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Post by BorekS on Jul 2, 2015 23:33:16 GMT
ok guys, there is something another which I was working latest time aswell... maybe some of you remember the LePrix game release. because I did for this project a very unhappy shaped track (too much sharp corners), the AIs never was able to "solve" this and always hitting the walls so, Ive got a small idea to remove all the AIs and make the game for two players only. relating to my own experience with 3drad multiplayer projects and monitoring all the other dev people attempts I can say 3dard MP is unusable. better would be to use some kind of splitscreen gameplay logic. target users group: people who have a brother or a friend at home ) EDIT 1: LePrix - The Duel demo released!EDIT 2: LePrix - The Duel demo AI Patch released!
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Post by Deleted on Jul 3, 2015 8:25:45 GMT
looks great, the sharp edges can be fixed using anti aliasing, but i don't think that 3d rad supports that, else everything looks great
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Post by F1Andre on Jul 3, 2015 9:47:34 GMT
Boreks, you can always slow down the AI car via a script when the car enters the specific area before a corner. Well done on the rest.
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Post by BorekS on Jul 3, 2015 14:04:46 GMT
@gamedeveloper with the the sharp edges I meant the track shape, sorry for the wrong term F1Andrewell, I was trying zillion attempts how to manage the AIs better incl. scripted speed slowdown, braking at specific area etc. Ive also shared the open source demo with other 3dradders, if somebody could help to fix it. no sucess... the demo is here, btw: LePrix_demo_AI_cars_project_source.zip
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Post by BorekS on Jul 3, 2015 14:18:08 GMT
here is a small update for today. Ive managed to get working somehow the (hidden) ValuePrints with help of Sprites, the LAP counter and Race position. because of this all it can be hardly marked as "simplified" LePrix version, hehe ) still getting another strange project items acting, this time its about the second car: the skinmesh wheels just "traveling" lengthweise when car speed. it is not related to the PCar wrong skinmesh wheel(tire) linking. the only answer is the whole project code run just lags and does cause such ****. it isnt for first time I "met" such bad surprise... see below:
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Post by Thunder on Jul 3, 2015 14:33:47 GMT
Good job! What about the ability to change cars (or car color)?
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Post by BorekS on Jul 3, 2015 14:52:54 GMT
Good job! What about the ability to change cars (or car color)? thanks yes, changing car colors is very possible and easy to do, if it were made like selectable skins. Ive implemented this feature into many of my projects. the easiest way is to set a curent skin in the menu by hitting some key (1, 2 , 3 , 4). the enhanced version could be clickable sprites (buttons). I did the LePrix car paint template, so there is possible to make a lot of skins
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Post by F1Andre on Jul 3, 2015 15:35:45 GMT
Boreks, I just remembered that I used 43 airfoils to simulate more realistic handling(with the right drag coefficients and areas). So when the car entered the braking area I just decreased the acceleration and the car would slow down from about 300km/h to about 150 in like 6 seconds. Without the airfoils the car's acceleration decreased very...very slowly. Plus it gives more realistic braking just under drag of a F1 car.
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Post by F1Andre on Jul 3, 2015 15:38:06 GMT
Boreks, how do you create or wrap an image such as that around an object. I always wanted to learn it but never knew how.
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Post by Deleted on Jul 3, 2015 15:39:12 GMT
Borek it isn't the track I am talking about, if you look at the car or race track you will notice that it has a whitish kind of border and its really looking sharp, it should look smoother
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Post by Thunder on Jul 3, 2015 18:16:13 GMT
When you are talking about corners I would ask about the max steering angle.
