: developer blog (kind of)
Post by: megariffer on March 02, 2015, 05:23:21 am
here's a small update, this time without pictures:

i'm planning to make a video of the new features this week.
my biggest problem right now is that i didn't implement the bolts yet, when you install your parts.
problem is, there's only a few parts right now, and for example installing the carb also installs an air filter automatically, so you wouldn't even see the bolts.
i could go with transparent models (so that they are transparent until every bolt is tightened), or i could only add the carb model first, and when you secure the crews, the air filter could pop up instantly.
i could take the carb and air filter apart, and make them separate parts in-game, so could buy them in the newspaper separately, but then again, where should you put the bolts on an air filter?
or maybe i could have bolts for the manifold and carb, but no bolts for air filter.

anyway, if you have any ideas about anything, please comment!
Title: Re: developer blog (kind of)
Post by: TSJ on March 02, 2015, 11:08:13 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...)


Title: Re: developer blog (kind of)
Post by: megariffer 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...
Title: Re: developer blog (kind of)
Post by: megariffer 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!
Title: Re: developer blog (kind of)
Post by: megariffer 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.

https://www.youtube.com/watch?v=pg-viE7vFHE (https://www.youtube.com/watch?v=pg-viE7vFHE)

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
Title: Re: developer blog (kind of)
Post by: cdoublejj on March 06, 2015, 12:55:14 pm
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...)

My understanding is that one can do coding in C with Unity. IDK if there is access to engine's source code but, scripts and game components can be done in C from what I am understanding. I could be wrong.
Title: Re: developer blog (kind of)
Post by: TSJ on March 15, 2015, 02:26:08 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...

Well I have had great luck in downloading addon cars made for various games and then asking the original authors of the models if I could freely modify their models for use in streetrod 3 and 9 out of 10 gives me full permission to do so.

I can see the wisdom in getting minimal functionality working first, my suggestions were merely for inspiration down the road :)

I am going to check out the newest version of unity and see what I can accomplish by following various tutorials :)
Title: Re: developer blog (kind of)
Post by: megariffer 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.
Title: Re: developer blog (kind of)
Post by: cdoublejj on March 17, 2015, 02:34:47 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...

Well I have had great luck in downloading addon cars made for various games and then asking the original authors of the models if I could freely modify their models for use in streetrod 3 and 9 out of 10 gives me full permission to do so.

I can see the wisdom in getting minimal functionality working first, my suggestions were merely for inspiration down the road :)

I am going to check out the newest version of unity and see what I can accomplish by following various tutorials :)

i apologize i'm off base this comment. while that's totally cool for the time being, eventually for stuff that makes it in to the final game we have to either make it our selves and or have documentation of agreement.

I still remember some of the conversations and things Hellmark said over the years about such legalities ESPECIALLY with car damage and damage effects. (nothing like getting sued by GM or Ford and shut down before you even know what happened.
Title: Re: developer blog (kind of)
Post by: TSJ on March 27, 2015, 08:43:10 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.

i apologize i'm off base this comment. while that's totally cool for the time being, eventually for stuff that makes it in to the final game we have to either make it our selves and or have documentation of agreement.

I still remember some of the conversations and things Hellmark said over the years about such legalities ESPECIALLY with car damage and damage effects. (nothing like getting sued by GM or Ford and shut down before you even know what happened.

I have searched for addon cars for games where I see a screenshot or video of the car and its engine + engine bay...

Suitable cars are then downloaded,

then I check for the ORIGINAL authors contact information and delete the rest,

after this I test what cars can be imported and what cars are locked, the locked cars are deleted,

finally I contact the original authors using EMAIL of the remaning cars and

If I get permissions from authors I then save the email and takes a screenshot of the permission for documentation.

I already have one car that has made it through my selection process.

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 :)
Title: Re: developer blog (kind of)
Post by: cdoublejj on March 27, 2015, 04:53:06 pm
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.

i apologize i'm off base this comment. while that's totally cool for the time being, eventually for stuff that makes it in to the final game we have to either make it our selves and or have documentation of agreement.

I still remember some of the conversations and things Hellmark said over the years about such legalities ESPECIALLY with car damage and damage effects. (nothing like getting sued by GM or Ford and shut down before you even know what happened.

I have searched for addon cars for games where I see a screenshot or video of the car and its engine + engine bay...

Suitable cars are then downloaded,

then I check for the ORIGINAL authors contact information and delete the rest,

after this I test what cars can be imported and what cars are locked, the locked cars are deleted,

finally I contact the original authors using EMAIL of the remaning cars and

If I get permissions from authors I then save the email and takes a screenshot of the permission for documentation.

I already have one car that has made it through my selection process.

