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Messages - Battlewagon

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Development / Re: The Vega Project
« on: August 02, 2016, 02:25:18 am »
I mention on the video that a lot of Vegas have interior components from other cars, so accurate measurements for individual Nova parts might work.  At least it would be a way to cheat.  :-D  As far as I know, however, the Nova was a bigger car, so the interior overall would be larger.  I guess it would depend on how complete the drawings are.

Development / The Vega Project
« on: July 29, 2016, 08:52:35 am »
Hello again everyone.  About two years ago, I tentatively expressed interest in modelling a Chevy Vega for Street Rod 3, but didn't promise anything because I had no idea whether I would have a chance to do it.  I've now got as far as the interior model, with the UV map for it the next thing to do...

Another thing I'm looking for is dimensions for parts like the steering wheel, console, and so on, because so far I've just been eyeing these from photographs, and I'm sure the sizes are wrong.  Therefore...this is a request for blueprints or measurements, if anyone has them.

Development / Re: Source from Alpha 21.05.2015 ?
« on: July 29, 2016, 08:48:02 am »
I think he means the code for the Alpha on YouTube here:

Development / Re: a small progress
« on: February 28, 2016, 01:27:45 pm »
I've found the "Pop the Hood" videos on YouTube.  The garage scene looks very far along, at least.  Is there any news?  I'm currently in a computer science diploma program with access to Unity and 3D StudioMax (as well as Blender and the stuff I had before), so I might be able to push it along.

General Talk / Re: street rod 1 special edition
« on: February 28, 2016, 01:16:03 pm »
I seem to recall reading this thread ages ago.  However, I didn't have a copy of Street Rod SE in my hands at that point.  I've been fiddling with it, thoroughly enjoying it, although as I've said many times I would like to see all of the original games combined, if possible.  Marco seems to be considering something like this, as he plans to do an Android version with completely new code (presumably Java). 

General Talk / Re: What car handling do you prefer in games?
« on: February 28, 2016, 01:13:32 pm »
I would lean toward authentic car handling, but I realize that with a game like Street Rod 3, many compromises have to be made.  For example, is it really possible to know the effect of a mod in real life?  So many variables have to be taken into account that inevitably a compromise has to be found. 

General Talk / Re: Voting 1934 Ford Cabriolet (convertible)
« on: February 28, 2016, 01:11:24 pm »
I've been of the opinion from the beginning that there should be at least one 1932 Ford Model 18 and one 1934 Ford Model 40A for Street Rod 3, even if these cars have existed in past versions.  For that matter, it would be a good thing to have as many "legacy" cars from previous versions as possible.

Suggestions / Re: What can and can't be worn out?
« on: May 17, 2014, 09:54:31 am »
I guess we could either use the same scaling as in the demo, or use the scale of the game engine.  Obviously, in computer gaming everything is a construct, so scale only refers the size of objects relative to each other.  The player otherwise won't know the difference. 

I don't even know what the "scale" was in Redline.  What I did to scale my models was compare the models in-game to the crash boxes, which were done in real scale.  Probably the units of the crash boxes used by the game engine would be the simplest thing to base the model scale and positioning on, and hopefully the game engine is already designed to make this clear.  In addition, if models are one-piece, they can be rescaled as necessary.  The body should clearly be one model except for the hood, the wheels should be modelled completely separately since in the SR universe they're distinct from the cars anyway, along with the exhausts, and the engine, transmission, and differential will likely only be relevant in the garage view. 

If I have a vote in this, my position is that we should choose whatever scale the engine is designed for to make development as easy as possible.

Suggestions / Re: What can and can't be worn out?
« on: May 14, 2014, 06:11:50 pm »
Wow.  That's actually better news than I was expecting.  I still have the models I was thinking of porting, but I'm itching to make more.  Life is obviously complicated.  Porting would obviously be the fastest and most practical option.

Suggestions / Re: What can and can't be worn out?
« on: May 06, 2014, 02:19:06 pm »
A "quality" rating of 1-10 might also be interesting, although controversial.  More expensive stuff could last longer, etc.  For example, the tires could vary a lot.  There were also several engines of the period that didn't last very long but which were very common.  The original engine used in the Vega (it's an obsession of mine on these forums by now), for example, wasn't very well made, and some engines like the 426 HEMI and the Chevy ZL1 427 were monster racing engines that ran far less well on the street.  There were also different quality levels of transmissions, with the Muncie M22 and THM-400 generally being tougher than the M20 and the THM-350, for example.  Obviously, like I said, this could get controversial fast, though.  Is there an update yet on the actual game as it is now?

Suggestions / Re: Junkyard parts
« on: December 18, 2013, 01:35:34 pm »
Yeah, you can find Gearhead Garage a few places.  There's also been some news coming out in the last month on the new (old) Street Rod site about the car disk, the expired trademark, and so on.  I keep forgetting the link, but you can find it elsewhere on the forums.

One more thing to add......adding authentic engines for the used cars would open up a lot of possibilities that I've wanted to try for a long time.  For example, what about using a Cadillac 500 V-8?  If a 1970 Eldorado were included (which had 400 horsepower stock), that would help make it possible.  Anyway, I have to do some "real" work now.   :)

Well....there were oddballs of all sorts.  I don't know about the Metropolitans, but I would assume any that were hot rodded would have required a lot of structural reinforcement and/or reconfiguration, perhaps some stretching to fit the block, etc.

However, a number of unusual hot rods existed over the years, including at least one 1933 Willys, many Volkswagens (I know that's been voted out because VW is German), then there's this...

and this....

Rare Model A Ford US Mail Car.

...although a postal vehicle not designed purely for speed might not count.   :)

Car Talk / Re: Cars you'd like to see ingame, if only to point and laugh.
« on: December 16, 2013, 04:36:23 pm »
Bring extra cars and tracks out in updates. And when the game gets out there and more people own it, you could have a poll every few months (depends how popular it gets) of 5 or so cars, and the one with the highest amount of votes gets made and then comes out in an update.
Hmm, yeah. Alternatively (or even simultaneously?) we could have a fansite exclusively for add-on cars and tracks.

That seems like a no-brainer to me.  We'll need a website for updates and technical support anyway.  Should we just use this site?  A second one as a backup might be a good idea, but it seems like this site should be kept up indefinitely after the release, right?

The Nash Metropolitan, come to think of it, could be the $50 car, with 0-60 in 19.3 seconds.   ;D

It sounds like there are possibilities for GTA-like stupidity, but I'm not going to contribute anything by saying so.  :-)  The paperwork, in a very partial way, might be one angle.  The original games had period driver's licenses, after all, and the cost of running a real car, even in those days, included registration, inspections, and insurance.  However, an advantage of the earlier years was that insurance was far lower, and inspection standards lower as well, so, after you bought the car and parts, it wouldn't kill your wallet further to put a 426 HEMI in a Nash Metropolitan.  Come to think of it, I didn't suggest that car yet!   ;D

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