hoja folks,
just to inform you about a new game idea im working on, its about snowboarding and car racing. just that easy, if you wanna rock down you have to go up before and thats very quickly.
just kidding, this is from the car rig. it wont be displayed at least.
EDIT: i used this triangle object to better observe the direction and how the object is reacting on the surface. you can easy turn the other parts on if you want.
here a tiny update, i changed a bit on the car acceleration. i was to lazy before and i was to busy with a other topic. some things was really upsidedown in. anyway, im most happy with my surface alignment solution. works quiet well.
pls. do not think i wouldnt mind your suggestion, but i will made this change at the next update. i already had this update zipped.
in the meantime you could fix this at your version.
just make the path relative in the eggs something like …/(texture) or …(texture) or just the (texture) name. i also have to look about the egg texture path syntax but i think one of this should ~work.
as next im going to imporve lot of things, collision grid based modules, cleaning the code, the main focus is to get this game running with a good performance onto a standard computer.
yeah, that happens when im impressive sick for a week. i had a flue.
to the texture projection possiblities, its not that i had projected a prerendert picture of a subsurface scattering fake. i just illuminated the model by projections (fading circle) by scaling you can do lines and nearly everything you wanna. but if you wanna get this back to ram… the projection part is at the moment a bit unflexible. i had in mind to export my lit glob, this gets just back the position, rotation and color(intensity(rgb)) of predefined amount of ligth rays you are shooting through pixels on a polysphere with a hdri image assigned. so i wanted to illumate from this data (~190) rays bundles my scene, and all the time wasnt more than 4 rays bundles projected. i wanna follow this idea bit later. its ok for now with 4 stages to work.
I see that the headlights cast light, but the headlights themselves seem to be black. Maybe you want to consider making them bright, too, with perhaps a bit of bloom (or even volumetric lighting).
i had in mind to do this, on the tradionelle way, like with a conic cylinder and a alpha map. maybe some increased scaled cylinder layers to make them look more volumetric.
but i love your idea wth doing them with a volumetric lightning.
the spot atself, yes i will make them with a bloom.
thank you boths for your advices. im not sure what i prefer today to do, of course i will do the spots. but i think, i should also redo, the rushed testTRACK, if you turn off the lights, you will see why .and in overall the test track is to boring. i have to insert lot of things like a real jump behavour, … and then the points i talked about yesterday. but this i wont get today done. so it could take a while (few days) till im able to continue to work on. im just able to work on it in the future on the weekends. so i will do today the terrain.
use this file, i fixed quick some parts. please mind, that you will find all the other files in the zip archiv, which is presented to download in the direct post above.
what could be wrong with the volumetric lights? i tried to implement it but i got only a red shrinked screen displayed? could it be possible that your (rbd) shader need a more advanced graphic hardware than a gf 7025 onboard?
i already found this information here in the forum, which is discribing the config file change. with exactly the same problem. im nearly sure its about the graphics hardware on my render computer. my laptop is nearly over.
when im switching to dx9 -> i do get a ghost frame over the regular, its maybe moving in relation to the light from your position.
when im using opengl -> i go get this shrinked red tinted screen.