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 ford custom, as well as the email where I was granted permission to use it for whatever purpose I wished by its original 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 :)

Very good! Sometime we will have to start archiving this stuff. maybe we can use a file sharing service like mega with PW protection or maybe if needed i can setup an FTP on my server or something, so every one can share the files and dependent on one persons HDD like the time Hellmark's crashed.
Title: Re: developer blog (kind of)
Post by: megariffer 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.
Title: Re: developer blog (kind of)
Post by: Maxaxle on March 29, 2015, 11:16:47 pm
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?
Title: Re: developer blog (kind of)
Post by: megariffer 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 (http://"http://www.gta4-mods.com/vehicles/chevrolet-impala-1967-f24164").
Title: Re: developer blog (kind of)
Post by: Maxaxle on March 31, 2015, 11:06:59 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.

Example:
https://www.youtube.com/watch?v=jdGh4FLtv30 (https://www.youtube.com/watch?v=jdGh4FLtv30)

More recent example: the SCars addon for Garry's Mod.
http://steamcommunity.com/sharedfiles/filedetails/?id=104487316 (http://steamcommunity.com/sharedfiles/filedetails/?id=104487316)
http://steamcommunity.com/sharedfiles/filedetails/?id=104492363 (http://steamcommunity.com/sharedfiles/filedetails/?id=104492363)
Title: Re: developer blog (kind of)
Post by: megariffer 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.

Example:
[url]https://www.youtube.com/watch?v=jdGh4FLtv30[/url] ([url]https://www.youtube.com/watch?v=jdGh4FLtv30[/url])

More recent example: the SCars addon for Garry's Mod.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=104487316[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=104487316[/url])
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=104492363[/url] ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=104492363[/url])


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.
Title: Re: developer blog (kind of)
Post by: cdoublejj on April 06, 2015, 08:31:03 pm
that's good and important thing to do. one of the things that made Gear Head Garage what it was, was the community and the content it made. it got boring after some time not being able to race the cars though.
Title: Re: developer blog (kind of)
Post by: megariffer 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!
Title: Re: developer blog (kind of)
Post by: cdoublejj on April 21, 2015, 08:46:47 pm
are trying to get the poly count up on purpose? other wise i'd say it doesn't really matter since your still fleshing things out.

Sr3 used to get 3d models volunteering all the time. once things get moving i'd maybe guess that will be the case again back then our bottle neck was lack of programmers.

any thing your looking for in particular? i might possibly be able to help out.
Title: Re: developer blog (kind of)
Post by: megariffer 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
Title: Re: developer blog (kind of)
Post by: cdoublejj on April 22, 2015, 11:50:11 pm
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

well if you wanna do it RIGHT. A garage model that is were gonna have to start to start scratch. first of all we want some something period correct, something one of the the garage i have seen to date do. 2nd ly we need textures and content that won't get us sued. 3rd for all the trouble it should look good.

it's so much of tall order but, tedious and i think it's totally doable. we need to ask our selves questions.

what of garage would it be? why so? what would be in it? why? what kind of 3d standards? what kind of textures? what resolution/sizes of textures? bump mapping? Poly limit?

Personally i find this all very interesting and maybe fun. I feel some of the research i've done of the years about the period answers some of these questions and my time on the forums answers some others seeing discussions and what not.

This could be a very fun/cool model to do!!!


Title: Re: developer blog (kind of)
Post by: megariffer on April 24, 2015, 06:28:09 am
as a matter of fact, I already started making the garage, here are a few shots:
https://www.dropbox.com/sh/0g54njw8he2z4k8/AAAjy7fzyA87eNs6Sck9t_-va?dl=0 (https://www.dropbox.com/sh/0g54njw8he2z4k8/AAAjy7fzyA87eNs6Sck9t_-va?dl=0)

EDIT:
also, I'd like to add that the first race track is in the works.
Title: Re: developer blog (kind of)
Post by: cdoublejj on April 24, 2015, 01:53:10 pm
good start but, i'm gonna be mean and beat you up now. the castorl oil jug from the old garage is too new. the gas cans are too new, the VIS-SW 40 is too new. the battery is too new, one of the wrench sets is too new. the windows aren't correct style for an American home of that period. some of proportions on some things are off. some parts of the garage are too cluttered. no ceiling.

that said NOT BAD MY FRIEND!!! VERY Solid start! The last time i booted up z modeler i just drew blanks because it's been so darned long since i used it.

A good way to start out would be to consider to home/garage styles popular of the era, then start hunting for truly freely available textures and study the anatomy of period correct garage. At which point i'd do what i did with original sr3 garage revamp i did, which would be to study portions of the materials like brick and 2x4s, get the walls and floors going then decides if the ceiling is going to be trusses or filled in which would go hand in hand for what ever type of construction style was used back then.

the homes back then would be form the 50s and 60s, something common from the boom after world war 2.

building/architecture styles are some things i've been researching the past year or 3. I've also begun researching stuff like car dealerships and popular racing spots of the time. i've even collected pictures and web pages that i have been saving to my local hard drive. I need to start pulling my SR3 project files from my old hard drive. my windows installation started giving up the ghost and i have since backed up and clean installed. i need to get my project files loaded back up on my machine.
Title: Re: developer blog (kind of)
Post by: megariffer 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.
Title: Re: developer blog (kind of)
Post by: cdoublejj on April 25, 2015, 01:15:33 am
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.

