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Messages - Zapper

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31
Racing Games & Other Competitions / Re: Test Drive II & the duel
« on: May 29, 2021, 07:18:28 PM »
I think it could be, since in the original Test Drive I test some mods (long time ago using MsDos Edit tool in binary mode) in torque curve and needle position coordinates, and the car list was also a text file.

32
Looks very cool. It would be very cool if it could work with carworks as well. As in one compleate set.

Hi Daniel, thank you!

CarWorks project seems to me a more elaborate tool since it also works with 3d model and image resources, in which I have very little knowledge, but true to be told, I haven't investigate it's source deep enough to encourage me on suggest concrete implementations.  With this CarEdit3 I could learn a bit on this type of RES files and surely be more secure for helping in other solutions like CarWorks.  ;)

33
Hi

In a past few days I contacted dm_s1e6 in order to get his approval (a big thank you) to make some improvements on this simple but great tool.
I wanted that CarEdit3 could be able to modificate of some missing parameters (like CarBlaster can but in a rawness way) and at the same time add precious "shape and dashboard" related informations to help in RES car file creation and modification.

Here are the release notes included on this release of CarEdit3 (version 3.1):

"Add several information and handling of parameters over RES file:
       - Garage:
      Handling of unpacked car files now possible;
       - Engine:
      Visible torque raw value at corresponding RPM;
       - Gears:
      Number of gears affects shown rows in velocities table.
      Added RPM value on reference column values (RPMbounds);
       - Misc:
      Edit car dimensions and colision parameters showing summary
         of it's actual size referenced to shape "car1".
      Edit wheels coordinates parameters showing summary of
         conversion to shape "car1" coordinate values;
       - GFX:
      Edit number of positions and their coordinates on steering
         wheel dot, rev and speed instruments.
      Steering shows right "read only" symetric dot positions.
      Rev/Speedometer change number of positions and their
         correspondent cordinates with RPM values.
      Speedometer digital to analog convertion and vice-versa
         (first 3 positions are shared between both types)."




In a next release I plan to add "car swapping" capabilities in Garage screen.


34
Custom Cars with Stressed / Re: BMW 850 CSi (E31)
« on: May 25, 2021, 12:38:18 PM »
Hi Cas,

Try to use Caredit in a separate folder and put only one RES file in it (a stock one), just to make sure it works.
It can be consequence of loading some RES file that bigger than expected...

35
Custom Cars with Stressed / Re: BMW 850 CSi (E31)
« on: May 24, 2021, 05:41:35 PM »
If you guys think there's something regarding engine graphs and the sort that could be useful to have in a car making tool, let me know, so that I can implement that in CarWorks. I really don't know much about cars and seeing these graphs I realise there probably is a lot more I could easily do.

Do you consider using part of the solution made on CarEdit3 (topic link) for the torque map tunning and performance calculations?
I'm actually working on some tweaks on this tool written in Pascal in order to improve handling of RES files with the agreement of it's author "dm_s1e6" ;)


36
Cas, for me those considerations are safe enough to take into account on developping this tool.  ;)

37
It turns out that when I edit these image resources to make a perfect rendering in the context of CGA or EGA game setup, there is some misalignment rendering "ins*" and "whl*" that I think it has relation with the width x height pixel proportions.

I've noticed this as well.  Speaking of which, I've asked about this in another topic, but do you have any information on the translation tables for the alternative CGA and EGA palettes?  I know how they work, but I would like to make a list of each alternate colour/shade and its corresponding value and I'm not sure which is the best way to do that.

I think there is no direct translation between pallets, if you compare the dashboards show above, a simple plain "yellow" on the MCGA / VGA pallet is rendered as a "striped" pattern in CGA, but not in EGA... And other examples like the windscreen or the steering wheel, just by visual comparison we find color patterns apearing in different places of the same dashboard.
So, I believe that several other mechanics are implemented in the game engine.

