There's some decent stuff there. If you can export the vehicle to a .obj you might one day see it running around a track in realtime.
There's some decent stuff there. If you can export the vehicle to a .obj you might one day see it running around a track in realtime.
This may help you Xpand-
http://download.blender.org/document...materials.html
zero3growlithe: Nice- keep at it!
Thanks! But I got it... I used a python script... The only thing I have to correct is a slight sliding of the ship when the track tilts sideways.
Being cheeky now, but could you post the blend file that deals with movement? I'd be interested in to it works with Python (i'm currently learning to program with it).
Here's a file with the code.
For the codes to work on blender you have to past them on the text editor and edit such things as "properties" and stuff..
Thanks for that! :D
I just spent an hour chasing an optical illusion. I thought my craft weren't progressing around certain curves at a constant speed but it turns out that a combination of floating them a constant speed above the track and tilting them back to pitch up was producing the illusion that they were slowing down inside the corners.
Nexekho:
Here is the Quirex-RD.obj (Saved as NURBS & for windows - writing just in case):)
http://rapidshare.com/files/416307236/Quirex-RD.rar
I can't get any of my software (Blender, NifSkope, Lithunwrap, my own mesh converter OBJ2MSE) to read it. Looking through it, there aren't any normal triangles, just bsplines, which are currently unsupported by most graphics cards and as such most programs don't even try and parse them. Rhinoceros looks like an interesting package nontheless.
(image is 5kb, way within rules)
http://www.sophie3d.com/website/data...jectFormat.png
Try exporting a polygon mesh, this should convert the curves to approximations made from triangles which are GPU-renderable. The newlines thing is because .obj is a text based format and different OSes interpret different things as newlines. DOS/Windows expect a carriage return and a line feed (harking back to the days before screens) whilst Unix likes a line feed only and the Mac option refers to pre-OS X Macs which used a carriage return only. OS X is Unix-based and uses a line feed.
Sorry.
(Don't hiding... i'm green in what you wrote to me:))
http://rapidshare.com/files/416318397/Quirex-RD.rar
Exported to (how i understood)....
No, I'm not using Linux, but whoever made that screenshot (I don't have the software) wants Linux newlines. Most programs can handle any kind now anyway.
That works great, when I upload my next video I'll use that model, thanks.
Wait.
Is this three (four?) people making individual games?
I am confused.
Pretty much Darkdrium777, which I think is a good thing as a) team co-ordination is difficult over the internet b) projects take time some of us really dont have, so we can work and learn at our own pace. Lastly, our 'vision' of what we want is probrably different too.
And eventually you may have four games to play, rather than one8)
Yeah, but we all know mine's best just on principle. http://www.capripower.co.uk/forum/pu...out_tongue.gif
Did a bit of UI design today. (image is 10k, don't worry)
http://i56.tinypic.com/2ef1bba.png
Here's a preview of how it might look:
http://i53.tinypic.com/2a4sk1j.png
I hate to double post, but I want Zero3Growlithe to see his 17000 polygon model bouncing around my intentionally rough track. It's mostly working now, just got some organisational problems to solve in the physics (some things happening in the wrong order, etc.) which cause a slight blip every time the car runs over a track border. But other than that you can see it's handling pitching, rolling, flight, hovering and drifting quite well.
http://www.youtube.com/watch?v=YOZgD...=youtube_gdata
Look's great. I can't wait for the finishing project:D
Cool! 8)
Now are you going to have WO numbers of enemies or do FZero numbers? 50 opponents is always mad (got to love those FZero X moments)
I think it'd be dependant on the track; some really wide tracks more like F-Zero would be capable of supporting more vehicles (and to be honest there's no in-engine limit as it is; just what you can fit in memory) and the smaller Wipeout-like tracks would probably be limited to similar numbers such as 6-12. It's all down to the people who make the tracks, what they think works best.
Wow, nice! Is that a bump map that I see!? :g
No bump maps yet. I do have bits of pipeline for writing a deferred renderer. The plan is that at the end I'm going to build in cone step mapping for the track and global normal/specular/glow maps as well as a crude HDR.
