Search found 2405 matches
- Sat Nov 03, 2018 6:43 am
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
Today I improved the wall math They now detect adjacent walls, and scale based on an arbitrary number that seems to work :P https://i.imgur.com/Bq5kHFq.png I'm not too concerned about using an arbitrary number because it seems MM2 did this too (just not to the same extent, which causes this clippin...
- Fri Nov 02, 2018 11:52 am
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
[quote="DjDecibel";p="111067"]it look awesome!
just a little question: will the mm2 .ar files compatible with your mmclone?[/quote]
Yes! All of them should be. After all, I am cloning the engine itself. None of the MM assets have been imported into Unity
just a little question: will the mm2 .ar files compatible with your mmclone?[/quote]
Yes! All of them should be. After all, I am cloning the engine itself. None of the MM assets have been imported into Unity
- Fri Nov 02, 2018 10:07 am
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
Today: 99% finished up tunnel/wall drawing, finally. That's been on the TODO list since forever :) MMClone: https://i.imgur.com/HOiJV6D.png MM2: https://i.imgur.com/AMXmNgp.png MMClone: https://i.imgur.com/sD1IY9N.jpg MM2: https://i.imgur.com/ezWTLzT.jpg And a bonus screenshot: https://i.imgur.com/l...
- Thu Nov 01, 2018 2:57 am
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
In MM2 the particles are modified based on conditions. Mine are not yet, that's on the TODO list. Speaking of the TODO list, finally got something off of it : Ambient sounds These are the ambient sounds defined by WAV files, not the ones defined by dmusic https://www.youtube.com/watch?v=laEr-aUGEY4&...
- Wed Oct 31, 2018 7:13 pm
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
Implemented the "warp" system. TL;DR: Warps let the game check what block you are in when blocks overlap. When they don't overlap, you can efficiently check what block you're in via 2D math only. Example: This room was marked as a "warp" room in the PSDL. As you can see by my war...
- Sat Oct 27, 2018 4:07 pm
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
I've been working on some needed restructuring and optimizing of the code. The game should now load a bit faster. The most awesome part though, I optimized banger rendering even more. Now peaking at 1000+ FPS at times :) Also fixed a few bugs today. Hopefully tomorrow I can continue optimization, th...
- Fri Oct 26, 2018 7:56 am
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
Optimized banger rendering, added sparks and shards, and buoyancy code.
- Sat Oct 06, 2018 11:43 am
- Forum: Midtown Madness Programs
- Topic: Original PSDL making tool from Angel Studios?
- Replies: 10
- Views: 8680
Re: Original PSDL making tool from Angel Studios?
Damn, I've been exposed! :P
Alright, I'll spill a WIP video
Alright, I'll spill a WIP video
- Sun Sep 16, 2018 9:18 am
- Forum: Midtown Madness Cars
- Topic: Default Car Modifications
- Replies: 19
- Views: 11225
Re: Default Car Modifications
[quote="Franch88";p="110918"]Well, if you read all the topic posts, Carking already explained that, and also, Fahad said to have converted the files into the TEX file format at the end.[/quote] One of the most common mistakes with modding default vehicles is leaving textures as T...
- Sat Sep 15, 2018 6:40 pm
- Forum: Midtown Madness Cars
- Topic: Default Car Modifications
- Replies: 19
- Views: 11225
Re: Default Car Modifications
When modifying default vehicles, you will need to convert TGA back into TEX, as the game prioritizes TEX over TGA.
- Sun Aug 26, 2018 10:04 pm
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
I've thought about it and I'll look into making options for post processing and shadowing. In the meantime, I updated my PSDL library to load PSD1 (the files used in Midnight Club), and also wrote a shader to render the ground like MC1 as well. Example: https://i.imgur.com/X71bAfT.png Example Wet: h...
- Wed Aug 22, 2018 11:26 pm
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
[quote="Franch88";p="110827"]It's nice to see that space filled with more cars. :wink: Since this is practically a new game, and not the original MM2, what about use directly all the traffic cars 3D models of the respective cities?[/quote] I prefer to keep to the original game st...
- Wed Aug 22, 2018 1:17 pm
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Re: MMClone
Forgot about parked cars up until now, whoops! They all have the same color due to a small bugfix I need to do, and there are so many due to using a modded pathset file.
- Sat Aug 18, 2018 9:57 pm
- Forum: Gaming Stuff
- Topic: MMClone
- Replies: 368
- Views: 112482
Aaah the forums are back, which means it's time to post an update!! First off: Wheel particles, skid sounds, and effects Wheels are now effected by the ground material, and their grip is also effected https://www.youtube.com/watch?v=Gyee2DUO1X4 Second: Some initial multiplayer support (Using Photon)...
- Sat Jun 30, 2018 8:05 am
- Forum: Midtown Madness Car Projects
- Topic: Deanna Troi's Conversion Studios
- Replies: 373
- Views: 65871