Modding discussion in general.
#51408
Weird. I posted in here but for some reason my post does not show up. It even says I posted last and I can see it at the bottom of this page, it's being displayed there. Some bug I guess?

And BTW: This looks like a load of work! Man if you think of all that time, you could have made your own video game already :D
#51409
Coyote wrote:Weird. I posted in here but for some reason my post does not show up. It even says I posted last and I can see it at the bottom of this page, it's being displayed there. Some bug I guess?

And BTW: This looks like a load of work! Man if you think of all that time, you could have made your own video game already :D
Although I spend a lot of time working on this stuff, I am not very good with video game development. I just make tools and mess around with them :P
#51410
I think it's all just a question of money :P By paying people who do this as their job you have lots of chances to make an awesome game, of course it's still a ton of work! I think it's impossible to do a whole game alone anyway, or at least not if you want it to be professional. Everyone has his field somewhere where he's best at, and all of this combined can give great results :)
#51475
Today is a good day.

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That, my friends, is history in the making. It is the most sought-after thing I've been looking for since October 2012. DAMAGE. This is why work on models came to a screeching halt - I couldn't find out how damage worked. But now I have. Next up in development is Antilli, which will be the model/texture tools. But how could I work on model-related work without the good 'ol MDPCEdit? Without my work on MDPCEdit, none of this would've happened. A round of applause for MDPCEdit!
#51484
Wow, Its great somebody is finally working on some Driver tools (particularly SF :wink: ) great to see some development towards modding and the work put into these tools is amazing :D

Now i wish I knew as much about programing as I do modelling so I could compile DSCript :roll:

Thanks.
#51494
VeyronEB wrote:Wow, Its great somebody is finally working on some Driver tools (particularly SF :wink: ) great to see some development towards modding and the work put into these tools is amazing :D

Now i wish I knew as much about programing as I do modelling so I could compile DSCript :roll:

Thanks.
It's really simple, actually. Just grab yourself a copy of Visual Studio 2010 - 2013 (any one will do) and load the project and compile. It's that easy! :P
#51502
Oilfan wrote:Very nice work. Congratulations for fast progress.
But when will you be updating github so we can test this? :D
There's still some work left to do, such as:
  • Assigning proper materials to models
  • Exporting textures from the Model Package
  • More exporting options (LODs, damages, etc.)
On that note, if anyone cares to respond, would you guys be alright with exporting multiple .obj files? I don't plan on writing an proprietary exporters so that anybody can import new stuff in the game, but .obj files do not support hierarchies or groups. Because of this, I will need to think of a naming convention (which won't be too difficult), but multiple .obj files will need to be exported.

Example:
  • model_high.obj - The 'High' LOD
  • model_med.obj - The 'Medium' LOD
  • model_low.obj - The 'Low' LOD (I"m not sure if DRIV3R recognizes these)
  • model_shad.obj - The 'Shadow' model (used to cast shadows)
  • model_damage.obj - A fully damaged version of the model (based on the 'High' LOD)
Then, each of these .obj files will reference ONE material file (.mtl) that has all textures for the model defined in it. Vehicles in DRIV3R have a "global textures" file, so upon first run, there will be a file generated called "vehicles_shared.mtl" (or something like that), and your model can use that material. The model format used in D3/DPL is very picky about materials, so extra caution will need to be taken.

Any feedback on how this can be approached would be greatly appreciated!
#51504
CarLuver69 wrote: On that note, if anyone cares to respond, would you guys be alright with exporting multiple .obj files? I don't plan on writing an proprietary exporters so that anybody can import new stuff in the game, but .obj files do not support hierarchies or groups. Because of this, I will need to think of a naming convention (which won't be too difficult), but multiple .obj files will need to be exported.

Example:
  • model_high.obj - The 'High' LOD
  • model_med.obj - The 'Medium' LOD
  • model_low.obj - The 'Low' LOD (I"m not sure if DRIV3R recognizes these)
  • model_shad.obj - The 'Shadow' model (used to cast shadows)
  • model_damage.obj - A fully damaged version of the model (based on the 'High' LOD)
i can live with that :D
#51506
CarLuver69 wrote: On that note, if anyone cares to respond, would you guys be alright with exporting multiple .obj files? I don't plan on writing an proprietary exporters so that anybody can import new stuff in the game, but .obj files do not support hierarchies or groups. Because of this, I will need to think of a naming convention (which won't be too difficult), but multiple .obj files will need to be exported.

Example:
  • model_high.obj - The 'High' LOD
  • model_med.obj - The 'Medium' LOD
  • model_low.obj - The 'Low' LOD (I"m not sure if DRIV3R recognizes these)
  • model_shad.obj - The 'Shadow' model (used to cast shadows)
  • model_damage.obj - A fully damaged version of the model (based on the 'High' LOD)
In my opinion, naming them like this is even better than having one single .obj file that contains every model. (Y)
#51581
I implemented a simple model viewer today. It's still rough in many ways, but it's getting closer to completion every day. Still no textures though...It's going to be a nightmare managing hundreds (if not thousands) of textures!

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Once I get textures accounted for, I will finish the exporter and begin working on the importer (assuming nothing else comes up). It's hard to believe we're almost there!
#51600
Thank you for your patience everyone. It's all starting to pay off :wink:

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Very soon I will be making my private BitBucket public and will be deleting the GitHub. This time it WILL be updated consistently (unlike the GitHub), and committing stuff to it will be easy for me since it's directly inside of Visual Studio! The sources for Antilli, DSCript, and Zartex will be included. "DVEdit" will no longer be developed due to the fact it is completely useless now.

A beta release with exporting capabilities will be released within the next couple of days. I would like to try and get shared textures loading so people don't have to stare at pink-transparent objects.

Any questions, feedback, suggestions, etc. can be posted here. I can't wait to share Antilli with everyone! :specialdriver:
#51602
Took me a few hours to get shared texture loading implemented properly. But alas, here it is!

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There's some ordering issues in the viewport, but I wouldn't worry about it too much. After all, the ultimate goal is to import new models, not view them in Antilli!

I'll get back to work on this tomorrow...I need sleep :lol:
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