Track editing?
http://www.youtube.com/watch?v=KDFKb...=youtube_gdata
nexekho: Looks really good! All you need now is a quake disruptor to pull those verticies some more.......:twisted
Xpand: How are you getting on- sorted out your GL problems?
btw found this old youtube vid of an FZERO/ WO style racer in Blender:
http://www.youtube.com/watch?v=9si6334twqo
I've managed to make some objects rotate on the screen... Now I'm trying to make them respond to a key press...
I'm having a little problem with lighting:
I gives me an error telling that couldn't determine the size of "specular"...Code:GLfloat specular[] = (0.9f, 0.9f, 0.9f, 1.0f);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
Can anybody help me on this?
Also that game looks awesome! I can't seem to find a way to create AI players...
The problem is that you're trying to define an array using () brackets, when you need to use {} brackets to define the default elements.
Ah! Thanks! :g
Any problems you have, XPand, just post 'em here. I have ~3 years C experience and ~2 years GL experience. How are you planning on getting ship models into the game?
Right now I'm trying to make it more Wipeout-y, adding a bit of drifty lag to the controls and airbraking.
Thanks!
I'm trying to convert X to obj or mdl files and put them on OpenGL.
I'm already capable of doing this:
Attachment 1925
It's very simple but made me quite happy when it worked! :g
Before this I could only make DOS programs with C and C++.
Now I'm trying to get some movement out of key pressing! :g
I have a custom mesh format I made for a previous project. It's basically a binary version of .obj that loads faster and can store lighting data used by normal maps that would otherwise need to be generated on load. It kicks out a display list of the mesh, but being based on .obj it can't have moving or animated parts within the mesh. I'd be willing to send you the mesh converter and the loader function over PM.
Moving parts and airbraking.
http://www.youtube.com/watch?v=uJay3NisYL4
Sure! Thanks! Any help is apreciated!
Also: How did you make the parts move? Do you make the whole model and export the moving parts as separate objects?
Yeah, they're separate meshes grouped under the same object. So the object's position and rotation serve as a base and then they can be moved/rotated/scaled according to the stats of the car. This is done in a text file like so:
You can stack practically infinite rotations, translations and scales but each one requires the building and multiplication of a matrix which can cause slowdown.Code:Mesh
Solid
Data/Racers/Pteromi/Rudder.mse
Data/Racers/Pteromi/Diffuse.dds
Translate
Constant
0.0
-0.29
-0.44
Rotate
Turn
0.0
1.0
0.0
-0.15
Are you going to enable crash damage on the ships? A simple way is making damage level models, for example, when the damage is at 75 percent the game engine displays a model slightly damaged instead of the prestine start model.
http://i55.tinypic.com/29idf7.png
16-WAY SPLIT SCREEN STABILITY STRESS TEST!
Ooooh-right!
Edit: 240-way is really slow but works
Awesome! And it still runs at 49FPS! Can't imagine a normal window!
ill volunteer to help with making the track designs if needed and if needed ill make some of the crafts and the bonus is i wanna help so ill do my best so if you need help ask me how i can help and i shall if i can
Ok, nice! Show us what you've got! Drawings, 3D models, the works! :g
I can provide new ships from Wipeout HD if all ideas to make a new one fail.
(i'll try to make as best quality as i can:) [with moving air breaks]).
For now my idea (star wars:) :
https://zero3growlithe.wordpress.com...t-custom-ship/
By the way, my finished track (Coridon 6):
http://zero3growlithe.wordpress.com/.../31/coridon-6/
Maybe a little bug repairs is needed...
(i need a little more powerfull CPU to make an animation, becouse at this time 1 render takes about 2 hours to complete :brickwall )...
Maybe i'll connect PS3 to my PC :blarg (if only it would be possible)
Wow, me liky!!
Just make sure it isn't too CPU heavy...
It is heavy:| (wondering if ps3 can handle it:g)
Kidding, if it was used in the game, then it had to be converted to proper format and reedited to correct textures... or something like that:), then it won't take much CPU (i think)
Why the pictures have gray lines all over them? :|
It's to do with it being the evaluation version of the software:
Evaluation version
Try before you buy. This is a fully functional version with limited material, light fixture, and plant libraries. The evaluation version also draws thin black lines across the final rendered image.
http://www.flamingo3d.com/download.htm