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Vehicle Pack

Discussion in 'Assets and Asset Store' started by dibdab, Jul 5, 2011.

  1. dibdab

    dibdab

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    ...
     
    Last edited: May 16, 2015
  2. dibdab

    dibdab

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    ...
     
    Last edited: Jun 27, 2015
  3. carking1996

    carking1996

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    I'd make sure the seams on your cars are less noticeable on the textures(front, side, back). Edit them in a photo editor so they are nicer. You could even add some polys to the cars to make them higher quality models, as they are, even for mobiles, pretty poly reduced.
     
  4. dibdab

    dibdab

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    no, it wasn't the exture, I found that it was because it wasn't weld together.
    hope to get them ready to go in a couple days

     
  5. Ecocide

    Ecocide

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    Hi dibdab, I am about to purchase your SUV pack. Are you going to publish the recently posted cars in a pack as well? However, I need a version without interior and black windows. Is it possible to add it to the pack, too?
     
  6. dibdab

    dibdab

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    yes, it"s going to be 5 or 6 cars (I have 5 ready w interiors now), then I'm going to add some more.

    versions without interior will be included, and they'll have black windows and gray windows.
     
  7. dibdab

    dibdab

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    Last edited: Aug 15, 2013
  8. dibdab

    dibdab

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  9. dibdab

    dibdab

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    Last edited: Aug 15, 2013
  10. dibdab

    dibdab

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    some new rides Im working on




     
    Last edited: Aug 20, 2013
  11. dibdab

    dibdab

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    some experimental w decals

    impala police


    duster police


     
    Last edited: Aug 20, 2013
  12. dibdab

    dibdab

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    so separate windows for [shatter] and [bulletholes]

    interier for [car bomb]
    [doorfling]
    maybe
    separate hood

    [enterexitCube] [DamageCube] [packageCube]

    for the prefab
    - driving script
    - texmanage script [_damagedecals, _backlights, _police]
    - caraudio script

    now
    separate windows, window pulldown, steering wheel, rearview
    animated Ldoor
    1327 triangles



    yeah I noticed that and correcting
     
    Last edited: Aug 21, 2013
  13. dibdab

    dibdab

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  14. dibdab

    dibdab

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    and preparing this pack


     
    Last edited: Sep 17, 2013
  15. dibdab

    dibdab

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    not perfect but finally kinda alright
     
  16. dibdab

    dibdab

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    Last edited: Sep 30, 2013
  17. dibdab

    dibdab

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    and in unity4
     
    Last edited: Nov 1, 2013
  18. dibdab

    dibdab

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    I'm trying out a new business method.

    model licensing. Im gonna offer some models not offered elsewhere to be available to licence for a limited time.

    extra cheap and extendable licence. you get a model for a cost of a coffee and if you like it, buy it again for another year!






     
    Last edited: Jan 25, 2014
  19. dibdab

    dibdab

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    Last edited: Jan 26, 2014
  20. dibdab

    dibdab

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    ...
     
    Last edited: Jun 27, 2015
  21. dibdab

    dibdab

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    next week I'm try to send something to the assetstore
    this in the works


     
  22. Skyfly

    Skyfly

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    Hey there,
    regarding your idea on a yearly license, I am afraid it wouldn't work out well, see, if you take doing games or interactive design seriously, you need the rights cleared for every asset, that you use. When I buy an image license etc, I know, I can use it for whatever I need it.
    If I have to start looking up in my excel sheet, if the license is still valid, when did I bougth it, and where, how to renew it, what email did I use etc, then I will either never buy there again, or just ignore the complex licensing thoughts and use it anyway (and infringing your copyright). Both are not acceptable.
    just a my 2ct on it
     
  23. dibdab

    dibdab

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    the idea is you buy minimum a year (max 3) and if you release it in something, there you wont forget. if you paranoid about forgetting, a link in txt file w the fbx would suffice.

    its valid for a length of time, that why its so cheap. you dont like it, wont buy license extention. and if you bought for max years, its yours.
     
    Last edited: Mar 20, 2014
  24. dibdab

    dibdab

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    new wip


     
    Last edited: Mar 22, 2014
  25. StenBone

    StenBone

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    Hello dibdab,

    I recently bought your 70's car pack and I am enjoying it so far, but I have one request.

    Would you post the real life cars which you used for reference, so I can look up their properties like engine power, weight, etc?
     
  26. Paulo-Matias

    Paulo-Matias

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    As a vehicle modeler myself with 6 years of experience working with simulation development companys i dont understand how these very low poly cars can be used besides static scene objects, i not saying they are bad or useless, they certantly have theyr importance in the market, im used to spend 100k+ triangles in high res exteriors, interiors, wheels, etc, i just dont get it were they fit wen unity can handle millions of polys at once, imo not in a racing game i guess.
     
  27. Meceka

    Meceka

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    Hello;

    I am interested in your cars that has interiors, but I can't see most of cars showcased here in the asset store.

    There are just Modern Car 01 and Modern Car 02 in asset store, where can i find your other models? Thanks.
     
  28. dibdab

    dibdab

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    huha, I see I missed my thread quite a time.
    there has been a new car uploaded to the asset store (Modern Car 03)
    https://www.assetstore.unity3d.com/en/#!/content/29120
    the thing about older cars is that sometime last year I come to realize that they're just not good enough and probably gonna redo some of them.
    lesson to be learn that no advertise what's not ready.
    still wip, almost ready to go

     
  29. Meceka

    Meceka

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    I am mostly interested in their interiors, as car interiors are rare (or expensive) in the store. Please try to improve their interior quality, and also add screenshots that clearly show interior to the asset store.
    Thanks.
     
