Part of the challenge is optimization, I will try to make it run on any configuration. This will be a task for later when the track is more complete, and I know how LOD meshes and visual groups work and stuff, at this time I'm quite clueless about that however The pitlight is looking better now, had the wrong shader on there. I find the names very confusing as they are so similar in what they sometimes do. Now it looks good in day and night, only need to add in the glow bits. Using this mesh I can construct the other pitlight and startlights. Possible seems on the startlight won't be noticed because it is quite high up above you ^^ edit: might reduce the self illumination on the lights though, seems a tad artificial now. edit2: A small question about performance actually. For the current alpha I wanted to include walls and guardrails but they slowed down performance to 15 fps, even on my own system which floats somewhere between medium and high-end. The assets weren't very polygon heavy and in another engine (racer) I have zero performance drop when those were implemented. What could be wrong with those assets that they totally bog down gMotor in such a way? For the guardrails especially, would be a good idea to have no collision flag set on those, and build a low poly collision mesh instead? edit3: Tip for other people who are working on pitlights and stuff, they do not work in a practice session
About Edit 2: Do you use a particularly resource-hungry shader? It might be the collision detection calculations indeed. I just put up the 3d guardrails around Le Mans and performance suffered on the magnitude of "not at all". We are using a low poly non-rendered collision mesh instead of the more detailed mesh though. It's a poster case for that approach, as you really really do not need the fidelity of collision that dented/profiles/multi-plank guardrails would give you. About Edit 3: Actually they should. At least they work at Le Mans in Single Player practice. I hardly ever test in Dev Mode, is that where it doesn't work in practice sessions? Did it break only recently with the last build?
It definitely makes sense, and because of the simpler shape it is less prone to bugs of course. I just didn't expect to need this in here, we did it with the Unreal Engine all the time I'll try that next time ^^ Weird, don't get anything in Devmode, will see about that when I package it though.
very good, but i prefer better (max) asphalt texture with tires marks, grass\sand\mud and curbs . hope to see
Will soon be working more on that, I finished the brakemarkers now so I will focus on the road again to get it more towards a release standard. Something like this is what I have now, same source, different engine:
It starts to feel like a track a bit now Unless I get destructive feedback, this will be the last pre-alpha release for devmode. Zolder V0.04 (pre-alpha) http://www.mediafire.com/download/klr46myqqc684z4/Zolder.7z Pitlane is still awkward, will be fixed next time around, no AI still!!! -- Changelog -- V0.04 (pre-alpha) - added pit- and startlights - added brakemarkers - white lines on track - placeholder walls (no collision) - placeholder guardrails (no collision)
I haven't got a clue about dev mode so I'll wait for your first 'full' release. Hope the pre-alpha testing goes well.
Zolder WIP Hi wgeuze! Many thanks for sharing your work with us! Tonight I will try to get running in devmode Looking forward to it
Cool, there's lots of feedback to give on the pixels as nothing is finished Driving is more important ^^
Was working on my wheel more the past month, will pick this up again soon. I'm doing this in my spare time, when I feel like it.
What would you guys prefer for the first alpha? More focus on cues (bridges etc.), terrain and temporary trees, or all track surfaces being finished? Only one of the three is going to happen for a first alpha release, meaning actual testing in single- and multiplayer. Tasklist on the short term is: - Add in all serviceroads - Add grid - Add rough terrain - Redo AIW, was broken.. I do still need to finalize all the guardrails and that is a ****load of work... Also all the edges of the grass and different surfaces are a lot of work to do and boring as ****... Those are the reasons why it's taking long to release something new. If you guys can be happy without final stuff like that and just want to drive it the way it is in single player with some additions, that is fine as well. I reckon there will be a larger pool of people being able to provide feedback as well so it is a win-win for everyone