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Discussion in 'Made With Unity' started by ArnoldWong, Apr 27, 2011.
New trailer of the game
Amazing vid. The first minute is super pro. I cant see anything I can "complaint".
For the outdoor scene, the car seems to have the reflection/brighness a bit maxed out. I feels as if it had a ton of car wax on int plus a glossy glass finishing all over it.
About the trailers.. everything ok to me but for the end, from min 1:15 it would be cool to see the car taking of at to full speed and have a bit of that engine sound on the background.
Cant wait for the first build!
Muy buen modelado; mis felicitaciones.
Very good modeling; congrats!
Cool graphics, mate. Models and enviroment looks fantastic.
Tell us about your game physics.
i only belive when i see it running inside unity
Just like everyone else, I'm really impressed... the models are incredible.
Wow! Great job here!
Are you pulling a SimBin (start in modding then make your own commercial game)?
Can you give any pointers for someone that wants to implement realistic vehicle physics in Unity? Which avenue did you take (coded from scratch/wheel colliders/something else/etc)? I would die to have physics even half that good in my game.
Can't wait to see more!
can i download this game project please
No, it is not open sourced.
How did you import the rfactor track on unity?
Lol guys, you've been rick rolled by this guy xD If you inspect the site carefully, the url, for example, bsimracing.com/wsgt2-for-rfactor2-development says a lot xD Especially, the rfactor2 part This still tells me that I will be able to be the first person to create a truly good looking game in unity All I need to do is, learn to use edy's physics and I'm good
Just as I said before, it has both rF2 mod and Standalone game version with our own physics coding by using the same multimedia contents(car models, textures, sounds etc) in Unity.
I guess this is Unity, not rFactor 2?
there all already loads of good looking games made with unity, Arnolds is one of them
@ArnoldWong I would love to hear you talk about how you setup and lit the menu scene. Did you do something like this? http://www.kouchicentral.com/viper/09-23_acr_photo_shoot.htm
Ya, it is basically the same, studio setup
Pure awesomeness!! I do have one question though, is that window that shows the road behind important to the game?? because it kinda distracted me..
Which window? =S
If i were you i would make a frame around the screen up the top, make it look like its a screen or a mirror
Check out Auto Modellista for a good reference for a cartoon racer visuals. It was a PS2/Xbox game last gen from Capcom that used cel shading.
oh my! thats realy avsome work keep it up most pro thing i ever seen in unity
Currently I am writing a new base with 3D tools for the game. The game is now possible to add USER CREATED CARS(like using 3dsmax), using the 3d Editor created for the game to apply the shaders and preview the actual in-game result, then convert them into the game's specific 3d format, putting the stuffs into the compiled game's folder, which is similar to the structure of rfactor. I will post some screenshots when the whole new base is developed more.
Hear me out please. I understand you probably already have something in mind but here you have a wonderful opportunity to do what the 'industry's' racing simulation games refuse to do; be unique. It doesn't matter how and of course, it should be optional, but there should be something that allows the player to have both the joy of being able to do things in a life-like setup that you normally can't and the combination of a life-like setup merged with something un-life-like. You could make a track on the moon. Sounds silly, but as long as you don't force the player to race on the moon track, it will be a nice added bonus for those who think 'outside the box'.
coooooooooooooooooool Cars Realistic and realism
wow very nice
where package test cars
please man pleaseeeeeeeeeeeee