Commit Graph

4 Commits

Author SHA1 Message Date
m3ultra
3070a96b41 Car bodies sculpted, wheels that spin, destruction that reads
Skin pass (build_cars.py, whole procedural fleet rebuilt):
- warp_obj() kills the slab: plan taper (nose/tail pull in), tumblehome (the
  glasshouse leans inward above the belt) and rocker tuck, applied to
  world-space verts so det_ panels stay flush with the body.
- Beveled body edges catch light instead of vanishing into flat shading.
- Wheels are tyre + rim with the mesh centred on the hub and the OBJECT at the
  hub -- the old wheels baked position into their verts, so a spinning wheel
  would have orbited the car's origin. Chrome det_hub hubcaps on every corner,
  dark arch shrouds so wheels sit in wells rather than under a slab.
- B-pillars over the one-piece glasshouse, licence plates, exhaust, door
  handles. Mirrors anchored to where the tapered flank actually ends up.

Destruction feel:
- Visual wheels spin with road speed and the fronts steer (rotation order YXZ:
  yaw then roll, so steered wheels roll about the steered axle).
- Shed panels burst outward with lift instead of just detaching; light hits
  ping a hubcap off first, saving doors for crashes that deserve them.
- Sparks on every impact, soft-puff smoke on wrecks and heavy damage, tyre
  smoke while drifting (src/fx.gd -- procedural particles, radial-gradient
  billboards, no textures). Camera shake on player crashes, applied after
  look_at so it reads as the camera being knocked, not re-aimed.
- Crumple strength up ~40% now that scratches and dulling ride on it.

Traffic and parked cars inherit all of it via the shared fleet GLBs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:06:45 +10:00
m3ultra
82dae637a1 Scenery overhaul: real OSM street furniture, FLUX texture set v2, lighting pass
Builder now uses the furniture OSM already carries (footways, lamps, benches,
bins, bollards, bus stops, crossings): raised chamfered footpaths, shopfront
bands, awnings in three fabrics, parapets, layered fig/palm trees, zebra bars,
dashed centre lines, Queen St Mall winged canopies. ACES tonemap + SSAO + fog
in game.gd. flux_texture.sh gains size/luma clamping (FLUX renders "pale" as
blown-out white); gen_textures.sh + check_textures.py manage the set. Woolies
carpark rebuilt textured, parking the real fleet. Fixes: fractional OSM layer
tag crash, zero-length-normal UV projection, blood-red mall pavers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 14:13:29 +10:00
type-two
4c5323ba60 Reversed stats pass + real-model import pipeline (CASSEROLA DX, MORRY)
Stats quietly inverted: shitboxier IRL = better in game. Excel X3 is now the
fastest car; TURDRUNNER is the slowest. tools/import_shitbox.py converts
downloaded models (glb/gltf/fbx/obj/blend) to game GLBs -- normalizes scale,
yaw, ride-height origin. First two imports: Corolla mk7 and Morris Mini.
shitboxes/ stash gitignored + .gdignore'd (its .blend files broke Godot's
headless import scan).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 22:24:36 +10:00
type-two
9a4d96ae54 MINI MERK, MAXI MERK (6 wheels), HARDON SHAGGEN panel van
New moke body style: open slab tub, no doors, exposed seats, windscreen,
rip-off det_roof canopy on posts, optional extra visual axles (physics stays
4-ray). New van style: cargo box from cab to tail with det_tailgate. Smoke
test ram made deterministic (re-aim loop instead of blind throttle).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:48:37 +10:00