No soorry, nothing like that. Was made in Construct2 years ago.
Kronbits
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Oh not that, my question was if there will be some way to create that "3Dness" from a single texture. Not repeat the same texture X times, because as you said, then will be 2 axis just extruded.
One of the simple ideas was move/span in wrap mode the texture, one pixel left&down, in each slice/tile, to avoid that extrusion, still the result not will be as nice as a real volume texture but may works enough.
Other method will be more complex, like keep the center of the texture 254x254 , and the borders used for the other axis, change in each slice to recreate that 256x256 texture in the other sides/axis. 0 extrusion, each face will have that texture.
No idea how this ideas may work, at the end, is some method that from a single seamless texture, the tool can do the process and give you a volume texture, with no extrusion, so you can map any object seamless in any face.
Is to be used in Unreal Engine. Seems Blender or Houdini with some SideFX node , giving a texture like 256x256, they can generate a volume texture, which outputs a 4096x4096 image with a 16x16 grid of 256x256 texture resolution, so they can be used to map any model seamless without need of triplanar mapping.
So i was looking a standalone app that picks a texture and converts/generate into a volutme texture (flipbook) ready to be used.
There is no resize option in the tool. You can pixelate and export. On export is resized based on your Pixelate settings.
If maybe there is too much difference you can always do a screenshot. Due all effects is based on shaders, user resolution and GPU may differ how they are processed. Afaik, there is not a big problem, but yeah all depends on what you're doing. Also i recommend use the tool in fullscreen, due windowed/fullscreen the shader can alter some details, so full screen for best compatibility-close to the export.
You can resize the image in the tool or set the Pixelsize horizontal/vertical whatever you want, but when you export you do at 1:1 scale. This means that if you impor a 512x512 image and you set pixel size Horizontal/vertical to 4, the exported image will be 128x128, due 512/4 = 128.
About the zoom in/out , yeah the image moves, so be carefull, btw you can double-click on the image to set in center again (if i remember well)
Detail changes in zoom in/out may be for different reasons, like dithering and how other shader works that are not resolution independent, which means you can get some different details in some cases.
The problem is that the game is not made from scratch.
Uses a plugin for physics called FGear(you can find on UE marketplace), which i cant sell due i dont own the rights.
Same for cars, they are licensed and will be changed on final/paid version for original ones due i have not planned buy the license for commercial use.
And same for other plugins like Ultra Dynamic Sky(UDS) that creates the rain, puddles, etc... or materials/assets like cones, containers and other stuff.
To be able to sell, i will need to invest lot of time to create a sample project without licensed assets.
Also i will have to write a large doc about how everything works and where is each thing or give support / resolve doubts.
And as said, i not have the time for all that sorry.
That is what happens when you use pixelate/pixelize. There is no way you pixelate an image and retain 100% of details, check the videos and gifs to see how they work, how you can use brighness/contrast or Erosion & Dilation for thing lines to give more emphasis on details, and other options to get the best results.
The driving/handling is being remade and possible added in the next version. Btw, remember this is a SimCade game not a simulator.
I cant add SMAA due game uses Deferred shading, not Forwards, so only FXAA, TAA and TSR, without mention DLSS or FSR that can provide their own AA solution.
For me, TAA is ok, you can always add more sharpness in the config. For me, the game without TAA looks horrible, too aliased, im on a 24 monitor and 1080p. Btw, TSR is more sharp(already testing the game on Unreal 5.2), and if i can add my anti-ghosting system there will be an upgrade. If not i guess i will end using just DLSS, will see.
Doing lots of tests/research so no much updates recently. Hope finish all the stuff and release a new version will the new updates.
Yes, is normal if the pixelation in the sliders is 4. With that 1000/4= 250px. What you got is the 1:1 ratio, instead of the original big image pixelated. Years ago did a poll of what users prefer and final 1:1 ratio was the winner.
After get that 1:1 version exported, now you can pixel resize in any tool like photoshop or whatever to any size you want.
Twitter | Focused on the racing game development
Development Blog | A more detailed info about coding the physics, handling and fixing driving issues.
About graphic setting nothing special, just some filters like Chromatic aberration o vignete are applied. After that using the UDS (Ultra Dynamic Sky) plugin does all the work due you can set morning, sunset, night,etc... just moving one slider called "time of day". After that more than settings, having good materials is essential too.
You need to press 0(zero, the number) not O.
About last question , the game should be rendered at your monitor resulution, 1080p, 4k or whatever, but cant confirm 100% due i not tested.
Here is a video of the first track i tried to do. Not bad, but is a bit bugged so is not gonna be included at the moment.
I will go for something more easy like some harbor or similar, with plain asphalt. Until the car physics not gets 100% fixed and working fine, doing something complex like that is not an option. So, to be able to release some track as soon as possible i guess will do one more like that.
Btw, actually focusing 100% on car setup/physiscs, new version will add a new car to test and improved handling.