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TDUZoqqer

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Posts posted by TDUZoqqer

  1. Shot some texture today! :D @insaneone yes, it's exactly like you imagine it. In the first two shots there was a blue 991 GT3 touring beside I was taking pics of first, in the second a black GT4Lusso :P [IMG]https://abload.de/img/texturesyss8t.jpg[/IMG] Sorry for tripple post, for the next update I'll edit the post! :P And to answer your all question - yes, people gave me weird looks taking pics of smarts :D

  2. Do you mean this Lamborghini Aventador LP 1250-4?

    The link is to a publishing page at hf-garage.ru. They published it, I cannot do it on their page. Therefor it is on my list, because I thought it is ok.

     

    But if you say, that's wrong, that they published it, have you asked them to stop?

    And if so, why don't asked me to remove it from the list?

    Seems to me a misunderstanding. If so, I am sorry.

     

    sourkho have reuploaded it back then and spread the 3D model all around, and additonally converted it himself (which you also shared without a link). I wrote the admins of HF-Garage never recieving any reply, I also wrote you on the email adress on your page, but the mail wasn't sent as it told me the adress is not available.

  3. On my page are only pictures, not one direct download link at all, also not one link of your mods.

    If there are some links, like with Miha2795 mods, they just link to his own publishing page, no direct download.

     

    Oh true then it must have been on a older version of your page. I just remember by Carbonado there, and I was quite mad about that as I never released it.

     

    EDIT: Which still is with a download link though.

     

    EDIT2: post #3000 yay

     

    BTT

  4. Modders also could get asked for their agreement to republish their mods.

    And if the original modders aren't available anymore, I don't think, that they wouldn't care today.

    The conflicts in the past about someone was stealing a mod of someone else is still present to me.

    But today, I think the situation is way more relaxed.

     

    Sorry for offtopic, but you also have some of my mods on your page I never gave permission to / I never officially released.

  5. I got no idea what you just said but you got nice pics and that's all I need to see. :)

     

    Thanks! Let me give you a crash-course here: Verts (short for Vertices, singular "Vertex") is basically a corner point of a polygon. A polygon is (in my case) a quad plane (or triangle, or in very rare occasions an N-gon, which has 5+ verteces. As every shape will be later converted to a triangular shape in the engine, the modeling process is not REALLY important, although you have to try to keep it quads to prevent wanky shapes). The position of the 4 vertices this polygon has (in X, Y and Z axis - left, front and up axis) determines the shape of the polygon. 5000 polygons is concidered "lowpoly" for a car. A Forza Lod0 car has +-120.000 polygons on the exterior. The more polygons the engine has to render, the heavier it will be for the GPU. As the smart is AI car, which will be spawned multiple times on the screen, it needs to be lowpoly, as 5 smarts with 5000 polygons are 25.000 polygons on the screen the engine has to render.

     

    In short - the less polygons / vertices the AI car has, the better. Although you shouldn't make it too "lowpoly" as it will be looking bad and lacking details when you stand beside it on the screen and look at it.

     

    vertex.svg

    Maya2.jpg

     

    Tris=triangles=triangular polygons

  6. Bump. Was quite busy over the last days so I couldn't spend as much time on the project as I wanted to. Nevertheless I felt free to test-render the Smart in its current state

     

    frontnjp4n.jpg

    fronto3r2l.jpg

    backbxpyw.jpg

    backnrrpt.jpg

     

    I am at 4791 Verts / 4001 Polygons at the moment, which seems fine for me. Need to finish modeling headlights, window wipers and other minimal small details before unwrapping it and making textures. So I guess I will be somewhere at 5500 Verts / 5000 Polys at the end without wheels. Which is a bit heavier than I wanted it to be, but should be fine, really. My caveman-PC can handle GTA5 on maximum settings, so a bunch of smarts here and there shouldn't be a problem. :lol:

  7. I like the idea of direct uploads of mods. I know several other TDU forums offered this feature in the past, and I wasn't sure why TDuck didn't have this aswell, as it forced modders to share mods on more or less cancerous filehosters, which some modders even capitalized.

     

    Would be great if third party hoster links would be blacklisted in general when the feature gonna take place. Rapidshare etc are just a pain in the A for consumers.

  8. Cool you answer so detailed.

     

    You took your time to write your comment, so I will take mine to reply :)

     

    About the reflections on the car. I didn't mean better reflections in quality. I ment they should move correctly. I guess it eats up nearly same calculations moving wrong, then they would moving correctly :-q .If you drive forward, they shouls move backwards, like the surrounding does, when you drive through it. In TDU 1 the move in drivin direction, wich is a stoned view of reality.

