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Community development: Project DRIVE (working title)


TDUZoqqer
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  • 3 weeks later...
On 6/20/2022 at 3:29 AM, Ryzza5 said:

I'm a bit confused at what I'm seeing in the first image through the windscreen, it's like the car door is missing...

I had no interior in this build so the whole interior is missing 😄 

Got screens of the new build, I really like how it looks like, customisation also works, but only through debug tools yet. Still got to make the UI work properly.

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Bonus: enjoy those whacky suspension tune debug images lmao

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Honda bois appreciate

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  • 1 month later...
Posted (edited)

Quite busy with work, business, other projets and misc real life stuff. Barely have time to do anything. I worked on some custom parts which are not worth showing and this wet paint shader.

 

The parts are not fully mapped so its missing on some areas, but it turns out cool. It's also animated.

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License plates are being generated now. They either follow a random combination in preset pattern:

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Or can be customized fully in text (excluding prophanity) and length:

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Here's the plate format concept I did for it:

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The environment is being reworked by an environment artist friend and will be something like that:

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Some docks in my hometown of Berlin, Germany, in moody, foggy weather with a bit of drizzle.

Currently working on the customization UX of the license plates. After that, the wheel editor will follow. Very UI-sided project.

Slowly but surely making progress.

Edited by TDUZoqqer
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  • 2 weeks later...

I wanted to create a video demo of the current build but OBS does not like recording more than 2 frames per minute apparently. So only screenshots again.

 

I worked a bit further on the color grading and the rain shader. I think it came out nice. Still improvements to be done though. Steam integration is also there, but I will make it optional at some point. No real news about gameplay and UI since I had a nasty bug which had to be fixed before continuing, but I fixed it today so it can progress from here. Don't expect any news soon though. Still a lot to do irl. Ah, and custom parts are still not UV mapped for the use with the raindrops so it looks odd here and there. It will look better next time.

 

Enjoy the pics. Maybe you can see already which mood I am aiming for the game.

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  • 2 weeks later...
  • 4 weeks later...
  • 2 weeks later...

The body (Paint) shader now supports VCAO (Vertex Color Ambient Occlusion) which improves performance a bit in the long run. Hell to set up. You won't notice it unless I actively toggle it on or off, but trust me it looks better.

Also, wheels can be painted now.

 

https://cdn.discordapp.com/attachments/734888557147193425/1040006972759621703/image.png

 

Minor progress is still progress.

Current gameplan is to make everything work via debug tools before going to actually put it into UX. Actually self explanatory, but I am the kind of person which likes to rush things. Typically not an issue if I keep control of everything, but here things can come in between so going the safe route here.

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  • 4 weeks later...

hey, so not toooo much happened since last time, but I got some visuals for you.

 

The current (exterior) environment finally has street lamps and a background filler. Whoopty doo. I will put ambient sounds over so it feels a little more "lively". Police sirens, trains, accelerating cars, tire squeels etc. with a reverb in the background. Not there yet.

 

I ported my debug paint editor from my old project, and finished up the factory paint colors for the Huracan. Not too fancy of an update, but now it looks nice

 

And I "refreshed" the project cover of the v1.0 back in the days

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I love how you can see a major improvement just by placing both the covers beside each other lol

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Still working on the UI. I hate making UI. Will post updates asap again

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