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Various Community development: Project DRIVE (working title)

Discussion in 'Driving & Racing Games' started by TDUZoqqer, Sep 6, 2017.

  1. Ryzza5

    Ryzza5 Notable Member

    Messages:
    16,159
    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:
     
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  2. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    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 )
     
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  3. mau92

    mau92 Well-Known Member

    Messages:
    2,348
    Location:
    Buenos Aires, Argentina
    Nice progress Zoqqer! Looks like it's heading in the right way ;)
     
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  4. DJoyTinnio

    DJoyTinnio \,,/ {°ö°} \,,/

    Messages:
    355
    Location:
    Leipzig, Germany
    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 . When i think about this here, i imagine a TDU 1 with the basic things that where missing, in it. Lightflares, rain + wipers, being able to leave the car or at least open the doors, for cool parking in freeride, but much more important, lighting details. You know, streetlamps, DIFFERENT light in the windows of buildings, orange cateyereflectors on the streets in tunnels or on the road at night. Streetside reflectors in the plancs sometimes. This also ads feeling of speed to the game. Better variaty in engine sound design. 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. I would overhaul TDU1 if i would want to learn only, and want a game like TDU 1, like you said. I really would like to have a TDU 1 without the failiures, and better graphics, sounds, etc. instead of another game with other spots. I like that island :-q . And in TDU 2 everything is so cartoonish, plus the driving is worse than in TDU 1. 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. Tnx for reading :-q.
     
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  5. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    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. :)
     
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  6. DJoyTinnio

    DJoyTinnio \,,/ {°ö°} \,,/

    Messages:
    355
    Location:
    Leipzig, Germany
    Cool you answer so detailed. 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. 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. Sounds from youtube videos are not interesting ? You think of law problems using them in an own game ?
     
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  7. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    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.
     
  8. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    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

    [​IMG]
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    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:
     
    #68 TDUZoqqer, May 14, 2018
    Last edited by TDUZoqqer: May 14, 2018
    Reason: Added wireframe renders for the nerds
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  9. insaneone

    insaneone me, myself & I
    tduck team

    Messages:
    50
    Location:
    Scotland!
    I got no idea what you just said but you got nice pics and that's all I need to see. :)
     
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  10. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    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.

    [​IMG]
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    Tris=triangles=triangular polygons
     
  11. Diablo

    Diablo Administrator
    tduck team Admin

    Messages:
    20,819
    we can potentially build a game together (I am a programmer)
     
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  12. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    That would be amazing, I appreciate any kind of help! :)
     
  13. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    Smart car modeling finished :) (fixing and tweaking if necessary not included)

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    Now it's time to unwrap this badboy and make it ready for substance painter. Textures will be finished there, also dirtmaps and livery. And after that it's ready to go into the engine :D

    [​IMG]
    [​IMG]
     
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  14. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,008
    Location:
    Germany
    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]

    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
     

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