Quote from: Mark L. Rivers on October 10, 2008, 07:45:33 AMMouse 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.
Could Stressed be implemented so to:
1) delete and duplicate vertexes in the same way (right click) you can delete and duplicate polygons?
2) select the polygons even by clicking with the mouse over each of them?
Quote from: Duplode on October 10, 2008, 05:57:32 AMWhen 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: 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?
Glad you asked that question, Mark, as it affects directly my experiments on the GT3 - the regular Corvette car1 shape has 53 polygons, while the downscaled car0 I'm adjusting to replace it has 201 (with a couple additional ones to cover the underside of the car). Unfortunately, quadruplying the polygon count seems to be a bit too much: With two equal cars on screen, the frame rate starts to suffer at about 16000 cycles, a value far too high for many pipsqueaks. Even with a single car the limit seems to be as high as 11000-12000. Since I always race at 20k cycles, I would never notice the difference by myself. That's a major blow to my current design approach...
Quote from: Duplode on October 10, 2008, 10:36:39 PMThat's correct.Quote from: CTG on October 10, 2008, 07:17:39 PM
What about the the rear lamps when braking?
My (unproven) theory to explain the rear lamps is that they are painted with specific materials (mostly #45, but also #12 and #14 for GTO) so that the game knows it needs to lit them up (that is, change to another shade of red, likely #47) under braking. Maybe we should paint the car body as a whole with #45 and check whether it glows when braking... Anyway, the instruction to make the lamps glow is, in all likelihood, hard coded.
Quote from: CTG on October 12, 2008, 11:00:41 PMNice work on the Ladas, CTG! The problem you're having is most likely that you have drawn the polygons inside-out. Enable "back-face culling" in the 3d view to display only the front faces.
When I try to use it in the game, several polygons are missing from the bodywork, getting visible only when I turn the camera angle (but then other polygons disappear).