So, what's the point of this game?
-why only low poly cars?
-why another game instead of RD?
Simple modifiable Unity game
Progress shown.
- ettieapple
- MM2X Active User
- Posts: 516
- Registered for: 15 years 1 month
- Location: Frysl?n, The Netherlands
-
- MM2X Super Active User
- Posts: 2405
- Registered for: 16 years 8 months
- Location: Canada
- Been thanked: 1 time
a) Because easy to make
b) Because this is a mod test
Anyways, I am a programmer in this project, we have now determined the new model format (R3D) to be FINAL! (Version 3 subversion 2). It can load in to the game fine already + textures
.
Example of loaded R3D (I never added windows, this was just used for a test)

Tracks, will be basically a collection of R3D's based on a .TRK file, Which is structured like this for now:
TRACKNAME
NUMBER OF OBJECTS
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
etc
Example of a track structure:
trackname\trackname.TRK
trackname\road1.r3d
trackname\road1.dct
This game only supports DCT textures. It is all I could put in for binary loading of R3D files (sorry guys). It comes from Extreme Taxi USA and there is already a tool for it.
The model tools will convert an OBJ to an R3D, but your usemtl statements will have to be modified
Example : usemtl carbonfibre_hood
Say this material is assigned to the texture "cf.tga", Convert it to DCT then change the usemtl in the OBJ file to
usemtl cf.dct
I also am maybe thinking of making a BTRK (binary track)
BYTE TRACKNAMELENGTH
CHAR[TRACKNAMELENGTH] TRACKNAME
SHORT NUMBER OF OBJECTS
BYTE OBJECTNAMELENGTH
CHAR[OBJECTNAMELENGTH] OBJECTNAME
FOR EACH OBJECT
FLOAT MATRIX X
FLOAT MATRIX Y
FLOAT MATRIX Z
That is all I have to say for now.
b) Because this is a mod test
Anyways, I am a programmer in this project, we have now determined the new model format (R3D) to be FINAL! (Version 3 subversion 2). It can load in to the game fine already + textures

Example of loaded R3D (I never added windows, this was just used for a test)

Tracks, will be basically a collection of R3D's based on a .TRK file, Which is structured like this for now:
TRACKNAME
NUMBER OF OBJECTS
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
OBJECT,MATRIX X,MATRIX Y, MATRIX Z
etc
Example of a track structure:
trackname\trackname.TRK
trackname\road1.r3d
trackname\road1.dct
This game only supports DCT textures. It is all I could put in for binary loading of R3D files (sorry guys). It comes from Extreme Taxi USA and there is already a tool for it.
The model tools will convert an OBJ to an R3D, but your usemtl statements will have to be modified
Example : usemtl carbonfibre_hood
Say this material is assigned to the texture "cf.tga", Convert it to DCT then change the usemtl in the OBJ file to
usemtl cf.dct
I also am maybe thinking of making a BTRK (binary track)
BYTE TRACKNAMELENGTH
CHAR[TRACKNAMELENGTH] TRACKNAME
SHORT NUMBER OF OBJECTS
BYTE OBJECTNAMELENGTH
CHAR[OBJECTNAMELENGTH] OBJECTNAME
FOR EACH OBJECT
FLOAT MATRIX X
FLOAT MATRIX Y
FLOAT MATRIX Z
That is all I have to say for now.

[img]https://i61.tinypic.com/25zrngo.jpg[/img][color=white]
- Most creative active member
- Most smart active member
- Best MM2 innovation of the year
- Best programmer
[img]https://i60.tinypic.com/2m4c2h5.jpg[/img]
- Most helpful active member[/color]
- Most creative active member
- Most smart active member
- Best MM2 innovation of the year
- Best programmer
[img]https://i60.tinypic.com/2m4c2h5.jpg[/img]
- Most helpful active member[/color]
- ettieapple
- MM2X Active User
- Posts: 516
- Registered for: 15 years 1 month
- Location: Frysl?n, The Netherlands
- ettieapple
- MM2X Active User
- Posts: 516
- Registered for: 15 years 1 month
- Location: Frysl?n, The Netherlands
-
- MM2X Super Active User
- Posts: 2405
- Registered for: 16 years 8 months
- Location: Canada
- Been thanked: 1 time
Been playing with the model loader, Works good now 
I have modified the format and it is now V3 SubV3, Final


I have modified the format and it is now V3 SubV3, Final

[img]https://i61.tinypic.com/25zrngo.jpg[/img][color=white]
- Most creative active member
- Most smart active member
- Best MM2 innovation of the year
- Best programmer
[img]https://i60.tinypic.com/2m4c2h5.jpg[/img]
- Most helpful active member[/color]
- Most creative active member
- Most smart active member
- Best MM2 innovation of the year
- Best programmer
[img]https://i60.tinypic.com/2m4c2h5.jpg[/img]
- Most helpful active member[/color]
- Franch88
- MM2X Admin
- Posts: 15762
- Registered for: 17 years 8 months
- Location: Italy
- Been thanked: 1 time
- Contact:
Great work for both.
The game graphic is really nice, the red lights just have to be much less strong.

Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
|Franch88's MM2 Releases|
|Franch88's MM2 Releases|
- e-cobra
- MM2X Very Active User
- Posts: 1629
- Registered for: 14 years 1 month
- Location: Navi Mumbai, India
How are the physics (specially damage effects)? And did you make that car from scratch?
[img][/img]
[url=https://www.mm2x.com/page.php?name=Forums&file=viewtopic&t=5362&start=52&highlight=e-cobra][color=gold][size=75]MM2X Awards[/size][/color][/url]
[b][size=84][color=blue]If a tree falls in the woods and no one?s around to hear it, does it make a sound?[/color][/size][/b]
[url=https://www.mm2x.com/page.php?name=Forums&file=viewtopic&t=5362&start=52&highlight=e-cobra][color=gold][size=75]MM2X Awards[/size][/color][/url]
[b][size=84][color=blue]If a tree falls in the woods and no one?s around to hear it, does it make a sound?[/color][/size][/b]
- Franch88
- MM2X Admin
- Posts: 15762
- Registered for: 17 years 8 months
- Location: Italy
- Been thanked: 1 time
- Contact:
Very nice graphic, now the traffic lights glows are better not being anymore strong. This car model it's surely taken from a game.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
|Franch88's MM2 Releases|
|Franch88's MM2 Releases|