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.This means making shadows from models is possible? If so, will this eliminate the SHADOW objects in cars and stuff?As well, shadows are based by texture yes, not model
MMClone
A complete re-code of Midtown Madness 2 done in the Unity Engine
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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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I agree. It's a real-life effect called Ambient Occlusion. Noticed very well here: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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Development Update
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
- Vehicle physics
- BOUND loading
Last edited by aaro4130 on Thu May 22, 2014 3:17 pm, edited 1 time in total.
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Nothing to see here :/ accidentally deleted it!
Last edited by aaro4130 on Wed May 21, 2014 2:22 am, edited 2 times in total.
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Finally you followed my advice and removed Herobrine. Other than that, good job
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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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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,,
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
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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
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
As well, phys.psdl loaded in JUST 20ms!
-Sidewalks in intersections now have sides
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
As well, phys.psdl loaded in JUST 20ms!
Last edited by aaro4130 on Sat May 24, 2014 7:01 am, edited 1 time in total.
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Yup!Hmm...Interesting. Is the name final as well as the logo?
Look what screen I'm starting
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