S-Vehicle Progress Thread

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ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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stevenhorton said:
I believe that SVehicle and UT2004 place a much greater reliance on blocking volumes than individual collision meshes:) I noticed the problem too:p

Yuck, all those blocking volumes for by trees. I think I might have to go into therapy afterwards "so many volumes, so little time!!!"
 

UltraNew-B

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Feb 22, 2003
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Diego1203 said:
The sooner someone could let us know exactly how much we need to scale our maps the better.
I scaled down the nassau vehicle exactly 30%. So maps will need to be scaled down 30%.

Why do you need to add blocking volumes to every tree? If the tree has a collision hull, should be no need to add blocking volumes at all.

Project X, I sent you a pm, re: deadline :)
 
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Diego1203

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Jan 10, 2004
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UltraNew-B said:
Why do you need to add blocking volumes to every tree? If the tree has a collision hull, should be no need to add blocking volumes at all.


Because the vehicles get stuck on some static meshes, but I'm going to wait until the vehicles are in UnWheel and I have time to test them before I go putting volumes around everything.
 

stevenhorton

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Jan 9, 2004
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As far as the map scaling goes, I would NOT scale 30%, nothing will align to the grid at that percentage. Twenty-five percent will keep allow much better alignment, and hopefully we won't notice the 5% difference.
 

UltraNew-B

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Feb 22, 2003
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what does it matter if stuff aligns to the grid or not? that would only matter if the maps are going to be edited further. But, we're only scaling complete maps, makes no difference, IMO. :) Scaling is very important imo, it helps give a sense of immersion, when stuff is not scaled correct, it draws you out of that immersion.

There is a scale actor here to help with proper scaling. The vehicles are based off this size.

http://www.planetunreal.com/fordy/scaleactor.htm
 
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Diego1203

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Being off of the grid will increase your chances of having bsp hole dramaticly. Plus, any of these maps might need to be edited later anyway, UnWheel is very much a work in progress.
 

combitz

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Being off grid with in unrealed is a big problem. It raises two issues, diego is right bsp holes in "well bsp geometry" are still common if you go too far off grid but more importantly your render times will increase if you have large floating point calculations to your geometry. Just my 2c.
 

UltraNew-B

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Feb 22, 2003
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Shrimp, how goes the coding part? and what kind of actors are needed to update maps?


OK, All existing vehicles have been converted to S-Vehicle format, 16 Vehicles plus 4 new vehicles (total of 20 cars !!!:) ), 2 new cars made by Steven Horton and the inclusion of 2 UT2004 vehicle static meshes converted to driveable vehicles (see earlier post for info).

I have sent shrimp an email requesting some info. When he responds I will upload all the new files (textures, vehicles, UWRC-Colorado). :D

Woot !
 
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Shrimp

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Jan 13, 2003
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On the code side of things, I've managed to get the new vehicle base working with almost all of the functionality of the old vehicles. Vehicle selection, skins, HUD, scoreboard, headlights (but this time with the ONS projector effect rather than the previous actual light actors, and with this approach we aren't going to be able to have any night time maps), surface specific dust effects on a per-wheel basis (yippie, something even the ONS vehicles can't do :p), full resets, quick resets, out of bounds, etc.

I am busy getting the gametypes to work, so far Roamer, Rabbit, CTF, KBall and KOTH are working, only Big Air, Race and Rally remain. No map changes have been needed, so existing maps work 100% with the new base.

I have made use of the 'Daredevil' feature to now give you 'stunt points'. These are awarded by doing normal daredevil stunts as you would in ONS, and added to a total and displayed on the HUD/Scoreboard in all gametypes. It doesn't affect your scoring, but it's sort of like a side-line thing you can use to out-do the other players in addition to completing the normal objectives. The Big Air gametype will be adopted to make use of this feature as it's primary scoring method.

The vehicles don't yet have all the old camera options, it's just using the standard ONS vehicle camera. I'll add the rest as 'frills' later.

Damage and Turbo are also not yet implimented on the new vehicle base, I just need to find a good way to easily alter the speed settings... SVehicle doesn't seem as 'open' as KVehicle was to these kinds of modifications.

New vehicle base is UWSCar (old was just UWCar).

Since we also have all these correctly scaled SVehicles now, we can also create a mutator allowing players to swap ONS vehicles with UnWheel cars in Onslaught, just for fun ;).


Anyway, still waiting on UltraNew-B for the rest of the models :p
 

UltraNew-B

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Feb 22, 2003
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OK all new files uploaded to the ftp!! There is a read me included with the .zip (43Mb) that details all changes/additions.

Shrimp, to adjust speed, 2 settings you need to be concerned with. The "groundspeed" setting and the "gear ratios" (1-5) numbers, both changed in the .uc files included with zip.

The vehicles utilize the ons damage system so they will start smoking, catch on fire and eventually blow up, if you run into too many things. :eek:

UWRC-Colorado has been updated and included (scaled and pathed with UT2K4 road path nodes and Unwheel pathnodes, both). Track is now 30% wider.

Have fun, and looking forward to playing new version soon.
 
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jerdaygo

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Jan 10, 2004
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Shrimp said:
(but this time with the ONS projector effect rather than the previous actual light actors, and with this approach we aren't going to be able to have any night time maps

Does this just mean tracks that require headlights? Because my new map is set in the night time but you dont need any light from the vehicle to play it, there is plenty of moon light to see the track.
 

UltraNew-B

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Feb 22, 2003
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Here is the latest addition to the car pool courtesy of motoxl, optimized by yours truly :p. The Excelerator.

UWXcelerator01.jpg
 

Shrimp

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Noob says the polygon count is too high :( We can only get it down to about 25 000.

Do you think it's possible to optimise it a bit? Maybe take out some of the hidden stuff, or make the bottom flat rather than have all those fancy stuffs under it?

If not, I'll just force UltraNew-B to import it with too high polys anyway :p
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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Right behind you.
Shrimp said:
Noob says the polygon count is too high :( We can only get it down to about 25 000.

Do you think it's possible to optimise it a bit? Maybe take out some of the hidden stuff, or make the bottom flat rather than have all those fancy stuffs under it?

If not, I'll just force UltraNew-B to import it with too high polys anyway :p

We need it at 8000 max. or we're hitting serious FPS issues.
 

dub

Feb 12, 2002
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Again a quick spam to wich you good luck with all this work! All still looking very nice :))
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