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Messages - TSJ

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1
well that's further than i had gotten. i'll have to see if their are videos on how it works. I think Pop The Hood was done in Unity.

yes you saw the video I posted back in 2016.

I wish I could get my hands on the unity code that have already been started that resulted in pop the hood and other demos (seems to remember something about the car being able to drive in and out of the garage)

that way I might be able to continue the development from there


2
News / Re: NFS World Offline
« on: November 19, 2020, 11:50:30 pm »
nfs world offline is great

not streetrod great

but great  ;)

3
General Talk / Re: Interstate '76 talk and such.
« on: November 19, 2020, 11:47:41 pm »
I love the old interstate games

I even did a mod for the old interstate 82 game recently

its a pack of skins for the cars

it can be found at moddb


4
any experience with the unity engine?

hey Im back

and I have worked with the unity engine before

5
General Talk / I am back
« on: November 19, 2020, 11:43:24 pm »
I am back once again

does anyone know where to find the unity project that was made back in 2015?
I have a chance at continuing the project since I was been dabbling with unity on and off the past many years

regards from TSJ

6
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  :)




7
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

8
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.

9
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...

https://youtu.be/gd2McNzsO64

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

---

the car is a 1972 Mercury Monterey 2DR:
http://www.gtainside.com/en/download.php?do=video&did=27844&cat=456&start=0&orderBy=&vid=1

I have permission from its original author to use it.

10
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.

11
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...

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 :-)

12
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 :)

13
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 :)

14
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...)



15
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

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