Vanishing Point (Not the '97 remake!)

is simply amazing. How come i wasn’t aware of work. oh yeah must be the thread title. didn’t seem interesting.

Woow, awesome!!! That knight rider video is very cool I think :smiley:
Really love it when the instrument panel lights glow.

When you leave the car at 2:40 that looks pretty cool!

Ow **** is cool! and that knight rider vid is brilliant :smiley:

Glad you like it, everyone!

@: Maybe i should have named the thread “Kowalski as Slender Man in Zombie Apocalypse - MMORPG” to attract more attention. :stuck_out_tongue:

Lol… I’m with here, I have seen all of your videos on Youtube (found the link by accident in a morph target thread), thought it looked beyond awesome and knew there must be a thread about somewhere! :stuck_out_tongue: makes me want to get back to working on my vehicle game again.

I am very interested in ver 4.5’s “New Vehicle Template” and features that they briefly mentioned on Thursday’s stream, really curious what the new features there are, with all the new documentation going over multiple pawns (like your GTA-style thread) I have a feeling it might be one of the new features. Can’t wait to try 4.5, so much new stuff to play with! :smiley:

You people disappoint me by not knowing about Vanishing Point! :frowning:

And yeah, i’m not great at picking names i guess but meh… :stuck_out_tongue_winking_eye: isnt a tutorial or something magnificently awesome so i dont feel bad if people dont check it out.

I hope we can get more properties available from vehicle movement component in 4.5 and they fix the with vehicle’s rear rising as you speed up(Ori Cohen knows about it so hopefully he had the time to take a look at it!) And you should definitely get back to your vehicle even just for the fun of it. I am not so crazy about cars myself but it feels so good to see a car you modeled come to life and look awesome in UE4. :slight_smile: I am even tempted to bring the poly count of my train down to a more sensible amount and get it running with vehicle system sometime.

I do know about Vanishing Point, I just figured the thread was about some new stealth game or something… It makes total sense now though! :stuck_out_tongue:

Yeah I remember that, I am also looking for them to implement a better handling system, turning into a corner doesn’t seem to cause the body-roll when the vehicle should lean in/out of a corner. Other things like under-steer/over-steer, doing burnouts!! and an ability to apply the clutch with a key press as I (only) use manual transmission, and other minor annoyances, such as driving off a jump and having the car hit front first on the ground and ‘bounce’ backwards before the vehicle comes to a complete stop… argh!! little issues like that make me want to learn more C++ and try to fix it, but I have my fingers crossed for 4.5 :slight_smile:

I think it would look awesome rolling down a track right next to the highway in the desert you have set up, add a couple of box-cars and it would look awesome!

Really cool work , now that I have subscribed I will check in often :slight_smile:

you can do all that (except burnouts) already.

When I watch I have constant flashbacks of Interstate’76. Awesome work. I can picture rolling down down the highway near Lubbock armed with twin 50’s, Taurus in his next to you and Skeeter following in the Van to pick up the debris.

Never played Interstate '76 but i can see why reminds you of that. :slight_smile:

@: as said most of those are already possible with the current system. For body roll you need to tweak Raise/Drop and Damping Ratio in Suspension settings of Wheel blueprints(You’ll also need to set Suspension Force Offset to a negative value so that the car leans to the correct side. -15 or -20 should be good enough. You can see that i had mentioned as a problem in one of my earlier posts and i was able to fix it with and 's help.) It’s not as obvious in my vehicle because of the height of the car…the wheels start to intersect with the chasis during sudden steering if i increase Raise too much. And you should be able to fix the landing behaviour of the car with Inertia Tensor Scale in vehicle BP > Vehicle Setup.
Btw, good to hear that you watched the movie! :smiley:

/ :

I was never able to get the body roll quite right, increasing/decreasing the values made it look unrealistic for the type of car (ferrari 458), it needed to have ‘tight’ suspension, but still roll into the corners at high speed. I will have to try adjusting it again with the values noted above, and thanks for the inertia tensor tip, will give that a try as well (I knew I was missing something)!

For your steering wheel & gear shift, are those separate meshes that were attached using sockets, or just hand placed? Also do you just add the animations to the car’s AnimBP or are they separately animated?

Thanks for the tips guys! :slight_smile:

You may want to check out video for inertia tensor scale values(starts around 5.25) so that you dont lose time trying to figure out how it works.

And i’ve recorded a video showing the Bp setup of the car in general. The steering wheel with a couple other animated parts are a single skeletal mesh, and the shift is its own skeletal mesh. No animations imported, all the movement handled in their anim BP’s. I’m just sending the necessary information via a BP interface from the vehicle BP.

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FMOD Update

So, now my car can speak thanks to Fmod awesomeness. I know it doesnt sound like the real one but will do for now. :stuck_out_tongue_winking_eye: At least now i have a system ready for whenever i find better sound files. There are also some issues with my gear box that i’m aware of but i’ll wait for 4.6 for a thorough readjustment.

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Very cool, the sound is actually pretty good at higher rpm’s, but sounds almost like a monster truck when you first hit the gas. Really like how the engine and exhaust are separate sounds, and the attenuation is so realistic! Looks like a fairly simple setup as well, I really need to try soon… :slight_smile:

Yeah, especially the second and the third gears sound pretty good, but the first 4K of the 1st gear sucks so bad. I’ll need at least 2 onload low sounds so that the pitch rise isnt so obvious.
And it is really simple to set up. Only thing that takes time is to adjust Load and Load Smooth values depending on your gearbox. Now i’ll add wind from the window to the left side, and create a new event so that the engine sounds different when you are inside the car.

FX Update

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Wet glass, running droplets, refraction, lit particles, localized sound , etc. Need a better texture for rain droplets on surfaces, and thicker running droplets. I got the refraction working as i like though so those are manageable. Water sparkles in front of the headlights use a vector field and are lit by the headlights. I have also implemented dust for tyres but that’s for another time.

Added a subtle wind effect to the left side that increases as you speed up. Btw, i was getting the sound files from freesound.org but i also ran into crazy site that has a ton of free and high quality sound FX packages if anyone is interested.

Looks great ! Really like the small streams of running water, is that in the material or with a particle? Thanks for the link as well that looks great, can never have enough free sound files.

Do you have any ideas on getting the wipers to work (not the animation but actually wiping the windows clear)? Certainly won’t be easy but some kind of a mask setup might work if have the windshield as a separate material, it would be interesting to see how they create effect for the big racing games.

Looks really good though, nicely ! If you want a lightning effect there is one in the sky folder of my project (it was part of an Epic made example project). :slight_smile:

Running water is in the material, and it was easier than i imagined really. It’s just panning and Lerped masks and normal maps. I can give more info on that if you or anyone else requires.

I thought about wipers and have an idea on how to do it but i didnt feel like it since i dont have the wipers themselves yet(i dont know why i havent made them yet ;P) I think the way i did the running water would work for wipers as well…gradient masks and 0,0,1 vector for normal map to clear the droplets, and synchronize that with the wiper animation. What bothers me is to find a way to make droplets appear one by one(or just a bunch at a time) as if it just started to rain, or rain drops appearing after wiper clears the surface. It feels like there is a very simple way to do it but i cant think of anything right now. So give me ideas if you have any!

And thanks for the lightning heads up! There are some awesome thunder sounds in those packages that i wanted to use and i needed lightning for them. :slight_smile:

Here are some still shots, btw:

Very nice. Has that nostalgic 70’s feel!