     

    Ah, I see. Well, yeah that was most likely a Twilight II engine bug back in the days of TDU1. I don't have this problem in my game (I would say "yet", but it's very unlikely to happen, as everyone using unreal sooner or later comes in contact with reflections, so if that would be a bug, it would have been reported long ago already on the UE4 forums)

     

    In cockpit view they move normal, like it should be. Maybe a modder thats more into the gamecode than me could just copy paste the movementcode from cockpit view to the 3rd person view codes. Like L3AN and Speeder.

     

    Nobody has access to the source code. I wouldn't make my game here if that would be possible. :) Once the game is compiled, it's compiled. (unless you have Unity or Unreal, where there are even tutorials on how to unbake a game. Smh)

     

    Sounds from youtube videos are not interesting ? You think of law problems using them in an own game ?

     

    If I would be afraid of law problems, I wouldn't make the game in the first place. At least I can't remember BMW and Mercedes to give me licenses, neither Turn10, EA Games, or Atari I am using my assets from :lol: Not talking about 3ds Max and Substance painter even :D But as long I am not sharing it commercially in any way, I should be fine. Especially in our forum here.

     

    No the point is, you need clean, like - very very clean - looping ques of EVERY SINGLE gear at any desired rev. Modders already struggle to find those for non-gear based sound ques. And even if you take this work for a car which is "less common", like the E46 M3 for instance, good luck finding those sounds for ultra rare unicorns. As already mentioned, the Porsche GT1 or the EB110 are incredibly difficult to find information for. I still have no proper torque curve for the GT1.

  9. Urrm, first of all, cool project. You said that the UE4 does not have the physics capability you would like to have. But is it enough for being as good as TDU 1, according to driving physics ? Because this would, at least for me, be all i need, löl .

     

    At the moment I am learning physics, still. At the current state the physics is "driveable", but far from really "enjoyable" in the long term. I mean, I had fun driving around some minutes with the M3, but I am pretty sure it's due to my statisfaction of the progress, and that it's "working". I think the physics is yet far away from being "addictable". I am learning physics from a tutorial of a russian dude on Youtube, although he decied to sell his system on the marketplace, and that means sooner or later I will invest money into bying those. Spending money on the marketplace as a single developer is unavoidable for such a huge project like mine. So, yeah, the goal is to achive at least the physics level of TDU1, if not better. It won't be Assetto Corsa or Forza tho, please remember that.

     

    When i think about this here, i imagine a TDU 1 with the basic things that where missing, in it.

     

    That's the gameplan.

     

    Lightflares

     

    Depending on how it will fit to the rest of the looks of the game. Actually not needed, as the bloom post process effect will create lens flares and a glow around the headlights by itself.

     

    rain + wipers

     

    working on it, will be there.

     

    being able to leave the car or at least open the doors for cool parking in freeride

     

    Yes, that's possible. You can either read up my current state some posts before or watch the video. It's there already.

     

    but much more important, lighting details. You know, streetlamps

     

    Unavoidable. Will be there.

     

    DIFFERENT light in the windows of buildings

     

    Terms of details, will >hopefully< be there aswell. I just remember GTA4 and GTA5. I'm not on this development level yet, though. Environment will be taken on later.

     

    orange cateyereflectors on the streets in tunnels or on the road at night.

     

    Also had this idea, although I have no idea how to make reflectors properly. Eg. Forza H3 has those effects on signs and stuff. Need to figure it out, but it was planed to feature it aswell.

     

    Streetside reflectors in the plancs sometimes.

     

    Same as above.

     

    [...]Better variaty in engine sound design.

     

    Sounddesign isn't my cup of tea, I would love to have cool engine sounds too. At the moment I use sounds straight from Forza 4. M3 uses TDU's Wiesmann sound - it's the same engine. G65 uses a Bentley W12 sound which sounds "Okay" but nowhere near "cool". I am not a sound designer, I will give my best, though.

     

    Correct reflections in the carpaint and everything, we know they are moving forward instead of backwards on the car, in the original TDU 1. Yeah all this is possible in the UE4.

     

    Reflections is a tricky thing in games. I mean, I have screen space reflections in the game, although Unreal's reflections are meh. It reflects in a short distance, the more distance it have to reflect, the more GPU it uses. There are ways to improve it (same as dynamic AO), but this is very expensive. I am trying to keep the game as cheap as possible for the CPU/GPU. If you have a clue how to achive those results (without massive framedrops), please let me know, I appreciate any kind of help in this matter.

     

    I would overhaul TDU1 if i would want to learn only, and want a game like TDU 1, like you said.

