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First game - Reckless Driver: Urban

Discussion in 'Made With Unity' started by carking1996, Mar 8, 2011.

  1. carking1996

    carking1996

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    uhmm. No one?!

    A lot of traffic. I also modeled a new traffic car. A Chevrolet Malibu. Texture edited a lot by Dionis. And, there's over 22 traffic vehicles so far. Working with barely any problems. The only problems are the clumps of cars stopping behind other cars when they slow. XD

     
  2. EricTheCoolDude

    EricTheCoolDude

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    This looks great! Can't wait for more progress. Liked on facebook!
     
  3. ZO5KmUG6R

    ZO5KmUG6R

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    Very nice progress Carking!
     
  4. HolBol

    HolBol

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    Love the speedometer! Do the cars obey traffic lights yet ;)?
     
  5. carking1996

    carking1996

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    Yes. But, there are problems with the triggers. And raycasts would be too slow.
     
  6. HolBol

    HolBol

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    Hehe, would love to know how you did it. Do the cars go random directions at the lights then?
     
  7. carking1996

    carking1996

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    lol, no. Waypoints FTW!
     
  8. carking1996

    carking1996

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    A team mate bought Unity Pro. So, realtime shadows, motion blur, cool effects! :D



    What do ya think?
     
  9. HolBol

    HolBol

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    DAMN, I want Pro so bad- infact, the unity sales team never got back to me about it... I need the damn money! Anyways, nice work! One thing I would say is bring down your ambient light settings and give it a faint blue tint, and make the sunlight slightly yellowy-orange.
     
  10. rumblemonkey

    rumblemonkey

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    Hey, great start, hope you can get this polished up a bit and make a cool arcade racer; this has a pretty good feel to the physics; not too scary or complicated, very easy to get into :) Definitely try to get Beast working; it'd feel a lot better with a lightmap. Great work on the city and stuff, it's pretty good for this point in development!

    I fell into the water and fell out of the level lol, :)
     
  11. carking1996

    carking1996

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    Thanks guys! :D I have edited it a lot. New reflections, road bump map fixed. Glow removed. Bloom made better. Shadows darkened. I think it's looking a lot better? Do you guys agree? Also, I fixed the no car body roll problem. It was the suspension being too short. XD lol.

     
  12. NathanAu

    NathanAu

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    Your roads and car do look better, the buildings look a bit flat though.
    Tried your webplayer again but that seems to be an older version, camera is still facing in 1 direction.
    Have fun with pro, i know i would.
     
  13. HolBol

    HolBol

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    also, read what i said about the lighting. slightly orange light, blue tinted ambient light.
     
  14. EricTheCoolDude

    EricTheCoolDude

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    Any more progress?
     
  15. carking1996

    carking1996

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    Yes. lightened the shadows, made the orange paint more 'orange', fixed a lot of lag, and redid a lot of the city, also adding a highway. :)
     
  16. HolBol

    HolBol

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    Cool, have you done what I suggested with the lighting?
     
  17. carking1996

    carking1996

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    A bit. Added yellow light, and blue ambient. How intense should it be?
     
  18. carking1996

    carking1996

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    Just some pics of the city and small updates. Just to keep you guys busy. :)




     
  19. HolBol

    HolBol

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    the yellow light should be slightly orange, and about .5 in intensity. the blue ambient should be about 20 or 30 in value in the colour settings, with the blue saturation about 30 or 40.
    Nice pics, by the way. Will you change the skybox at any point? I looks kinda flat.
     
  20. carking1996

    carking1996

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    I made the skybox myself, lol. And, thanks. :)

    Some teaser pics of the unfinished 96 Ford Probe. It, so far, has over 31,000 polygons. So, its up-to-date with current games. :)



     
  21. HolBol

    HolBol

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    dude 31000 is wayy too much I think. Keep it between 5000 and 7000, and use texturing and bumped UV's for details. No point wasting polies.
     
  22. carking1996

    carking1996

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    I'm not wasting polys? 7,000 is LOW. That's for characters. The player car needs to be high quality and detailed. :) Also, most games now have around 30,40,000 poly player cars. ;)
     
  23. HolBol

    HolBol

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    eepp... I'd never do that myself... but hey.
     
  24. Rush-Rage-Games

    Rush-Rage-Games

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    Same! :D
     
  25. minimon100

    minimon100

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    For some reason I cannot load the game. I keep get an error.
     
  26. carking1996

    carking1996

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    Thats because there is no game webplayer anymore. I'm not uploading anymore. ;)
     
  27. minimon100

    minimon100

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    Oh right.
     
  28. EricTheCoolDude

    EricTheCoolDude

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    There's no reason for the model to be that high-poly, a lower-poly model with good bump and specular maps would suffice. No point in making it extra high-poly just for having many polygons, it's just a performance hog.
     
