Discussion for DRIV3R (2004)

During the process of a Driv3r vehicle conversion to GTA 4...

Yes
8
73%
No
3
27%
#55886
No, never! Also since most polygons on each car are individually separated, we can get a ripping metal effect. Or, we could have both options! Two files, one containing original cars and another file containing modified versions, and the user is able to decide which they would like to use.
#55887
DaRkProDucTioNs00 wrote:No, never! Also since most polygons on each car are individually separated, we can get a ripping metal effect. Or, we could have both options! Two files, one containing original cars and another file containing modified versions, and the user is able to decide which they would like to use.
Uhm, what.
The car is divided up into parts because that's how stock IV car models are, and the damage (free form mesh deformation, it's been around since Viper Racing in 1998, even Super Runabout SF Edition and Midnight Club Street Racing from 2000 have it) is built into the game's engine, it has nothing to do with how the mesh is configured. IIRC there's also a variable in handling.cfg that controls how much the car deforms.
#55890
There is one good reason to replace the steering wheel, it's because of this:
Image thumbnail
As you can see, only one side is rendered but not the other (maybe there is a specific shader for this).
Of course i can duplicate the polygons of the steering wheel, reverse the normals and combine the two together, but use the steering wheel of the replaced car (or why not from another model), is probably the best option. And also you can admire a full prototype of Tanner lol.
#55903
DaRkProDucTioNs00 wrote:Am I the only one who likes the original model aspects?
Of course not. But sometimes it's best to make changes like this, especially to help it fit better into the game.

By the way, why does Tanner look so funny? Haha
#57189
Skylabh wrote:Well currently i'm busy with DPL assets and Rage ( i said one day on youtube, that i was not really interested by DPL but i changed my mind since ). So i'm experimenting a few things.
Too bad you don't have EFLC. The TBOGT player has a smiliar movement animations as T.K :D
#57202
Skylabh wrote:Well currently i'm busy with DPL assets and Rage ( i said one day on youtube, that i was not really interested by DPL but i changed my mind since ). So i'm experimenting a few things.
Are you able to import maps and vehicles, if so I guess it will be a good idea also better graphic fun, maybe some self made missions.
#57205
Skylabh wrote:Currently the only way to have proper maps and vehicles, is by ripping them. That sucks because Ubisoft had this "great" idea to "obfuscate" the models. Whether Ninjaripper or Antilli, the models are distorted.
Why not 3D Ripper DX? that works with 3ds Max 2011 and under :D and how did you get driver pl work on Antilli? :o
Crazy Copper Frenzy

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