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Post by zsmondi83 on Aug 15, 2023 5:35:26 GMT
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Post by NicusorN5 on Aug 21, 2023 13:59:03 GMT
Hi, did you subdivide the city mesh into multiple meshes for collision, or you did only use a single skinmesh and rigidbody?
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Post by zsmondi83 on Aug 22, 2023 17:24:04 GMT
Hi There, I only know yet of the method of making the RigidBodies and then switch them to be invisible, then adding the SkinMeshes to the exact coordinates. At the moment this version has only visible RigidBodies. If there is another method, I am happy to listen. - Thanks for taking your time. The map is divided into 5 big sections, plus some supplementary extra parts. - Around October I am planing to change some of the textures and apply other effects.
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Post by indiedev on Aug 25, 2023 13:47:47 GMT
welcome to the forum, i'd say with 60k faces like that, to not apply 3d mesh shadows or pixel shaders unless you also split it up as above to render only nearby.
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Post by zsmondi83 on Aug 26, 2023 21:50:38 GMT
Thank you very much for the welcoming and for the advice. - No there will be only fog added when I will have the time to make all the parts error free. I will add ReShade or something like that once finished. Just a little relaxing driving at a large meaningful space is the first aim.
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Post by zsmondi83 on Aug 26, 2023 21:53:54 GMT
Meanwhile the next tank is finished for an upcoming split-screen round of fun...
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Post by zsmondi83 on Sept 2, 2023 2:17:34 GMT
Dear All, The first goal of converting and adjusting the whole city model is completed - the river is a separate reflective SkinMesh/RigidBody and there is distance fog. The height of the models are within reasonable tolerance. - With many landmarks visible from far away, it is relatively easy to naviagate. It is up to luck where to proceed from here. - For the time being, I am happy with the results. Enjoy, also downloadable and can be reverse-engineered if needed. Cheers, B.
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Post by zsmondi83 on Sept 5, 2023 16:26:30 GMT
New version completed with compass, static map and a car radio for all those lonely miles. <3
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Post by zsmondi83 on Sept 25, 2023 1:53:50 GMT
As new development, I de-activated the compass and the static map for the time being and added real tracking markers. So far so good I guess. Enjoy!
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Post by zsmondi83 on Sept 25, 2023 18:43:02 GMT
A very quick and brief map tutorial for general use.
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Post by zsmondi83 on Oct 8, 2023 19:19:01 GMT
Dear All, Finally getting in and out of cars meets drifting - also with new brands added. - We'll see what the future holds... Enjoy if you have the mood and the time. - Download link is always written in the descripttion of the video.
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Post by indiedev on Oct 9, 2023 12:58:59 GMT
no need to use rigids for rivers if below all land, you can just script height of car to apply dampening instead for more efficiency and realism, as dampening can behave like falling in a liquid if done right [bounce then float or sink], rather than just hitting a wall.
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Post by zsmondi83 on Oct 9, 2023 13:55:10 GMT
no need to use rigids for rivers if below all land, you can just script height of car to apply dampening instead for more efficiency and realism, as dampening can behave like falling in a liquid if done right [bounce then float or sink], rather than just hitting a wall. Thank you very much, when autumn break comes, I will try that indeed. Never knew about it! I may ask some questions in the future about that. On Thursday the next school exhibition comes, so again time to show all the stuff around.
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Post by zsmondi83 on Oct 27, 2023 20:15:02 GMT
Just a quicky of some experiments with ReShade.
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Post by zsmondi83 on Feb 14, 2024 12:40:39 GMT
Total immersion version... <3 Enjoy!
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