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Post by BorekS on Jul 3, 2015 18:30:28 GMT
F1Andre: hmm, Airfoils, that I didnt tried, if I good remember... great idea, thanks for tip! as to the skin work, the common modelers like 3DS Max, gMax, LW or so on including UV-mapping tools. I personally use simple planar (a top, side, front or back texture projection) or cylinder mapping only. I am creating the basic wired source image by selecting the needed mesh polygons. when a whole model is UV mapped, I am creating the next paint layers (shadows, decals, etc). in another words I am doing the textures from scratch, based on the wireframe template here is a sample of the LePrix car wireframe: @gamedeveloper0 well, except one ingame image presented here are all the ingame screenshots taken from the 3drad editor, not from a compilled game running at fullscreen mode. this causes the edges looks really very ugly but to to get smooth looking 3drad game edges could be achieved by GPU driver AA setting, I am affraid, or maybe to use with ENB or SweetFX gfx mods. ok, there is a 3drad game gfx settings dialog / window, which allows to set some kind of antialiasing, but it is a pure piece of joke, I would say
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Post by Power Supersport on Jul 3, 2015 18:46:36 GMT
Really cool project...
Changing the color can be done by script aswell...
What about exporting your car to two parts (Colorable and Non-Colorable)... I mean, you can export the one skinmesh with colorable parts such as chassics and body... and the other to be the solid non-colorable such as glass, mirrors, lights etc...
Then you can apply color with the iShaderFloat3Set(OBJ_X,"cColor",red,green,blue); ... Note that you must use the Shadmar's shader library...
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Post by BorekS on Jul 3, 2015 18:55:08 GMT
When you are talking about corners I would ask about the max steering angle. well, the biggest success we would get if the AIs would maneuver the tight corners the way that they all have the same radius... anyway, everybody can download the original LePrix 3drad project open source and try to fix it... there all are answers note: the LePrix - Duel project use a new car physics
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Post by BorekS on Jul 3, 2015 19:11:38 GMT
@power Supersport thanks ... also thanks for the Color script tip. I was trying this some time ago. it worked well (Ive used some graycolor texture source with inpainted bw parts). well, I think I still be with the skinmesh texture delete-copy-refresh logic, which easy solves me Car body lookout for both projects (Menu + Race). but I have another wish: to learn, how to make scripts which will save some current Car skin settings (lets say a Skinmesh animation frame) at Menu project and will it load with Race project. such thing is out of my experience.
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Post by Power Supersport on Jul 3, 2015 20:31:19 GMT
Well... You can get what you want from the IN_X values or from script floats and save it by this way:
int Save = iFileWriteOpen(".\\myFile"); iFileStringWrite(Save,yourstring,true); ... ... ... ... iFileClose(Save); This is an example and it won't work normally if formed by this...
So basic logic is that you get what you need to be saved, you convert it to a string (if it's a value, this is useless)... Then save with iFileStringWrite();...
BTW you can declare this function multiple times to add more save rows into your save file...
And finally, don't forget to close the file...
When you have saved file, just use iFileReadOpen() and use the same logics, but analogical...
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Post by BorekS on Jul 4, 2015 10:33:29 GMT
thanks Power Supersport actually this not uknkown to me at all, I just never made this working because of lack the related proper script epxerience :/ I would work only with values (skinmesh animation frames - the Car body would be 000_mesh.x, 001_mesh.x etc., so I would need to write the 0, 1 o such anim frame number into the text file and load it from there with the second project.)
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Post by Power Supersport on Jul 4, 2015 11:34:50 GMT
Yeah... I said strings because when I save multiple values in one line, I convert 'em all in a string and then I read them by the String functions... Check out my Geometry dash save logic for example... 3drad.boards.net/post/1830/thread
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Post by BorekS on Jul 4, 2015 15:04:45 GMT
ok guys, the skinmesh wheel "traveling" out of the PCar axis I am able to fix the way I will replace th original PCar wheel mesh. the first image presents the issue, the second is a hidden PCar with its visibe wheels + Skinmesh body. this solution works well, but its not a "clean" gamedev work, I would say. well, maybe some script could keep the skinmesh wheel axis sticked with the PCar wheel axis, who knows... however the actual LePrix Duel project performance (fps) become whorse comparing to the old LePrix game with 6 AIs, working gauge dials and car interiror. its probably because a lot of things needs to be rendered twice now.
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Post by BorekS on Jul 4, 2015 15:58:03 GMT
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