- Wed Nov 06, 2013 10:33 am
#51407
Oh look, Skylabh is still alive
When do I see you in Driver again?
Or do you have enough of it? Haha


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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?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
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
VeyronEB wrote:Wow, Its great somebody is finally working on some Driver tools (particularly SFIt'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!) great to see some development towards modding and the work put into these tools is amazing
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Now i wish I knew as much about programing as I do modelling so I could compile DSCript![]()
Thanks.
Oilfan wrote:Very nice work. Congratulations for fast progress.There's still some work left to do, such as:
But when will you be updating github so we can test this?
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.i can live with that
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)
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.In my opinion, naming them like this is even better than having one single .obj file that contains every model.
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)
https://youtu.be/hN0qiEBPCY8 Maserati Huge Stunt […]