MMClone

A complete re-code of Midtown Madness 2 done in the Unity Engine

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Postby aaro4130 » Thu May 15, 2014 12:50 pm

As well, shadows are based by texture yes, not model
This means making shadows from models is possible? If so, will this eliminate the SHADOW objects in cars and stuff?
It's only using textures for shadows, so vehicles will have realtime shadows based on that, e.g. it would shine through a window and create lighting in interior, and it would make wheels look round in their shwdows.
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Postby Diatosta » Thu May 15, 2014 9:37 pm

But still having a SHADOW would be a good idea I think, because it's normally used two shadows, one realtime and one "Premade" (normally with a projector) so having that object would eliminate the need for setting up the additional shadow?
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Postby zoot » Thu May 15, 2014 9:46 pm

But still having a SHADOW would be a good idea I think, because it's normally used two shadows, one realtime and one "Premade" (normally with a projector) so having that object would eliminate the need for setting up the additional shadow?
I agree. It's a real-life effect called Ambient Occlusion. Noticed very well here:

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Postby aaro4130 » Sun May 18, 2014 6:33 pm

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Development Update
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Vehicle physics and working steering/fenders in action

New features being currently worked on:
  • Pedmodel loading
  • Vehicle physics
  • Prop paths from PSDL files
  • PSDL walls and tunnels
Main focus:
  • Vehicle physics
Newly completed features:
  • BOUND loading
Last edited by aaro4130 on Thu May 22, 2014 3:17 pm, edited 1 time in total.
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Postby mm2mm1fan » Mon May 19, 2014 12:29 am

Nice, keep it up. :)

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Postby aaro4130 » Tue May 20, 2014 5:19 am

Nothing to see here :/ accidentally deleted it!
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Postby Diatosta » Tue May 20, 2014 8:08 am

Finally you followed my advice and removed Herobrine. Other than that, good job ;)
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Postby Franch88 » Tue May 20, 2014 9:10 pm

All this is looking great so far, the project is taking a serious way with constant progress. Have a good work! :)
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Postby aaro4130 » Wed May 21, 2014 2:22 am

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Development Update

New Feature : shaders.txt

Code: Select all

MMClone Shaders Documentation --------------------------------------------------------- Syntax: texture name, shader name,parameters, values Looks simple right? Looks. There are many complications to this. Let's start with the Specular shader. The specular shader has the following parameters _MainColor (Color) [Defaults to material color in PKG / white in PSDL] _SpecColor (Color) _Shininess (Float) Lets say I want to have a really shiny texture with a blue colored specular. First we have to define the parameters for SpecColor and Shininess Let's do so. rgb:_SpecColor float:_Shininess And now for the values 0 0 255 0.6 With these values, it's 40% shiny and 100% blue To combine these into a single shader line, seperate them with | example: rgb:_SpecColor|float:_Shininess and 0 0 255|1.0 Now let's put it all together: mytexture,Specular,rgb:_SpecColor|float:_Shininess,0 0 255|1.0 Next question : What if I don't want to define any parameters If you don't want to, you don't have to. Simply leave it blank like so mytexture,Specular,,
Example:

Code: Select all

vpmustangyellow_ft,Specular,rgb:_SpecColor|float:_Shininess,255 0 0|0.0 vpmustangyellow_tpft,Specular,rgb:_SpecColor|float:_Shininess,0 255 255|0.0 vpmustangyellow_sd,Specular,rgb:_SpecColor|float:_Shininess,0 0 255|0.0
Result:

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Postby LTV_boss » Fri May 23, 2014 2:07 pm

Oh, this is pretty gud stuff, you could add tons of features this way
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Postby aaro4130 » Sat May 24, 2014 3:11 am

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Development Update
-PSDL Loading time halved. Yes you read that right, several code optimizations have lead to this.
-Sidewalks in intersections now have sides
Image

Take block 214 from London, one of London's largest and most complicated blocks. The load time for the new PSDL loader = 75ms for this block
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As well, phys.psdl loaded in JUST 20ms!
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Postby whoami » Sat May 24, 2014 5:58 am

You know, when I usually read "time" and "halved" together, it sounds like a marketing trick or something. :P

But seriously, this is amazing! :)
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Postby HummersRock » Sat May 24, 2014 5:19 pm

Sweet.
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Postby COOLGUY200 » Sat May 24, 2014 6:29 pm

Hmm...Interesting. Is the name final as well as the logo?
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Postby aaro4130 » Sat May 24, 2014 7:58 pm

Hmm...Interesting. Is the name final as well as the logo?
Yup!

Look what screen I'm starting ;)
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