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TDUZoqqer

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Everything posted by TDUZoqqer

  1. A simple "no" would have been literally the same answer :lol:
  2. 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.
  3. You took your time to write your comment, so I will take mine to reply :) 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) 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) 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.
  4. 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. That's the gameplan. 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. working on it, will be there. Yes, that's possible. You can either read up my current state some posts before or watch the video. It's there already. Unavoidable. Will be there. 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. 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. Same as above. 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. 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 am not a game dev by profession, I started with the project in autumn without any programming knowledge whatsoever. I am also learning. :) As mentioned before - that's the gameplan. 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. Yep, TDU2 also didn't catch me. 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. :)
  5. 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 )
  6. 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
  7. I am listening to this for hours now, am I weird?
  8. 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. 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. 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
  9. Hey Speeder, just wondering, how are you going at the motion blur of the wheels (later on)? Do you also have fake wheels like Forza, or have you figured out how to make non-linear motion blur?
  10. Yeah exactly, trial and error is the key. Had to learn it the hard way lol Anyway, as I 1) don't have much time to work on the game now, 2) i tend to make the easy stuff when I DO have time (wheels) and 3) wheels take forever to finish for the game (4 hours roughly, with rendering textures and uv mapping and stuff), I only got a little visual "update". What you can't see here, the CSL slot has 3 different type of wheels ingame now, in particular Styling 67 18 inch (the one in the pic), 19 inch (the original "stock" wheels of the CSL / M3 Facelift) and the CSL wheels. What can we take from this picture - the 18 inch 67ers look terrible on the CSL :D :D Trynna make the plate shop or paint shop work in the near future from now. Stay tuned EDIT: Oh, and the G-Wagon has 27 factory colors now. Oops.
  11. Aww, thank you! Glad you like it! :) No problem in terms of not being able to help in this matter, it helps me already to know people are actually liking what I do, that gives me a lot of motivation. And your post comes quite handy, as I got some updates. In short - I f...ed up my physics. I don't know how this could happen or what is wrong, really, as it came out of nowhere. I changed my setup slightly (I will talk about it later in the post), which actually didn't change anything in the recieving of the values of the physics. Resetting didn't work aswell, so I'm quite lost here. I investigated all my setup without results, as mainly it could be caused by many factors, aswell as not a single one. In particular, my cars are now unstable, way slower and braking ONLY with the rear wheels which causes them all to slide away on braking, especially my G-Wagon mammouth likes to flip over now. No idea what's wrong. If anyone has an idea how to car physics, please let me know. Still gonna try to fix the issue, in case I will, I will post another update. About the change of setup - it's all about wheels and database. I now have an extra database for the wheels, as later in progress there will be an option to change the wheels. It previously was setup so that the wheels are specially made for one car - in particular, the wheel database had values of grip values, if the wheel is turning by steering and affecting at handbrake, aswell as particular wheel bone names for the parent car. Now those values are in the car slot database itself, which makes it easy to just put different wheel meshes on. Gonna make a tire database later on, to change tires aswell. Eg, slicks which give more grip and so on. Wheel sizes, and of it resulting tire width and aspect ratio are all read from a dropdown menue now. I have to setup individual aspect ratio sizes for the wall size manually yet, as the size for every single aspect ratio is different, and in case you doesnt know, the size is calculated by tire width/100*aspect ratio. I have aspect ratios from 15 to 95 and widths from 155 to 405 in the database, so calculating them individually will take quite some time for now. Oh well. Gonna do it later when I have more rims ingame I guess. Also, ability to change rim colors is there now. It's not working in the paintshop yet, but it's setup and ready to be implemented ingame. So that's something. Customizing menue is working neatly for the body shop now. It has all kind of extra tuning parts, aswell as extra parts for particular vehicles, eg. impact bars for the G-Wagon and stuff. Bodykits work too now, which removing and adding parts which do not work/work only with the kit. That's quite cool imo, because it took FOREVER to setup correctly. All in all, works great yet. Only the physics are killing me. Might need to redo some stuff, as I really have no single idea how to car physics. Playing Forza all day to figure out how they solved some problems I have. Also, have a basic idea how to rain shader, but nothing seems to work "good" as for now. I'm on it, still. I will keep you updated as far as I have any news to show :) EDIT: Oh, I've fixed it. Apparently my physics don't like the 23 inch Brabus wheels I put on my G-Wagon.