  30. dibdab

    dibdab

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    yes I forgot to send screenshots of interior of ModernCar03*
    *no, this is ModernCar04, (was not accepted for scale problems)
    keep in mind this is meant for mobile. (my main target platform is android)


    been working on seats and steering wheel (and wheels coming in under 200polies I think) which add it up +100each making it around 2200ish polyes from 1600-1800.
    made a rearview you can download from here
    http://www.mediafire.com/download/e7is1x462r6mhyk/rearviewInt.fbx

     
    Last edited: May 12, 2015
  31. dibdab

    dibdab

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    some things I found out and been workin on lately:
    1. the tyre transforms can be simply the joints. so no need for separate mesh, which means lower drawcall. so it's effectively one texture and the glass, and joints can break, can have colliders and physics... .
    2. separate mesh colliders. for precise surface (bulletholes, collision)
    3. size. 0.97 of the previous size (man 1.8m)
    carsetup.jpg
    4. AiDriver
    GifCapture-201505130130304702.gif
    recorded w MomentsRecorder
    .....
    different driving styles
    GifCapture-201505132032050459.gif
    GifCapture-201505132049549526.gif
     
    Last edited: May 13, 2015
  32. dibdab

    dibdab

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  33. dibdab

    dibdab

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    AiDriver
    currentWaypoint = crossroad1 2 and 3;
    GifCapture-201505172215584529.gif
    GifCapture-201505172235266436.gif
    GifCapture-201505172214075827.gif

    braking on Waypoint tag
    GifCapture-201505172208125822.gif
    GifCapture-201505172209048923.gif
     
  34. dibdab

    dibdab

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    now its possible to drive forward and in reverse too
    GifCapture-201505181838317005.gif
    GifCapture-201505181847495153.gif
     
  35. dibdab

    dibdab

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    also tyre defect detection.
    here all four tyres go defect. it could work on all tyres separately, but that means +drawcalls...
    GifCapture-201505181840056066.gif
     
  36. dibdab

    dibdab

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    I think this is now almost ready to go.
    Clipboard01nucars.jpg
    lets see it side by side an other one (and notice the pullable windows on the nu versions)
    Clipboard01nucars2.jpg

    2047 triangles
    Clipboard01nucars3.jpg
     
  37. dibdab

    dibdab

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    new vehicles being sent to the assetstore
    moderncarsnu2.jpg
     
  38. dibdab

    dibdab

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    wip, coming next
    Clipboard01nucars4.jpg
     
  39. dibdab

    dibdab

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    going to include
    a prefab set up w wheel-colliders,
    a simple driving script (for pc and controlfreak) and
    a custom lowpoly mesh collider (consisting of 17 pieces) with the vehicles.

    c2010dx.jpg
    also some new textures
    2012cx3.jpg
     
  40. dibdab

    dibdab

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    ModernCar 02 and 06 has been updated
    those who bought 60s or 70s carClassics this year, can choose ModernCar 04 or 06 (get in touch w your invoice number)
    .
    there seems to an issue (or bug) in Unity 5.0.0
    that if collider is added under door, the center is off and rotates bad (will have to check in other versions)
    500issue.jpg
    500issueb.jpg
    I dont know why this happened (local/global pivot?) but it works alright, did not change anything
     
    Last edited: Jan 4, 2016
  41. dibdab

    dibdab

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    I think they a bit better now
    Clipboard01c.jpg
    Clipboard01d.jpg
     
  42. dibdab

    dibdab

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  43. dibdab

    dibdab

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    there was some misunderstanding w the new updates
    here in cDriver1.cs
    the steeringwheel is the Mobile Touch Steering Wheel asset (not included)
    (and steeringjoint is the steeringwheel joint of the car rig)

    steeringw.jpg
    if steeringwheel is empty, car has pc control (or controlfreak control)

    added
    simple enter/exit
    GifCapture-201602081547203207.gif
    damage system
    GifCapture-201602081549558539.gif
    custom collider
    customcollider.jpg

    ModernCar 6-8 has been updated
    4-5 will follow this week
    and the others later.
    also plan to submit ModernCar 1-10 pack for half price
     
    Last edited: Feb 9, 2016
  44. dibdab

    dibdab

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    I kinda like these settings


    wheelFL.jpg wheelRL.jpg
     
    Justice0Juic3 and Yippie like this.
  45. Yippie

    Yippie

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  46. dibdab

    dibdab

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    the doors fall-off was kinda tricky but now works with explosions and collisions
    GifCapture-201603012144213746.gif

    this is the setup
    doordamage3.jpg
     
  47. dibdab

    dibdab

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    this was tricky but finally have ik driver. after this I respect what ikDriver asset author's done
    GifCapture-201603301933012774.gif

    also it's possible to make the CarDamage2.cs script to work with skinnedmeshes
    (just looks like every vehicle needs to be a separate instance of mesh, otherwise it copies deformation across the vehicles using the same meshes)
    cardamage2.jpg
     
    Last edited: Mar 31, 2016
  48. carking1996

    carking1996

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    Any WebGL player to test the driving?
     
  49. dibdab

    dibdab

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    last time I tried to export to webgl, wasnt successful.
    will try again and if not that, then pc or android
    it's a bit different, since I used ragdoll driver and the weight shows

    hey, I wanted to do this long time>
    GifCapture-201603312324432227.gif
     
  50. dibdab

    dibdab

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    bullets do damage
    GifCapture-201604091923234802.gif
    GifCapture-201604091924353103.gif
    GifCapture-201604091925420114.gif