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3 Problems and need some help..
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Hi Guys.
I do have three questions:

1. How do I add break-tracks when the car turn hard or break hard?
2. How do I add break lights in an optimized way?
3. I need break zones for AI, wonder if Anyone courld help? :/

Please answer in step by step...
:)
Created on: 5 months ago
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To add break lights, you could use a separate skinmesh just for the lights with 2 frames of animation, you would maybe want 3 frames of animation though.
1st lights off
2nd lights on
3rd brakes on.
That would cover daytime driving and night time driving and both when brakes are applied.

After you have the skinmesh, you simply change the animation frame if the brakes are applied, or the lights are turned on at night, or default during the day the lights are off.

There isnt much more detail to explain here, other then actual script to do the job for you.

Or i guess, you could add a light object attached behind the transparent skinmesh that acts just like a real tail light would, turn it on at 50% brightness when lights are on, full brightness when brakes are applied. that could work too, but point lights are limited in use soo, i think the skinmesh idea may be better.
Created on: 5 months ago
Edited on: 5 months ago
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Normally break lights are implemented by hiding and showing mesh parts. Toggling mesh parts in 3D Rad isn't possible, unfortunately. So I advise using 2 skinmeshes (1 for turned on lights, 1 for turned off lights).
Created on: 5 months ago
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UMMM not exactly @nicusorn5 Skinmesh can be hidden and shown, but my process is pretty much what you're saying but different..

For a car, the body skinmesh whould be one file ( skinmesh) the breaklights would be saved as a second skinmesh ( much smaller file cause it only holds the tailight part).

Then it gets saved as a animated ( frame animation) in 3 parts, in the skinmesh and in script you simply change the frame to show what light effect you want.

I could create a buggycar or pcar with some add on brake lights to show what i'm talking about.. its pretty simple to do.
Created on: 5 months ago
Edited on: 5 months ago
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Quote from: TinSoldier

UMMM not exactly @nicusorn5 Skinmesh can be hidden and show

I said mesh parts. They're not the same as skinmeshes. A model mesh is made of submeshes, then made of "mesh parts".
Model -> ModelMesh -> ModelMeshPart ->(Index + Vertex Buffers + Textures + Shader) (This being the common arhitecture)
Created on: 5 months ago
Edited on: 5 months ago
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@nicusorn5, stop flexing with low level language if it ain't helping anyway
Created on: 5 months ago
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Yea, a mesh in front of the Light wourld be best ofcourse, but NO explaining how to do it?
I have seen some amateur games with break-track so anyone here knows how to do it?
Thanks Guys!
Created on: 5 months ago
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Quote from: Power Supersport

@nicusorn5, stop flexing with low level language if it ain't helping anyway

It's the general implementation of a mesh in any proper game engine. What's wrong with that? I was suggesting ideas (if 3D Rad could have supported modifying the meshes)

@love74 Just like TinSoldier explained, I will provide a low poly example after I finish the stuff today w/ school.
Created on: 5 months ago
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I already have my example done, i'm just working out fine details in the script to control the lights properly.. but anyone who wants to help.. the more the merrier !

@love74 I think an example project goes way further than multiple messages trying to explain things in detail so i made the project i said i could  and will include the source project too.
Created on: 5 months ago
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@love74

https://dl.dropbox.com/s/5345u9hhjo8alhr/ReadyPCar_20210112174808%20-%201.zip?dl=1

Her you go, a PCar with turn signals, brake lights and running lights.

The source project is in the projects folder with "original" in its name.

The source project has the skinmesh's replaced with the default "yellowgish", this will allow you to open it without crashing.

To use the original skinmesh files you'll need to copy or install them into your 3drad object file directory.

You can do this by creating 3 new skinmesh's (name them thing you want, then copy my skinmesh files into each of the 3 new folders, then in the source file replace the default yellow fish with the new skinmesh filenames you created.

For referance, the source brake lights ( a left & right & 1 for the headlights) all have their world centewr at 0,0,0 when exported. the offset to fit the body is aligned to the actual 3dradbuggy body.

Got any questions or problems, you know where to find me.
Created on: 5 months ago
Edited on: 5 months ago
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for the brake lights, a more efficient way than 3 skinmesh & tex's is just 1, using a user shader and scripting it's RGB's, so 1,1,1 is full emissive, and 0,0,0 or negative values is dim/off, or you could script emissive values but i found it does not go all the way to black like RGB can if needed.
Created on: 5 months ago
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That awesome TinSoldier, Ill take a look tomorrow. No ideas of marks on The road from The wheels? Called skidmarks maybe?
Thanks alot..
Created on: 5 months ago
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I finished a example project for the backlights. Really basic. Sorry for being late - I spent time with school and also worked a little on other projects (a mobile game, and I fixed a bug in 3DRadSpace's rewrite).

If you have any issues, don't hesitate to ask.
Created on: 5 months ago
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Excellent Athanatos! You dont dont know how to make break/skid marks on The track after The wheels as well? Many use it on Youtube so it cant be so hard, right?
Created on: 5 months ago
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it's done using trails, you may want to script it to trigger based on wheel angle, camera angle, speed, throttle and brake inputs.
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Quote from: love74

Excellent Athanatos! You dont dont know how to make break/skid marks on The track after The wheels as well? Many use it on Youtube so it cant be so hard, right?

I had a game build on that concept, but it's really, really basic...
There's a download link: https://drive.google.com/file/d/0B7VaeS-h-ghMUDN0VXlRaVp4akk/view?usp=sharing
Created on: 5 months ago
Edited on: 5 months ago
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