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Posts
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Everything posted by AfterAll14
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Looks awesome and completly useless
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Thanks! That works. Some kind of rear view mirror for vehicles is now possible. Objects are culled, but no performance drop and no other issues as far as I tested. GJ Ren!
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I have to say you're creative A quick scetch representing your idea: As you can see the best you will get is 117.5deg when facing somewhere back. Thumbs up for an idea, very funny
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Technical idea behind your script is very smart Wojak. But unfortunately those two problems - fps drop and sound issues are too much. I'm building scripts for a new gamemode and script provided by Ren can be a solution to somehow introduce something that will look like rear view mirrors without hurting gameplay too much.
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I have a question. I want to create 2d mirror like in this video: I tried to replace dxDrawMaterialLine3D with dxDrawImage ( 100, 0, 300, 100, self.shader) in CMat3DProj:draw() function. In result I have black rectangle instead of mirror. How to make it work like that?
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Ok, I tried to use it for vehicle mirrors. Result is a complete bs. http://www.filedropper.com/plugin-mirrors Just as You said objects in mirrors are mess. And mirrors fov is too small for a car. Maybe You can fix it somehow to make it work for cars Ren? Giving up on idea to create properly working mirrors for cars looks very dissapointing.
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Are you gay for real?
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Can you make vehicle mirror with that?
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Can you make vehicle mirror with that?
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First person camera for driving with g-force movement effects:
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It is not very hard to do using vehicle component rotation applied to adapted model components.
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Oh, I can add rev limiter quite easily. Nice idea. Car in this video uses AVH 1.0 (Advanced Vehicle Handling - this is how I finally named my system of physics scripts). Traction loss will be part of AVH 2.0 which I'll start to work on soon I hope. Edit: added rev limiter for 911 turbo (just like in rl all new technology goes to porsche first ):
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Did some minor sound upgrades: New turbo boost sound system. Testing it on 911 turbo:
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Resource looks very green. It is hard to ask questions before you finish it, or at least make alpha/beta version. It would be better if you make video and explain what is done and what you plan to do.
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How to shoot? Post controls please.
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I know. But these files were built for some algorythm developed by Slightly Mad Studios and they dont work well if you simply loop them and change files at some RPM.
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I didn't managed to make them work together. It looks like it will require complex algorythm to develop. At the moment I'm limited in time due to being busy at work. So right now I will stay with 1 sound per car model. The problem with F1 car is very high RPM range - 18000. So 1 sound model is not working here well. I need to create more advanced model for F1 car alone. So F1 car release will be delayed. I will come back later to that problem. So much talking about F1 car and no other information about it is not very honest to you guys. So here is some info (!!!SPOILER ALERT!!!):
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Thanks! Talking about hard work - here is what it takes to make gauges for 1 car: I'm not very good at photoshop, so I make it the way I can - by creating full 3d model and render it then. I need to spend giant amount of time just to create 1 car. So sorry guys for constantly complaining about motivation. That quality needs really high motivation.
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Thanks. Comments like this kinda motivate me to make new cars.
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I still didn't decided whether make my scripts public or not. But unless I haven't finished it I will not make it public anyway. And I think it will take lots of time to finish it and make server ready(maybe a year or so). Right now you can play with cars at my server mtasa://46.174.49.56:22040.
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Little update. First of all thanks to @Dealman for supplying sounds from pCARS. Now I'll try to finish F1 car. But it is not so simple... Well for now I've created normal cars that are only capable to accelerate and turn under 1G and it looked ok. Basically I replaced car engine and aerodynamics. And it looked quite realistic. But when you look into detail it is still bullsh*t, because suspension and tyres are still controlled by GTA physics. And for a car like F1 that capable to go 4G in corners that bullsh*t physics behaviour is very visible. I can release this car in it's current state, but just don't expect anything superior from it. This is basically as much realism as it possible to extract from current physics model. And tbh I'm not very motivated to continue work this direction. Maybe if I won't achieve any progress in my physics model this F1 car would be last. BUT!!!! I have ideas how to replace GTA default suspension and tyre behavior. So GTA would no longer control anything related to vehicle dynamics. I will try to script this in 1-2 months. So just wait. If I succeed you'll be able to see... something different... If not - most likely I will not continue work, because it's basically it, you can't improve handling anymore...