  12. Hello fellow ducks, I started working on the non-mockup customization system. It is far away from being finished, but it's working really well already, eventhough it took me quite some time and nerves to figure out two bugs I had prior (which I fixed after I realized I had a wrong event trigger applied.. Well..) That's what it looks like at the moment. It's globalized with a database, so it will work for every single car I add (in theory) without any complications or hour-long adjustments. :) PS: I took the Mercedes G-Wagon as an example, as I have many parts done for it over time I can use for testing. I could have used the M3 aswell, but I don't have any customization done for it just yet.
  13. I doubt it will ever be "finished" at all, I will release a "playable" version, and update it further and further :) Thanks
  14. I only now realize how incredibly good the OST of UG and UG2 was.
  15. Oh I wish :D But honestly, the game is already at a state I have not expected to achive (so quick). Not saying it's insanely good for the amount of time - real Unreal devs will laugh at me really hard - but as I started in like, september or so, with absolutely 0 knowledge except how do I put in a cube into the scene, I think it's quite something. Good point! Haven't actually thought about that. I just know that here in Berlin and in the county Brandenburg which is around the town, the elevation is almost flat. Half of germany, mostly the nothern part is flat as paper, so I haven't thought about mountains. But as it's a game, at the end of the day, who will stop me from putting in a piece of land which is geographicaly totally wrong :D No problem, I might hit you and Speeder up in future when I decide to start actual coding. Sooner or later the day will come where I will need that, and I am scared of that day to be honest. I tried some thing in JS, back when I looked around in Unity, (a year ago? two?), but after two weeks I still couldn't code a single line. Oh well. :D Tell me the secret of learning code Thanks! Yeah I (unfortunately) care a lot about correct details, memories about my modding schedule for TDU, huh? :D Jokes aside, I think a game with bad details is a bad game. You can only imagine how much time I spent on this M3 alone. The fact, that I've made the bulbs in the indicators glow in 3DS Max and the reflector beneath it in chrome, just to render it out and use it as a mask for correct light distribution in the reflector is just one example of how crazy I am about such little details. Also a good friend of mine has an E46 M3, and oh boy, I should have not shown him the model. :D He pointed out a dozen of wrong details just by looking at three screenshots. Have you realized the rims are wrong? That those are the 1M / M3 E92 GTS wheels, and not the ones from the M3 E46 CSL? No? Well, I didn't know the difference either, but there is. Still need to fix it. The TDU dummy car seemed to be the perfect.. well.. Dummy car for me to test things. I mean, not that I can hide my roots anyway. I just thought a "refresh" of the model, with all the features working the actual TDU have missed, that would be perfect. I researched a week before I started developing what cool features my dream game should have. Turns out those are the exact features some friends of mine, which never played TDU, also wanted in a car game. I've added even more, actually. And it's still counting. I will give my best not to loose track of it. About the wrap thing, yeah, I mean, it's basically nothing different than a paint shop. I still need to figure out how (and most importantly IF!) I will make a sticker shop into the game. Like TDU2 had, eventhough I don't know if it wouldn't be overkill. I think custom vinyls aren't really a thing in the modern car world anymore. But as it's still a room for creativity, I need to make my mind about that in the future. Still need to figure out how exactly I will make it work. But I will make sure that it will work, hopefully exactly like I described. Thanks :) I'm gonna keep you updated as soon as I have something. PS: Nothing really exciting happened today. Just added an RPM limiter and fixed the 3D model. Still need to make wipers and dirt work on the car. Ugh. EDIT: Oh, and I now imported a LOD mesh to the M3. It's a new task in the pipeline. That means, LOD3 for all the Forza models out there. I will make cars below 50k polys not get any LOD meshes, to save me some time, and for all the Forza models there are LODs anyway. Custom made bodykits won't be scaled either. Hope this won't cause too many issues and framedrops later on. The only thing which makes me worry about is the dirt map for ever car.. AND for their LODs. Fml.
