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Re: Simmobil Automobile Simulator [Re: Inestical] #48656
07/05/05 02:06
07/05/05 02:06
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
Serious User
FoxZero  Offline
Serious User

Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
Looks fun and very interesting. I hope you add some really cool features to it stand out better than that other car simulation game that I did not enjoy.


Check out my site http://foxzero.net
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Re: Simmobil Automobile Simulator [Re: FoxZero] #48657
07/05/05 09:37
07/05/05 09:37
Joined: Dec 2003
Posts: 401
Germany, Bonn
VampireLord Offline
Senior Member
VampireLord  Offline
Senior Member

Joined: Dec 2003
Posts: 401
Germany, Bonn
Hi, I quite like the idea behind it, what I don't like are the visuals.
Sorry to say it, but the car textures on the first screen look way to "washed out". Same goes for the car interiour, especially for the vents. Also maybe baked shadows or a shadow map on the ground would really help. And as the other guys mentioned the signs are way too bright. From front this would be okay but from the back its not really realistic, especially if the sign is not within the lightcone.
On the otherhand I can say, that the rain effect on the window is looking good.

Sorry for the critisiscm but I hope it helps

Greetings


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Re: Simmobil Automobile Simulator [Re: VampireLord] #48658
07/05/05 12:07
07/05/05 12:07
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
I guess the texture/skin quality has performance reasons.

I wonder whether they used blocks + clip_range or map entities for the huge maps. If I remember correctly, 3D Fahrshcule built the level with several map entites, which are only visible when necessary.

Re: Simmobil Automobile Simulator [Re: FBL] #48659
07/05/05 21:02
07/05/05 21:02
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
A simple way to add more realism would be to add/overlay some grain on the road texture. Currently it is too clean. The User Interface shown on your homepage is nice & slick.
To improve performance maybe there is a way to simplify/approximate traffic that is outside of the viewing range ?

Re: Simmobil Automobile Simulator [Re: immersionfx] #48660
07/09/05 19:58
07/09/05 19:58
Joined: Oct 2004
Posts: 8
Istanbul-Turkiye
Dijipark Offline OP
Newbie
Dijipark  Offline OP
Newbie

Joined: Oct 2004
Posts: 8
Istanbul-Turkiye
Thank you for your gladness sentences neighbour.

But unfortunately sky is not dome , it is a cube.

We will study on your advices about building shadows. It will add some realism. Another friend was said about the games and we find a method for his recommondation. We will work on shadows.

Again thanks for your neighbouring...

I want to meet with you by mail. SailinGreece looks nice too...


www.dijipark.com Dijipark Software Istanbul Turkiye
Re: Simmobil Automobile Simulator [Re: ShoreVietam] #48661
07/09/05 21:38
07/09/05 21:38
Joined: Sep 2004
Posts: 772
AndrewSwallow Offline
User
AndrewSwallow  Offline
User

Joined: Sep 2004
Posts: 772
Quote:

Looks quite nice, but maybe you should remove the Need for Speed texture that is shown on the first screen?




i agree with the need for speed texture

i noticed it straight away

however, if the texture doesnt break any copyright issues, you should be able to use it

andrewds


Northern Aspire : northernaspire.com
Re: Simmobil Automobile Simulator [Re: AndrewSwallow] #48662
07/11/05 06:54
07/11/05 06:54
Joined: Oct 2004
Posts: 8
Istanbul-Turkiye
Dijipark Offline OP
Newbie
Dijipark  Offline OP
Newbie

Joined: Oct 2004
Posts: 8
Istanbul-Turkiye
Quote:

Quote:

Looks quite nice, but maybe you should remove the Need for Speed texture that is shown on the first screen?




i agree with the need for speed texture

i noticed it straight away

however, if the texture doesnt break any copyright issues, you should be able to use it

andrewds




Thanks for your cautions. I looked NFS for finding the problem texture and i found a wall like in the first picture. I don't know if it is a specific texture for NFS or not. But you can find, and also i found many textures like that from web. We bought some textures and may be we found them from inside them.

But we don't want any copyright problem of course. I'll look to find the texture. In time i am changing the first picture. If it is specific or has any other problem about copyright we will change it immediately...

Again thanks for your cautions


www.dijipark.com Dijipark Software Istanbul Turkiye
Re: Simmobil Automobile Simulator [Re: Marco_Grubert] #48663
07/11/05 07:12
07/11/05 07:12
Joined: Oct 2004
Posts: 8
Istanbul-Turkiye
Dijipark Offline OP
Newbie
Dijipark  Offline OP
Newbie

Joined: Oct 2004
Posts: 8
Istanbul-Turkiye
Quote:

A simple way to add more realism would be to add/overlay some grain on the road texture. Currently it is too clean. The User Interface shown on your homepage is nice & slick.
To improve performance maybe there is a way to simplify/approximate traffic that is outside of the viewing range ?




Adding grain is a good idea. It will change the road texture and a bit realism what we want.
Thanks. We will try and send photo...


www.dijipark.com Dijipark Software Istanbul Turkiye
Re: Simmobil Automobile Simulator [Re: Inestical] #48664
02/10/06 01:29
02/10/06 01:29
Joined: Sep 2005
Posts: 10
M
masood Offline
Newbie
masood  Offline
Newbie
M

Joined: Sep 2005
Posts: 10
the world is seemed large.how many frame per second?
how you can keep your fps top?
what is your idea for doing shadow?

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