Guest TheOne Posted January 7, 2007 Posted January 7, 2007 della pisica si sta occupando David Purdy...quindi almeno buona dovrebbe essere..il sonoro boh, non ho sentito n ulla a riguardo
Guest Uff Posted January 7, 2007 Posted January 7, 2007 della pisica si sta occupando David Purdy...quindi almeno buona dovrebbe essere Gi
Guest Uff Posted January 22, 2007 Posted January 22, 2007 Mamma che roba! Al momento il cockpit conta circa 50000 poligoni (s
Andy Hunt Posted January 22, 2007 Posted January 22, 2007 Mamma che roba! Al momento il cockpit conta circa 50000 poligoni (s
VENTU Posted January 22, 2007 Posted January 22, 2007 la leva del cambio ha una forma.. come dire.. fallica cmq fantastico!
Guest Uff Posted February 1, 2007 Posted February 1, 2007 This project already takes a half year so you are definitely right but I have good news. The LODs are finally done. I tried a new system to allow many of the high detail cars without to lower the graphical settings. First, you can customize your own car via upgrades with different detail meshes. You can switch between high, medium and low detail body and same for the wheels. That means polycounts between 60.000 and 13.000 tris. I added two more non selectable LODs for the race itself. The last one has around 1400 tris. Furthermore you can also select the detail of the whole AI. The different levels of detail are defined as AI upgrade classes. This could be useful for online races. If you limit the upgrades of the players car to the AI upgrade class it should be easy to find a race with ideal performance. Enclosed some images from the detail selection. Cliccate qui per vedere tre screen con la gestione degli update: sono sempre pi
Guest Uff Posted February 13, 2007 Posted February 13, 2007 You have seen the Xanavi Team only yet. I also created the Motul Pitwork one but this looks like the Xanavi. In order to test some more high res skins I created two of my most favorite Skyline teams. The Calsonic and famous Pennzoil team. The Pennzoil Nismo was my mirst contact with these beauties so it was a must. The physics are almost done. The sound is not ready yet. If we get the final sound we will make a preview video with full field. The last part of my tasks is the cockpit (paintjob only) and some more skins. The release should be quite soon, I guess. One more thing. I did not notice that you can select the level of detail of the opponents and your own car in the display settings. Now you can simply choose between 4 different levels (Max, High, Med, and Low). I always played on high and I thought these GENs in the scripts are for the overall graphics. Now you can drive the max detail car with low detail opponents. I'm going to create all skins in 2048
Cris_Ace Posted February 13, 2007 Posted February 13, 2007 Io invece spero che sia buono x un'eventuale rF2...Ormai di mod ce ne sono abbastanza,servono novita' alla "base" imho... Pioggia,nuova gestione della fisica,danni,e un'IA all'altezza secondo me sono un contorno eccezzionale per godere al massimo quella grafica
elwood Posted February 14, 2007 Posted February 14, 2007 Minc... 50000 poligoni e si vedono, di grazia tenesse sto modello che tra un po', tempo un'annetto o al massimo due ce li potremmo permettere, per ora non credo, anche se sta usando bene l'engine, scalando il modello in 4 livelli di dettaglio per chi non ha un pc tosto ma vuole correre con tante vetture.
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