  16. Here's the video! As it was a ton to write, please take a moment to read it. I tried to keep it short, but didn't really succeed, I have to admit. Alllright, so what kind of progress can you see here: First of all - all-new physics. Functionality: Concepts/WIP: Multiplayer: Level: So, yeah, that's pretty much all I could get up with about telling you about the current state and the concept at the moment. If you got any questions, let me know! I definitly forgot some points, I apologize for that, but the sheer amount of ideas I have drives me crazy. If you cheeky programmers have an idea for more features, or can help me with the existing ones, please do so. One-man-armying isn't fun in the long run.
  17. Never said it isn't, I personally just see more potential in your project when I overflew your Trello and realized eventhough we are both in the same boat, I didn't even have had half of it on my list (about all the rendering tech) :D And like said, C++ is the way to go for games, and I don't even have a basic idea how code I doubt I'd be very much of a help. Nontheless, I never said I'm abandoning it my project (I spent way too much time on it to throw it away), I just don't quite see the point of me standing in your way on the path to a TDU successor, I'm there to help if you need anything! I guess I just became a bit tired of my game for now :D You have to know I am almost nonstop coding (well, node baded, but still) since the beginning of the year. BTW the UI of the videos is very outdated, I got a sleek new design in a different side project I created, more on that later I'm off to recording now by the way! PS: We need proper car sounds! That's actually the main reason I am a bit ashamed of showing you the progress :D :D I have various dyno videos downloaded, but I always sucked at sound modding.
  18. Actually no, as this kind knowledge (visual scripting) won't help me in the future whatsoever. I do it in the first place to replace TDU for the community (and hoped to get involved with some people at developing the game and bring in ideas), as there is wage interest in doing so (don't blame you) I do it mostly for fun. Although I might just spend not my whole free time with it, but only partly, when I feel the need to :) I belive a lot in Speeder's project, and I don't want the forum to have two people doing the same thing independently. Still, I'm gonna show a WIP video later :D
  19. Uhm okay, so I wanted to record my screen with OBS right now and realized I have 15fps. As my physics is (yet) frame dependent, I can't show you the physics recorded just yet. I will cheat and record my screen with a phone tonight in the dark or something. :D Yeah, my PC is not the best, so apoligies for that. Also thinking of how much sense it does make to actually continue it, as Speeder is quite a bit more skilled than me and there is really nothing to compete for me as we make basically the same games :D
  20. Yeah pretty much, I am just less.. French. By the way, a long time passed since I updated the thread, so I wanted to post a WIP video of the current state today or tomorrow. Please get ready your "why didn't you make this / why does it look so weird / why doesnt it work like Forza" text file for quick copy paste here. :D
  21. [quote name='Diablo']@TDUZoqqer you can now edit your first post (but not the title atm) for the next 10 years[I] [/I][/QUOTE] Oh wow, thank you! <3 But 10 years? Not sure if I will manage to finish the game so quick o_O Just joking! Thank you! :)
  22. Ahh, that's what I thought. Had the volumetric clouds in mind ever since I've seen how """"""easy"""""" they are to setup (good look / implementation ratio-wise; 2D sky masks take just as long, they just doesn't look so nice), but I was told by various people that it actually is only suitable for Archviz/Rendering projects and not real time-calculations, like a game. It's probably possible to make it a GPU based particles emitter, but I don't have my head right now for improving my (barely existant :lol: ) environment. Probably gonna care about that a bit later. Gonna hit you up later when I am at this point myself :p Oh cool, as so, I can recomend you a tutorial series I found on Youtube. Although it's in Russian and he is using UE4, (and the videos are 1h+ each and there are like 15 of it; needed to watch them all, rip), it might come handy for other engines too. Иван Новожилов His tutorials work like a charm, and eventhough I barely passed my physics exam at school, the cars are really fun to play around with. (with a few tweaks for my needs) Also, found this really useful paper for physics builds: Car Physics Maybe it's useful, eventhough I think you already know what you're doing. Eitherway, looking forward for your progress!! :)
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