  29. jeffro11

    jeffro11

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    No racing game currently uses a polygon count that high for cars... or anything really. I would bet you $100 that a game like Dirt3 would have at MOST 12-13k. There's just simply no need for all that "detail". You can download Burnout Paradise car models. Even these are under 10k and they look far better then that model...
     
  30. mswehli

    mswehli

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    I think the problem is that your using the same types of car models and materials that you would for high-poly modeling for CG art and such. This only looks good when rendered properly, often taken a couple of minutes to a couple of hours depending on the details required and complexity of the lighting and scene, ray tracing, light leaking, blurring, etc. which is unfeasable for a game.
    Game car models get the look by using shortcuts, using lower poly models they can allocate more of the resources to spec maps, bump maps, light maps, pretty much maps in general and specially programmed materials, which though might not render it accurately, still acheives a close enough resemblance to how the model is expected to look to satisfy most players who will never see it in close enough detail to be able to see its short comings.
     
  31. GameReady3D

    GameReady3D

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    Have you seen Arnold Wong's racing game? He mentioned that his car has approximately 57000 triangles (just the exterior part), more for the detailed interior. Here's his post here on showcase http://forum.unity3d.com/threads/87166-My-first-Unity-Racing-game/page3

    His car looks great and performs well as a stand-alone game. What do you think? If Unity and current computer hardware can handle the high details, why not put more details to your car model. I do agree with your point concerning wasting polygons. Your model should always be optimized.

    Other game, Test Drive Unlimited 2 has 30,000 vertices limit for both exterior and interior of the cars.
     
  32. HolBol

    HolBol

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    and when you put 30000 verts into polys, you get around 7000-10000 tris.
     
  33. dog

    dog

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    are you willing to post the scripts that you use for car control and speedometer?
    :)
     
  34. NathanAu

    NathanAu

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    I've got 90,000 poly F430 model and a 160,000 semi-trailer model i downloaded for testing and they run fine in standalone.
    Although i wouldn't use something that high in a final release, but all that really matters is the end result and that it works.
     
  35. HolBol

    HolBol

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    Dude, you really need to cut down polys.
     
  36. carking1996

    carking1996

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    The car runs very smooth in game. And looks great. 10,000 polygons is very low.
     
  37. HolBol

    HolBol

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    no, it's not. the same details can be kept at half that.
     
  38. carking1996

    carking1996

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    It isn't low poly, but it also isn't very high poly or detailed, either. It looks good in game and that's all I am worried about.

    GT5 = up to 500,000 polygons per car...

    Forza = over 50,000+ per vehicle.
     
  39. carking1996

    carking1996

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    Anyways, back on topic, lol.


    Some news:

    - I reprogrammed a lot of the car physics. Redid the wheel-collider settings. Car drifts a bit more, like the first version of the game. But it is also a lot more stable and realistic, flipping at the top speed of the cars, but not on all cars. :)
    - Expanding the city. Adding more roads, a better river, etc.
    - An Elevation Train is coming! It has good progress so far.
    - New car selection screen. Cars are now on a rotating turntable, which rotates when you press the left/right arrow to scroll through the cars.

    Any more ideas are welcomed, guys. :)
     
  40. carking1996

    carking1996

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    Updates.

    The elevation train system has been started. Still more to come with it. Need to lay down more rails, and steel fence so you don't fall off. :p And model a train. :)





    Hope you like. :)
     
  41. carking1996

    carking1996

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    4 days and no one?
     
  42. NathanAu

    NathanAu

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    hey it's good to see your still working on it, i like the train idea.
     
  43. EricTheCoolDude

    EricTheCoolDude

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    I'm sorry, I really like the game but I can't give you any respect when you put that many polygons in a single car and don't listen to an ounce of criticism.
     
  44. fvasc9

    fvasc9

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    Hi guys,

    Anybody nows how to put tail lights (brake lights, backward lights) in alternatephysicsmodel in car tutorial?

    $brakelights.jpg
     
  45. ivanzu

    ivanzu

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    games dont have 40k of polys maybe players car has but not NPC take a look at mafia 2 and you will see that they dont have above 10k of polys.
     
  46. carking1996

    carking1996

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    Only the player car has 35k polys... Why would I put 35k polys on a traffic car??
     
  47. carking1996

    carking1996

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    Time for an update guys!

    - Reprogrammed physics from scratch by me.
    - More city done, more buildings, details, bump maps, etc.
    - Completely redone menu system, which includes backgrounds and buttons.







     
  48. carking1996

    carking1996

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    4 days and no one will comment on this?
     
  49. Rush-Rage-Games

    Rush-Rage-Games

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    If there's a webplayer I might be able to comment! ;)
     
  50. carking1996

    carking1996

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    Cool! One from a few days ago. Sorry, the car currently has no wheel models, will fix that soon. :D Updates from there: Better traffic vehicles and more variety. :)

    http://dl.dropbox.com/u/30521755/webplayer5/WebPlayer.html