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Development screenshots #1 [Closed]

Discussion in 'Microblogs' started by gabester, Sep 5, 2012.

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  1. IIHS...

    IIHS...
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    thats awesome, crash some cars into it.
     
  2. iheartmods

    iheartmods
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    I sense a great deal of devotion in this one
    (imported from here)
     
  3. faizanali

    faizanali
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    Am i the only one worried about the reflections in this game? :confused: I've seen the videos but i don't see any reflections, Yeah since it uses CryEngine 3 it has to have great graphics along with beautiful physics.
     
  4. Hondune

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    CryEngine 3 doesn't support real time reflections on dynamic objects. Nothing they can do about that.
     
  5. gabester

    gabester
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    We're still making lots of progress, mostly under the hood. Here's a screenshot.

    bridgecrash.jpg

    Also, we are trying to add reflections. Stay tuned :)
     
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  6. Mad-Alex

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    Nice to know some news from you dev team, reflections on dynamic objects will add more awesomnes to the game.


    P.S.
    Gavril D15 drunk driver?:)
     
  7. Bubbleawsome

    Bubbleawsome
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    That looks amazing, almost like a render.

    EDIT: 200th POST
     
    #47 Bubbleawsome, Nov 29, 2012
    Last edited: Dec 2, 2012
  8. faizanali

    faizanali
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    That is just great! :D
    I do see road reflecting the sun, But it is very common now in Video games, I was actually talking about the Car Reflections, Any ways Keep up the good work.
     
  9. gabester

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    Yes, car reflections, that's what we're going to add.
     
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  10. IIHS...

    IIHS...
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    are you working on any new cars? when can we expect a new preview?
     
  11. gabester

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    Still hard at work. The beginning of the parts system:

    hatch_stripped_jump.jpg
     
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  12. Binkey

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    Looks great! What do you mean when you say 'parts system'? Do you mean individual engine parts?
     
  13. gabester

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    Body panels, wheels, suspension, etc. are separated out to parts and will be able to be removed/replaced. So if you want to mod your car with new wheels or a different bumper, you don't have to edit any files - it'll be in-game. If you want to strip off all your bodywork and drive your car around as pictured above - again, easily done in-game.
     
    #53 gabester, Dec 15, 2012
    Last edited: Dec 15, 2012
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  14. Binkey

    Binkey
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    Cool, thanks for the extremely quick response!
     
  15. xzbobzx

    xzbobzx
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    That's awesome!
    So basically you can change your car from normal boring normal car to uber awesome uber destruction derby car with the press of about 2 buttons, sweet!
     
  16. Mythbuster

    Mythbuster
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    Gabester, I don't know if you'd want to share the secret but I wonder how do the parts attach to the car, since I assume there's still gonna have to be beams attaching a certain part of the car only to certain nodes on the chassis/unibody? Do you assign beams with a flag that basically will tell the game "this beam connects the front left fender to the body" or do you have nodes with a flag that say "this is a node you can attach the bumper to" and then the game makes the beams for you?

    I'd love to hear about some of the tech behind this whole project, it's very interesting to hear to me!

    Also, I have big respect for the way you put detail into your cars, without actually using too many polygons, by combining textures, normal maps and polygons very well. Lots of people can are able to create a model of a car with amazing detail, but only very few people can do it without using many polygons, which, really, is way more important in games. I wish I had learnt that skill already...
     
  17. gabester

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    They attach the same way as if they were all in one file. Nodes all have names, not number IDs. The parts system basically merges files together to feed a final vehicle to the physics. So in this case I built the vehicles normally, all in one file, and then all I had to do was separate the parts out to separate files and tell the master vehicle to read them. These parts are not modular or global. You wouldn't be able to mount the fender from the Covet on the D15, unless you made an intermediary part to adapt one to the other.

    There will also be global generic part slots, for stuff like brakes, engines, and wheels, where we'll use "virtual nodes" to remap node names. For example I could have some generic tow hitch with beams going to "mount1" and "mount2" (nodes which don't exist in the tow hitch itself) and then on my vehicle, declare some nodes to have the aliases "mount1" and "mount2". Then I'd set an XYZ offset in the vehicle for that part slot (since generic parts are built around the origin) and the generic part would attach to those nodes. Also, any other part designed to attach to those same "mount1" and "mount2" nodes would fit in the same slot. A vehicle could be designed with "mount1" and "mount2" already and be able to take all parts which fit that slot, or you could make a custom bumper or whatever that adds these nodes. It's very flexible and versatile.
     
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  18. Prophet

    Prophet
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    When can we expect a major progress update or video? xmas are coming soon, hint hint :D
     
  19. Mythbuster

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    That is actually genuinly genius, so simple(in a way), yet so genius. So much easier to use than having 400 number IDs that get confusing after a while. As I said, it's very interesting to me to hear the tech behind these kind of things, whoever came up with the idea of doing it like that is brilliant. Personally I'd love to hear more about how stuff works in the future(in this case even more than screenshots), but I'd understand if you don't want to give away too many secrets yet(or for any other reason).
    Thanks for the response! :)
     
    #59 Mythbuster, Dec 15, 2012
    Last edited: Dec 15, 2012
  20. gabester

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    We all as a team have some epic brainstorming sessions to come up with and refine these ideas ;)
     
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