38
I follow these considerations when creating STDA*. files:

- The image resource "ins2" should have a certain WxH that results in a integer value when divised by 8, for example:
    on Jaguar JR9 "ins2" has 48 pixels width and 34 pixels height:
         48x34=1632 -> 1632/8=204
    the result 204 has no decimal value, so it should be ok.
    I also use this rule on "whl1-3".

- The image resources "ins1", "ins3", and their associated alpha masks "inm1" and "inm3", have the same width and height dimentions has "ins2". In this case they all have to use 0,0 (x,y) starting coordinates since they are all referenced by "ins2" starting coordinates  (wiki).
    If "ins1" and "ins3" ("inm1", "inm3" respectively) have smaller images than "ins2", they can be placed on other starting coodinates, but they are all relative to "ins2" (check STDAFGTO.3SH example), and the rendered image cannot overlap "ins2" image area.

There are other considerations that have not been fully clarified. It turns out that when I edit these image resources to make a perfect rendering in the context of CGA or EGA game setup, there is some misalignment rendering "ins*" and "whl*" that I think it has relation with the width x height pixel proportions. (check for example Caterham Super 7 JPE in EGA)

 



39
Custom Cars with Stressed / Re: Ferrari Mythos
« on: May 07, 2021, 05:02:28 PM »
"Performance
The Mythos is powered by a 4.9 L Tipo F113 B Ferrari flat-12 engine sourced from the Testarossa, the engine has a power output of 390 hp (291 kW; 395 PS) at 6,300 rpm and 354 N?m (261 lb?ft) of torque at 4,500 rpm while having a power to weight ratio of 308 hp per tonne. Power is sent to the rear wheels through a Testarossa sourced 5-speed manual transmission. The car utilises a helical coil suspension system with transverse arms on the front and rear. Acceleration figures of the car remain unknown but the car has a projected top speed of about 290 km/h (180 mph)."

in: https://en.wikipedia.org/wiki/Ferrari_Mythos

40
Custom Cars with Stressed / Re: Shape ideas
« on: May 07, 2021, 04:08:49 PM »
What is this?

The roof of a Ferrari 328/355?


41
Custom Cars with Stressed / Re: Ferrari Mythos
« on: May 07, 2021, 04:05:49 PM »
New update in order to make a real roadster.

As deserved.

Note: Since Ferrari Mythos is based on Testarrossa, the engine is also Flat-12 not V-12  ;)

42
Hi,

I've used dashman recently to fix speedometer coordinates and I guess that it whould be an aid improvement if next to the point number, it could indicate the correspondent value of MPH (point # x 2.5MPH) and RPM as well (point # x 128RPM).


(Reference wiki.stunts.hu Car_parameters Speedometer_needle_movement)

43
Custom Cars with Stressed / Re: Dodge Viper RT/10
« on: May 01, 2021, 04:18:17 PM »
Imagine Zapper, you and I at DSI :
"Ok guys, great job, but you spend all the budget of the game on that dashboard. You are fired"

Unfortunatly, that is the way it works in real world. That's why a craftsman product is more expensive than in series product.

I've note that the speed coordinates from 175MPH to 200HMPH were also missing, so there is and updated res file attached.

44
Custom Cars with Stressed / Re: Dodge Viper RT/10
« on: May 01, 2021, 01:32:46 PM »
Thanks, I'm glad to help with this trickie and "innovative" dashboard! :D


45
Custom Cars with Stressed / Re: Dodge Viper RT/10
« on: May 01, 2021, 01:45:42 AM »
Ryoma,

I've managed to use the "ins1" and "ins3" (and their correspondent alpha masks "inm1" and "inm3") to redraw the clocks ("ins2") after steering wheel turning back to center.
I've also corrected the 0-25MPH and 0-2500RPM meter coordinates.

Check the updated files attached and tell me if it is ok to you.

NOTE: Please check if the gear knob image is the lastest version. I could have used an old version of "stdbrt10.vsh".

PS: One thing that is missing on speedometer is the 100MPH mark. As a suggestion, I've made an alternative "ins2" image version with smaller letters and numbers:





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