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  1. Djey is offline Car Aficianado
      
    Location: Near a place called 'Pont des Arts'
    Posts: 2,280

    #21

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    That's very nice features and great car choice to begin with

    On the other hand, do you plan to show what is current state about physical engine ? (dampering, jumps, collisions, weight transfer, drifting ...) Having this large, flat playground makes it difficult to watch for vehicle behaviour.
    Give life back to TDU: #TDUForever
    Projects: TDUF | TDUMT | Community Patch 2.00A
    Buy me a beer (donate)


  2. TDUZoqqer is offline Car Aficianado
     
    Location: .
    Posts: 2,951

    #22

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    Quote Originally Posted by Djey »
    On the other hand, do you plan to show what is current state about physical engine ? (dampering, jumps, collisions, weight transfer, drifting ...) Having this large, flat playground makes it difficult to watch for vehicle behaviour.


    Yeah, I know the Level is not the very best to show-off the physics Situation, I am about to make some roads and stuff to have at least a Basic sense of Speed in the debug. Although the main physics isn't REALLY the top notch to show-off just yet. Yes, everything works in theory, but adjustmets is the key. Springs on cars like the Murciélago are very stiff so there is not much room for playarounds actually. Speed is nice, its capable of making real-world 325 km/ph and stuff. Unfortunately the engine works only with a torque curve, which is not really accurate, in Addition to that. had to Setup 400nm of torque at 0 rp/m to make the car at least hit 100 km/h in under 20 seconds (ugh). Maximum torque Output had to be set up to 800-ish so the Transmission could work with it. So yeah, not quite a sim.. Talking about Transmission - gear ratios in UE4 are the weirdest Thing ever. I think it's somewhere like that: 1-1.8, 2-1.6, 3-1.4 etc.. So also, not really what I was aiming for. Realistic numbers made the car slow AF. But AWD differential works like it should. That's something, I guess. Gonna Show a physics demo as soon as I have a debug Level.

  3. Speeder is offline Hypercar Enthusiast
       
    Location: France
    Posts: 540

    #23

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    Does UE4's physics engine supports softbodies?
    It could definitely improve physics realism (and also gives nice car damages, like BeamNG did).

    Anyway good luck with your project, you seem to be already on a good path.

    (btw imo you should reduce bloom intensity at night, or interpolate the camera exposure to avoid moon über-shininess )


  4. TDUZoqqer is offline Car Aficianado
     
    Location: .
    Posts: 2,951

    #24

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    Quote Originally Posted by Speeder »
    Does UE4's physics engine supports softbodies?
    It could definitely improve physics realism (and also gives nice car damages, like BeamNG did).
    Yeah it does for sure, personally not quite in the progress and level to try it out right now, I got to be honest Gonna give it a try later somewhen, when I'm a bit more into the engine.

    E: UE scripters say Soft Bodies are not possible in UE. Idk. Don't need to try then.

    Quote Originally Posted by Speeder »
    (btw imo you should reduce bloom intensity at night, or interpolate the camera exposure to avoid moon über-shininess )
    Ugh, yeah, post processing is still really basic and barely adjusted. Only disabled auto-exposure, as it was annoying as hell at night. Made the night brighter than the day

    Thanks for the suggestions
    Last edited by TDUZoqqer; 15/09/17 at 18:23 PM.

  5. Darkboy is offline Burnt-out Shell
    Location: Hawaii
    Posts: 22

    #25

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    It looks great right now I did a lot of modifications to the TDU (for your own use) but as you said too much in this game could not be changed ... I would like to help in making this new game but my experience with programming are weak In TDU I focused on creating new better quality textures, so programming unfortunately I do not know how it working. I keep fingers crossed for this project

    PS:Sorry for my bad english but this is not my native language

  6. TDUZoqqer is offline Car Aficianado
     
    Location: .
    Posts: 2,951

    #26

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    I wanted to start the customization level, but I have no clue how to do that in the practical aspect (I know how it works in theory), and I barely have time to work on the game right now, and to be honest I'm a bit done with it for the moment I'm gonna get back to it as soon as I have more time for it. Unfortunately I have to work alone at it, so it might take a bit from now till new updates come around

  7. TDUZoqqer is offline Car Aficianado
     
    Location: .
    Posts: 2,951

    #27

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    Sooo I kind of started the customization menue. It are the very very basics yet, but I don't have much time to work on the project for very long right now

    To answer your questions right away:
    No, it's not the final environment nor lighting right now. It will be really pretty at the end.
    Yes, it's inspired by Forza
    Yes, the UI icons suck hard at the moment. I was focused on the technical aspect for first
    Yes, you see tail light tinting in the video. Yes, it will be available for front and back seperately.
    Yes, it will be controlled by input (buttons/controller) later and not by mouse (not only)
    No, you will have way more to customize than exhaust tips
    No, I don't have a life

    More updates to come when there are some. Critics and suggestions welcome!

