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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:
    16,199
    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:
    3,023
    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 )
     
    insaneone and Milli like this.
  3. mau92

    mau92 Well-Known Member

    Messages:
    2,372
    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:
    3,023
    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:
    3,023
    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:
    3,023
    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]
    [​IMG]
    [​IMG]
    [​IMG]

    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
    Milli likes this.
  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:
    3,023
    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]
    [​IMG]

    Tris=triangles=triangular polygons
     
  11. Diablo

    Diablo Administrator
    tduck team Admin

    Messages:
    20,867
    we can potentially build a game together (I am a programmer)
     
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  12. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,023
    Location:
    Germany
    That would be amazing, I appreciate any kind of help! :)
     
  13. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,023
    Location:
    Germany
    Smart car modeling finished :) (fixing and tweaking if necessary not included)

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    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:
    3,023
    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
     
  15. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,023
    Location:
    Germany
    Hi guys! I don't know how long I was "gone", but I got some nice news.

    As some of you might, some of you might not know, my PC broke down completely in beginning of June, and I could not get all the stuff together for a whole month, so I was PC-less for the time. Like, really. CPU, Mainboard, RAM and OS was replaced, later on my Hard drive died ASWELL, so I got an SSD now and everything works better than ever. Thank god. But for a whole month I was unable to do anything. Literally anything.

    Good thing: I got Windows 10 now.
    Another good thing: SSDs are QUICK AS HELL. OMG.
    Bad thing: ZModeler doesn't work on Windows 10.
    Another bad thing: I lost 16 GB of RAM due to change from DDR3 to DDR4.

    Nontheless, due to my work on the game, a friend of mine got me into his team as a 3D artist for an app-project, which potentially can become veeery big.

    But enough small talk, OFF TO THE REALLY GOOD NEWS:

    I might have a first demo alpha-beta-whatever sneak peak of the game for you guys to test!
    In fact, it's not more than a very progressed concept of what I planed for the game, but it is fully working and fully visible, and works very fine on Rassva's PC.

    It's the whole customization menue I have planed. There are still some things to make and optimize, but as soon as I will bring it up to a nice level, I will give you guys out to test it for some days. I will aim somewhere mid-september for the demo, but it's possible that the date moves back and forth as I am not really sure how much time I will have for the stuff to finish.

    Hope you are as excited as I am :) Finally something from me to show and for you to see. Independent Turboduck exclusive racing game concept. I am happy.

    :)

    Stay tuned!
     
  16. TDUZoqqer

    TDUZoqqer whomst'd that

    Messages:
    3,023
    Location:
    Germany
    Okay guys, won't finish it till mid September, the Preview wont be delayed too long though!
    But dont be sad, I might have Another (very small, but still) Preview for you, hopefully even this week!! It is a sneak peak of a function I am worked on the last days. Mostly for optimizing and globalizing, so mostly just for me to Show off some work i spend on more time than you might Imagine :p stay tuned!! Like said, its not big, but enough to Show to you!

    Also guys, I need your Feedback! What kind of cars would you like to see? What kind of tuning, what kind of Features? Let me know! Rims, cars, bodykits, And so on! I have a Basic car list, but as you guys know me it is 90% based on supercars and I actually want some variety. Let me know what you like!
     
    Milli likes this.
  17. Milli

    Milli An eternal apprentice.

    Messages:
    5,701
    Location:
    Jacareí, São Paulo
    I'd like to see 90's cars. :lol: Mostly JDM ones. Del Sol CRX, Integra, NSX, R33 Skyline, R34, R32, Mitsubishi 3000GT, RX-7 FD, RX-7 FC, MX-5 NA, NB. Also 90's Supercars, like F50, XJ220, EB110, F1, 911 993, Diablo SV...

    And as tuning goes, replace exhausts, and suspension, and when you do so, if possible, it also gets a bit lowered. Rims, i don't mind, and bodykits i don't mind either.
     
  18. Ryzza5

    Ryzza5 Notable Member

    Messages:
    16,199
    Powerful sedans (ie BMW M3 and equivalent), sports cars, track day cars. Fun, powerful cars capable of powersliding. :)
     
  19. DonnieBrasco

    DonnieBrasco Ohana Cruiseanostra

    Messages:
    452
    Location:
    Germany
    I have to say i'm pretty curious about this project and i keep an eye on it.

    A suggestion as a little funcar:
    [​IMG]
    (Beside that i can confirm the suggestions of Milli and Ryzza.)
     
  20. Darkboy

    Darkboy Member

    Messages:
    35
    Location:
    Hawaii
    I miss the most cars like Golf IV R32, Fiat Punto, VW Jetta, Golf II GTI, which can be found on the streets but in the most sporting versions. I think that this game could really stand out because there are no such cars in new racing games.
    I am waiting for the testing version :nuts:
     

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