Midtown Madness 3: Unofficial PC porting project

Preliminary Pre-Alpha Preview Build 7 [Project inactive]

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SuperSecret
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Postby SuperSecret » Fri Aug 21, 2015 2:01 pm

Just using the original game assets is a copyright infringement, so I don't think the sites in question would accept it. On the other hand, it could be shared on torrent sites without problems.

Anyway, I managed to avoid the loss of control of the cars at high speeds using a mix of increased tire friction and angular drag applied according to the speed (Probably MM3 used something similar, since in the car tuning files there are some parameters related to "AntiSpin"). Now the next step is add proper tuning and sound to the cars.
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Andy7653
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Postby Andy7653 » Fri Aug 21, 2015 4:08 pm

Good work so far! Im looking forward to it. :)

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Postby Kunal2045 » Sun Aug 23, 2015 4:10 am

Sounds good. :)
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Postby SuperSecret » Wed Aug 26, 2015 10:09 am

OK, I discovered the real secret of MM3 cars stability: in MM3 the gravity is 3 times the Earth's gravity (Earth's gravity is 9.81 m/s^2, in MM3 it is roughly 30 m/s^2), I increased the gravity in Unity and now the cars behave much more like in MM3, without artificial aids such as anti-roll and variable tire friction (angular drag is still needed, but probably MM3 used it as well), and also the jumps are the same as in MM3 (just an example: in MM3 you need to go at about 200 km/h to jump over the Seine, this can happen only if the gravity is roughly 30 m/s^2)
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Postby Cariboost » Wed Aug 26, 2015 1:06 pm

Awesome !

Quick question, is the game really playable now in Paris already ? Or I misunderstood ?

Thanks !

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Postby SuperSecret » Wed Aug 26, 2015 1:33 pm

As of Build 3 you can pick a car and roam around any of the two cities, just no sound, objects or traffic yet.
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Postby zoot » Wed Aug 26, 2015 1:45 pm

Feel free to upload a new build to try the updated physics when you can.
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Postby Cariboost » Fri Aug 28, 2015 1:24 am

The city has no texture and everything is black for now :(

But awesome project !!!

EDIT : somehow I reextract, changed my resolution, put full screen and it worked !!

Really incredible man, you ported a huge part of MM3 in less than a month ??

Question, my lengh of vision is really short ! is there a way to improve this ?

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Postby sajmon14 » Sat Aug 29, 2015 8:39 pm

Very nice work :D

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Postby SuperSecret » Sun Aug 30, 2015 1:51 pm

Question, my lengh of vision is really short ! is there a way to improve this ?
If you mean the draw distance, it depends on what you mean by "really short", if it's like this: Image then it's as intended (I set a short draw distance for better performance EDIT: the draw distance in the screenshot is more or less the same as in the original MM3, if not greater, but I can add a slider in the settings menu later), if it's shorter, then it's a bug.

Anyway, Build 4 is available, you can download it here. (it requires the Data folder from Build 1) Here's the changelog:
  • Loading screen modified, now it's rendered with proper size and aspect ratio (the selected car's loading screen now is also used)
    The car color/skin selected in the menu now is also loaded ingame
    Car tuning and stability improved - now cars behave much more like in the original MM3 (even if still not in the same way)
    Added a small temporary km/h speedometer in the upper left corner of the screen
    Car cameras fixed
    Ingame camera FOV changed from 60
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Postby zoot » Sun Aug 30, 2015 2:36 pm

Looks good, remember to add fog into it, that helps the draw distance thing, and having culling helps performance. You don't even need to do it mm3's way, there are other ways to do it which are probably simpler and faster to implement.

Also, after playing, I noticed this:

Image

The textures need mipmaps. And also, round that km/h speed!
Mathf.Round(variable);
That'll do it!
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Postby SuperSecret » Sun Aug 30, 2015 2:55 pm

The artifacts are caused by antialiasing, mipmaps are already implemented, but I had to cap them in the shaders (Unity wants all the mipmaps down to 1x1, while in MM3 they are provided only to a certain level), probably the bug is related to that. The speedometer is only temporary, I will add the proper GUI speedometer later. (both analog and digital, and both km/h and mph)
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Postby Diatosta » Sun Aug 30, 2015 5:47 pm

Are cars in MM3 able to climb stairs? Because in this build they can't :/
I never played MM3 so I dunno :P

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Postby SuperSecret » Sun Aug 30, 2015 5:54 pm

In the original MM3 they can, this because the collider is not the same as the visual mesh (while I'm using the visual mesh also as mesh collider), I have to decode the actual collider to fix this.
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Postby Diatosta » Sun Aug 30, 2015 6:12 pm

Ah I see.
Also, the cars turn quite well when at low speeds, but when at higher speeds they get a lot of understeer. Dunno if it's that way either :/
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[color=white]Also, gotta love when people don't publicize their work or ask for support in their signatures. Also don't forget to check my unfinished mods and donate to my Paypal

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