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Messages - TSJ

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Street Rod 3 Discussion / Re: Trying to learn unity
« on: November 15, 2016, 11:13:43 am »
Its a possibility.

But I'm sure I will figure it out once I spend some time on it again.
I  haven't worked in unity since I last experimemted with it in April  :)

General Talk / Re: street rod 1 special edition
« on: June 20, 2016, 03:14:27 pm »
an android version that combines 1+2+SE would be very awesome... especially if it used amiga level graphics or better

Street Rod 3 Discussion / Re: Trying to learn unity
« on: June 20, 2016, 03:10:15 pm »
Thanks :)

I currently trying to figure out how to use the same object (the car) in multiple scenes (the garage and the track)... I haven't had much time to play around with it since I made that youtube video because of work, but I hope I at some point will be able to be strong enough in unity to be able to help out with SR3.

Street Rod 3 Discussion / Trying to learn unity
« on: April 03, 2016, 08:17:37 am »
Hello again everyone  :)

I am trying to learn my way around the unity engine and I just wanted to share a video of
my progress in doing that...

sorry about the short video, but the screen recording software is buggy


the car is a 1972 Mercury Monterey 2DR:

I have permission from its original author to use it.

Development / Re: Needs to be Ported to Android...
« on: May 05, 2015, 02:22:37 am »
this might be gravedigging but here goes..

most likely he is using dosbox

if any 2d version should be ported as a native android app it should be the amiga version because of better gfx..

but the amiga version can also just be run on android phones using one of the uae versions.

Development / Re: developer blog (kind of)
« 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...

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 :-)

Development / Re: developer blog (kind of)
« 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 :)

Development / Re: developer blog (kind of)
« 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 :)

Development / Re: developer blog (kind of)
« 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...)

Suggestions / Re: cannonball run
« on: January 10, 2015, 12:21:36 pm »
The only possible issues with a cannonball run:
1. Balancing for the possibility of a crash. One false move, or one unseen traffic car, and you're done.
2. Cops.
3. Fuel and repairs.

1. We use only few traffic cars
2. We could have fines and/or ways to trick or avoid highway patrols
3. We could have garages along the route

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

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?

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.

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 :)

Suggestions / Re: cannonball run
« on: January 06, 2015, 01:48:56 pm »
According to

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.

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