OK, I must not panic now - 4 points is still a manageable gap, and after Rijad I finally learnt to drive the Corvette adequately...
(err... *shivers* [insert anxious-looking smiley])
(err... *shivers* [insert anxious-looking smiley])
Herr Otto Partz says you're all nothing but pipsqueaks!
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from within function "SearchMySQL4::update". MySQL returned error "145: Table './stunts/searchindex' is marked as crashed and should be repaired (localhost)".
Quote from: CTG on October 15, 2008, 04:15:48 PM
Is there any site for uploading and downloading new cars?
Quote from: CTG on October 15, 2008, 04:15:48 PM
(sorry for asking too much but this topic is more than interesting! )
Quote from: CTG on October 15, 2008, 04:36:24 AM
Here is the current situation: bodywork is done, color set will be changed. I still see some minor display errors in the game and it also has some wheels disorder. Dashboard edition is coming soon and the last step will be CarBlaster...
Quote from: CTG on October 15, 2008, 04:17:23 PM
The Stressed view is promising, I miss only the 3D bumpers. According to the game pics bodywork is a bit too long and the rear lamps are overlapping with other elements.
Quote from: CTG on October 15, 2008, 01:35:56 PMI'm going to modify it to a mediorce speed car (top speed at about 170 mph, hopefully without the Audi/Lancia fast driving bug)
Quote from: Chulk on October 13, 2008, 07:31:35 PM
Can you recommend a good 3d shaping tool?
Quote from: Chulk on October 13, 2008, 07:31:35 PM
CAn we create custom paint jobs? I mean with drawings or names or anything like that?
Quote from: dstien on October 12, 2008, 11:24:47 PM
Mouse picking is implemented in SVN, it makes skinning a breeze. I'll make new Win32 build next time I boot into Windows. The vertex list is a fixed structure whose size depends on the selected primitive type. I guess I could make it more flexible, but you guys should really use a real modelling tool and use stressed only to finalize the shape and paint-jobs.
Quote from: dstien on October 12, 2008, 11:24:47 PM
When you export the unknown culling values are discarded. When importing all bits are set. Maybe it helps to set these correctly? I think I've figured out roughly how the unknowns works, and stressed should recalculate these values automatically once implemented.
Quote from: CTG on October 12, 2008, 09:26:53 PM
Zak: I suggest to open a new subforum for game editions, I think it deserves - and there will be plenty of new car projects soon!
Quote from: CTG on October 12, 2008, 09:26:53 PM
After an hour of edition I was fed up with coordinates, so here is the first fragment of Lada VAZ 2105 (of course the colors will be modified if the bodywork is okay for Stunts)!
Quote from: Mark L. Rivers on October 10, 2008, 10:10:48 PM
How I would like to drive in DOSBox at 20000 cycles....! Over 9000 I have a drastical reduction of fluideness...
Quote from: CTG on October 10, 2008, 07:17:39 PM
In a short try, I exported my car0 to .OBJ file and then imported back to car1. It worked - but with a huge size car on the track (16x bigger than expected). How to decrease the values of the coordinates without re-writing every single numbers manually?
Quote from: CTG on October 10, 2008, 07:17:39 PM
What about the the rear lamps when braking?
Quote from: Mark L. Rivers on October 10, 2008, 07:45:33 AM
I'm not sure to have understood entirely your comment, Duplode, so I need a clarify.
1) Are you saying that a high number of polygons for car0 (showroom) affects the fluidness of the game?
2) Are cycles you talking the value that appears on the window bar of DOSBox?
Quote from: Krys TOFF on October 10, 2008, 01:47:51 PM
I studied NSX and Indy to try to find a "relation" of their settings and the powergear, and I found nothing clear. It seems the game engine has more than 1 way to produce powergear bug effect.
I don't know the mass and drag coef, I must check at home (I'm at my job right now).
As far as I remember, I decreased the car mass and the brake effect (to implement a bigger inertia), while I increased the aerodynamic resistance a little. I reduced the grip too.
Quote from: CTG on October 10, 2008, 02:31:08 PM
Just a little help for car designing, "blueprints" of many-many cars are available here: http://carblueprints.narod.ru/
Quote from: CTG on October 10, 2008, 02:51:03 AM
I'm thinking on a custom menu bar with a cool design and the Knight Rider dashboard... both projects will start as soon as I have some time.
Quote from: dstien at stuntstools rev.30Context menu and actions for changing order, sorting, renaming, removing,
duplicating and inserting new resources.
Quote from: dstien on October 09, 2008, 09:18:59 PMQuote from: CTG on October 09, 2008, 09:08:11 AMThe steering wheel is just a bitmap image that you can replace with anything you want, but I think the blue indicator will still move along a fixed arc.
Can you change the shape of the steering wheel?
Quote from: dstien on October 09, 2008, 09:18:59 PMQuote from: Mark L. Rivers on October 09, 2008, 03:46:02 PMI haven't done any heavy testing, but it should only depend on the amount of available CPU cycles. If the framerate is ok when racing against an opponent with two official vehicles on the screen, there shouldn't be any difference using one vehicle with twice the amount of details. Another factor in addition to the number of polygons is the culling parameters that we haven't figured out yet...
A question for dstien: upgrading the number of polygons related at shapes car1 and car2 (used during the race) can affect the fluidness of the game?
Quote from: dstien on October 09, 2008, 09:29:09 PM
I really like this idea. I'm more than willing to help out if there are any technical issues. Tuning is next on my list for resource type support in stressed. Can CarBlaster edit dashboard settings?
I do have some plans for making my own cars, maybe I have one ready for the 2012 season.
Quote from: Krys TOFF on October 09, 2008, 05:43:26 PM
Not fully : I want to modify car shape and I was unable to get a powergear effect. Maybe I'll keep it this way, we'll see until november, but for sure the F1 2002 will be proposed.