     

    I am not a game dev by profession, I started with the project in autumn without any programming knowledge whatsoever. I am also learning. :)

     

    I really would like to have a TDU 1 without the failiures, and better graphics, sounds, etc.

     

    As mentioned before - that's the gameplan.

     

    instead of another game with other spots. I like that island :-q.

     

    The island is very dated IMO. Also, I like new environments in games. I would never buy Assassins Creed ever again if the world would be still played by Altaïr in the holy land since 2007 without any changes.

     

    And in TDU 2 everything is so cartoonish, plus the driving is worse than in TDU 1.

     

    Yep, TDU2 also didn't catch me.

     

    For the sound, i think of a system, where single events are independent designable, like backfires, a keyrattle, or material moving sounds, insects that splash on the frontwindow etc. . There should be s seperate rev sounds system for when the neutral gear is put in, and the most important, for every gear a SPEEDBASED revsystem. Not a revhightsystem. You know, how does the car sound in 4th gear at 100km/h and how does it sound at 200 km/h, can be put in different then, not like in TDU1 one file for the same gear in a rev range. There the 1st gear sounds at lets say 6000 rpm the same like the 4th gear at 6000 rpm, and that is crap. If the 1st gear never reaches the speed like in 4th gear at same rpm, the sound will be different with a speedbased rev system. Of course this would be more work, by the factor of gears. 6 gears, six times more work. But it will be worth it, and i would WANT this more possibilities to do things.

     

    Well, you record those sounds for every of the (yet) 30 cars I planed,including EB110, F50 and Porsche GT1, I will proudly work on this system :) Unfortunately some things I would also love to have are just impossible to achive, especially when you are working alone with a budged of +-0. :)

  10. Interesting thing about being in Germany is that your AI will have to be the best in the world to reflect what I hear about real life... so no pressure :p

     

    Also got to handle the unrestricted autobahn sections. :cool:

     

    Oh crap you're right. I guess making India would be the easier AI solution :lol:

     

    Funny thing is, it's easier to make the AI floor it than to make it control their speed. So be ready for smarts on v-max on autobahn! (140 km/h.. :D )

  11. I just have a mental image of you taking pics of these things while a supercar and such drives by. :lol:

     

    Good to see progress is still being made on this mate and I wonder if these traffic Smarts will be what the title becomes known for when it eventually arrives. :p

     

    Ahaha that's actually how it's going down. It was the same with the Opel Zafira Tourer, where I came to carspotting and told my mates to keep an eye open for Zafiras as I have to grab textures :lol: Smarts shouldn't be that hard to find either.

     

    Oh yeah, people will know the game as "the racing game with the annoying smarts all over" :D

  12. Hi! Another minor update. It's less engine-dependent though.

     

    I am not really in the mood of programming at the moment, so I decied to take care of the modeling process a bit. Eventhough the Forza models are very good for player cars (same as various other games like CSR2, real racing and stuff), some cars - in particular the traffic cars - require a different treatment. Same as TDU, the traffic cars need to be very lowpoly (approximately TDU's player cars size) so they can spawn many times on the screen without making the game lag extremely. And also, the cars I am planing to put as traffic, mostly don't exist in other games, as those are mainly European market low-priced cars. Especially Berlin cars are quite unique sometimes. I already modeled my Mercedes O503 Citaro traffic bus aswell as the Opel Zafira C Tourer police car, and remodeled Forza's LOD2 Mercedes E63 AMG to be a E220cdi taxi. Now I wanted to take care of something I literally see every day I go outside my house.

     

    frontwsunx.jpg

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    Yes, this is a 2016 Smart car. And thanks to the car sharing company "Car2Go" those are literally everywhere here. And as I want to come close to the "real" Berlin traffic as much as possible, I couldn't miss those.

     

    carsharing-blog-about-car2go-2000x650.jpg

     

    Also the decision of modeling the whole car by myself came also by the fact, that I could not find a single 3D model of the 2016 Smart. I mean sure, I could have used the "old" Smart car facelift model from Forza, but as Car2Go took them from the road in 2016, I think this was the better decision. And as it will be just a low poly asset, there is not much detailing needed on it. For instance, for the Opel Zafira police car I needed approximately two weeks from start to finish, I think with the size of the Smart it will take even less. So it's not a big deal of a work for something that "significant" like the picture of the real life traffic cars later. :)

     

    I am just at day #2 of modeling, and already at the second detailing step. I work in 3 steps FYI - rough shape, overworked shape, detailed shape. The orange parts are step 2, whilest the blue ones are still step 1. Just 1-2 days left till step 3, so it basically is already almost done :D

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