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Posted: Thu May 15, 2014 12:50 pm
by aaro4130
As well, shadows are based by texture yes, not model
This means making shadows from models is possible? If so, will this eliminate the SHADOW objects in cars and stuff?
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.

Posted: Thu May 15, 2014 9:37 pm
by Diatosta
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?

Posted: Thu May 15, 2014 9:46 pm
by zoot
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?
I agree. It's a real-life effect called Ambient Occlusion. Noticed very well here:

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Posted: Sun May 18, 2014 6:33 pm
by aaro4130
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Development Update
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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
Main focus:
  • Vehicle physics
Newly completed features:
  • BOUND loading

Posted: Mon May 19, 2014 12:29 am
by mm2mm1fan
Nice, keep it up. :)

Posted: Tue May 20, 2014 5:19 am
by aaro4130
Nothing to see here :/ accidentally deleted it!

Posted: Tue May 20, 2014 8:08 am
by Diatosta
Finally you followed my advice and removed Herobrine. Other than that, good job ;)

Posted: Tue May 20, 2014 9:10 pm
by Franch88
All this is looking great so far, the project is taking a serious way with constant progress. Have a good work! :)

Posted: Wed May 21, 2014 2:22 am
by aaro4130
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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,,
Example:

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
Result:

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Posted: Fri May 23, 2014 2:07 pm
by LTV_boss
Oh, this is pretty gud stuff, you could add tons of features this way

Posted: Sat May 24, 2014 3:11 am
by aaro4130
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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
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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
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As well, phys.psdl loaded in JUST 20ms!

Posted: Sat May 24, 2014 5:58 am
by whoami
You know, when I usually read "time" and "halved" together, it sounds like a marketing trick or something. :P

But seriously, this is amazing! :)

Posted: Sat May 24, 2014 5:19 pm
by HummersRock
Sweet.

Posted: Sat May 24, 2014 6:29 pm
by COOLGUY200
Hmm...Interesting. Is the name final as well as the logo?

Posted: Sat May 24, 2014 7:58 pm
by aaro4130
Hmm...Interesting. Is the name final as well as the logo?
Yup!

Look what screen I'm starting ;)
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