So this is what it feels like to be a liar. i though i had more, i though i had save some HTML files talking about places like bob's donut(s) and some black and whites of dealer ship that even had the same model of car i have new. so untill i can speak with action i'm a liar for now. i did pull a little bit of what i thought i had. even some SUPPOSEDLY free textures i found on "free texture sites". i'm the pessimistic type so i assume since it's been so long and because none of them came with legal contracts that we can sued for their use.  :P

https://mega.co.nz/#F!n4gUFDLC!F5UjE6Uj9esptZveboOsPA

https://mega.co.nz/#F!ypwjESKT!3upBX4yvfBOL7vCaAqcEng

it's not much if any thing at all. I still think i remember more. i thought i had pulled screens from a game called call of duty, there is map of a 1950s /1960s town the garage models had some good details mainly of the ceilings and trusses. maybe if i did some more maybe i have these files.


EDIT: you know i've been thinking about what you said. you were saying having a game with the wrong oil jug would be the least of worries. and it is and that was mentality of the old dev group not because they didn't care about the details but, because these things can be changed alter. every thing in the old alpha was a place holder. At the time all coding was done manually the biggest issue was physics and the ability to config files for car parts.

you said it was question of quality, even pre-pre-alpha but, does it matter? if it's gonna be change later anyways? wouldn't make more sense to focus on things like making it possible to bolt and unbolt and parts or make the suspension parts affect handling? or is it matter of testing file format and textures and size scaling?

perhaps i'm exacerbating things it's true i've never been developer and i made some models once and i failed miserable to grasp 3ds max 2010 with the lynda.com training videos. most 3d modelers except you to have table and be good at drawing and zmodeler gets limited when you want make certain shapes but, maybe i'm making excuses maybe i'm lazy or stupid or something. i used to spend so much more time on this project and now i just i wish i could take sleeping pills after work and just sleep. non of that changes the fact that all i do is talk (mostly negative) and not do.

I'd apologize for not being more hospitable it seems i'm one to rain on every ones parade like a dick head or ass hole. (one of things i liked about the old community [in a way]) I don't think that would help or make any one happy.

What might help is if i can re aquanted with 3d modeling and see if i can manage any hing half decent (i doubt it). One of the walls i'm hitting is with more advanced modelers like 3ds max is that it's made for every thing verticies modeling. or modeling styles of all kinds but, my own. i self taught, my method is to take primitives and manipute, re-size, scale and manipulate the vertices and zanoza is good for this style but, more complex shapes like corner of a 50s dinner roof require sculpting some shape can't be made with vertices manipulation or primitives.

so far the only 2 models i have tried are zanoza and 3ds max 2010, i used g modeler back in the day but, it's super old and limited now too. i have not tried blender. one thing the more advanced modeler can do i bump mapping, i'm not if zanoza modeler can or not. i struggle with advanced modelers they many buttons too many buttons. making primitive is like a 15 step process it seems, unless you can draw it out on a tablet. another thing is due to my method it's usually low or low-ish poly count. idk if i'm capable of grasping a new sculpting or nurbs method for higher poly modeling. that may be some work i could if it doesn't require a shit ton of dedicated time.

...any ways, just installed zanoza, gonna see if i can force myself to baby step towards some modeling and or do some more research. i'll stop typing for now.
Title: Re: developer blog (kind of)
Post by: TSJ 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 (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 :-)
Title: Re: developer blog (kind of)
Post by: cdoublejj 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.
Title: Re: developer blog (kind of)
Post by: megariffer 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!
Title: Re: developer blog (kind of)
Post by: Maxaxle 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!
Title: Re: developer blog (kind of)
Post by: cdoublejj 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?
Title: Re: developer blog (kind of)
Post by: megariffer 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.
Title: Re: developer blog (kind of)
Post by: cdoublejj 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!
Title: Re: developer blog (kind of)
Post by: Maxaxle 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.
Title: Re: developer blog (kind of)
Post by: cdoublejj 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.
Title: Re: developer blog (kind of)
Post by: Maxaxle 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.
Title: Re: developer blog (kind of)
Post by: cdoublejj 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.
Title: Re: developer blog (kind of)
Post by: Maxaxle 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.
Title: Re: developer blog (kind of)
Post by: cdoublejj 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!
Title: Re: developer blog (kind of)
Post by: Maxaxle 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.