  8. TDUZoqqer is offline Car Aficianado
     
    Location: .
    Posts: 2,951

    #28

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    Update, burr burr. Just in case someone is still watching the thread Customization menue progressed a lot. Still some things buggy here and there, but all in all it works. Adjusting those cameras was hell. Now I either am going to make a paint shop, or I'm gonna find out how to cast the new purchased parts to the next level (the driving level).

    One or the other, progress is kewl.

    STILL NEED COOL UI, btw

    Crits and suggestions welcome
    Last edited by TDUZoqqer; 25/09/17 at 22:21 PM.

  9. Djey is offline Car Aficianado
      
    Location: Near a place called 'Pont des Arts'
    Posts: 2,280

    #29

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    Brilliant, looks like tons of work has already been done !
    Btw I love this purified background, it kinda makes the car prettier than ever
    Give life back to TDU: #TDUForever
    Projects: TDUF | TDUMT | Community Patch 2.00A
    Buy me a beer (donate)

  10. Diablo is offline I'm Delicious!
     
    Location: Scotland, UK
    Posts: 20,664

    #30

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    That is looking really good! It's always fun to watch these projects progress as always.
    I'm a bit mental.

  11. TDUZoqqer is offline Car Aficianado
     
    Location: .
    Posts: 2,951

    #31

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    Henlo. I'm still working A Little update in text-form:
    I managed to get the "plate configurator" to work. As I already mentioned in the first post, I will be working with german plate formats for now. For those who don't know the german license plate Format: it's split up in 3 Groups. The first Group is a set of 1 to 3 letters showing which Region the vehicle is registred in. As Germany has like 170 counties, I decied to stick with the Berlin County for now. This can't get changed yet. Second Group is a set of 1 to 2 letters. You can configure them as you want them to have. The third Group is the set of 1-4 numbers, which also can be customized. It makes up 8 formats of license plate layouts you can choose in between, aswell as the actual vanity of the letters and numbers. This all works as an extra menu - which will be the Registration area ingame later. The vanity plate will be saved to your current car (or you can choose one from your list later, I don't know yet), but each plate can be given only to one Slot (unlike forza for example). Makes it a lot more realistic imo. The letters and numbers will be set randomly when you Register the car. You either can Keep it, or personalize it in Terms of vanity, which will be extra 15$ along the 100$ Registration fees then.

    But - The part I am most happy about - when you freshly buy a car from a dealer you won't get a regular license plate, but a temporary 5-day Registration. This happens in real life too, most of the time.


    The german temporary plates are White with a yellow bar on the right side which Displays the expiring date. This date will be generated by reading the current date and adding 5 to it. The first The first letter (or letters) is the County once again. As mentioned, this is not changeable at the Moment, and I doubt it will be necessary, as I only will have one City ingame - which will be a rough copy of Berlin. So the County letter will always be "B". The blue dot is just the coat of arm of the County. Nothing spectacular.Now it's getting interesting: the temporary plate have 6 numbers (in General). the first two (04) make sure the plate is actually a temporary plate. This won't be changeable. The next 4 numbers will be generated randomly.They are not customizable. This is like in real life aswell.

    Now, the number plate and the date will be saved in the savegame. You have 5 days to drive the car around as Long you Register it within the expiring date. When you don't - you won't be able to drive the car and you have to take another to Register it. I don't know what to do when you have only once car, but I'll figure it out

    As mentioned, both plate variations will be saved into the savegame. The temporary layout will reset when you Register the car. When you unregister it, you will get another temporary with a new randomly generated plate.

    #DETAAAAAAILS

    ALSO: Customizing and paint shop save values now. You can respray and tune your car and cast it to the open world driving Level (and all the others obviously).

    And some random small fixes. Better light controls, lights enable by night, disable by day, and so on.

    EDIT: Forgot to tell I started to build a database with all the small poops i might Need in the game again. Like paint Colors, names (which are already programmed) and other stuff you might remember from TDU - Car names, other car stats, Environment stuff etc.

    I'm gonna post a Video of the plate Generation soon as I really like the Feature

    PS: When someone wants to help me out in Terms of Environment design or graphics design (or Audio), I still appreciate the help

    Greetings
    Last edited by TDUZoqqer; 06/10/17 at 08:57 AM.

  12. Diablo is offline I'm Delicious!
     
    Location: Scotland, UK
    Posts: 20,664

    #32

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    It's all in the details as they say and it sounds like you are sticking to this. You sound quite chuffed with how the plate thing is going and the other customisation options you got working now is great to hear. Good work all round!
    I'm a bit mental.

  13. TDUZoqqer is offline Car Aficianado
     
    Location: .
    Posts: 2,951

    #33

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    I got quite lost in details actually, I just wanted to get a basic idea of how everything works, but I somehow can't leave things unfinished before taking on whole new things The plate stuff will be totally unrelevant to most of the people playing the game, but yeah, I'm a one man army programming a game so I do stuff I have fun with first Don't worry, important things gonna be taken on very soon


 
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