Off-Road Drive is the next title in the famous off-road driving simulation series.
Off-Road Drive lets players participate in various international competitions never seen before in a video game. All virtual contests are the exact duplicates of the real ones, including various extreme driving and use of the rules established by the international auto sports federations. The game became successful on the Russian and international market. Therefore several Add-ons have been released. Chrome Engine 2 has been used throughout the UAZ series. As we were a small team, we shared various roles within the project.
During these projects, I’ve designed and created many levels that were 1 square km of the detailed environment. Each level consisted not only the static geometry – trees, bushes, houses, lamp-posts etc. and had many routes and shortcuts, but also the additional geometry such as start/finish spots, flags, track boundaries and etc. has been loaded depending on mission/quest on the level.
In the “orientation” mode there was a possibility to explore the whole map, so the main challenge of this project for me was to make a real living world from the common environment and to deliver the specific region characteristics, which is why every piece of a map was highly detailed.
I’ve also made some environment and weather FXs, 3D models, props and textures. And researched and implemented a new shader for our terrain that saved us about 75% detailed texture memory. This shader reads R, G, B and Alpha channels of a texture as 4 different detailed textures that tiled and then blended with colour texture. Therefore, we can pack 4 detailed textures in one.