Posting the progress since Saturday evening:
http://i35.tinypic.com/2d6p2x1.png
Textured, better lit, testing the curves. The yellow line is testing the system for making vehicles track the road.
Posting the progress since Saturday evening:
http://i35.tinypic.com/2d6p2x1.png
Textured, better lit, testing the curves. The yellow line is testing the system for making vehicles track the road.
Dang, that's some nice graphics! :g
Just a question: How do you map the track? I mean, I tried forever to make a mosaic map along my tracks but I have to manually adjust every section of every turn and it's very tiring! I know there's a faster way to do that, but I don't know what...
Because my game engine is building the polygons from a few set points, I can measure the length of the sides of the track and use it to UV map it nicely... I'm currently working on the basic physics, trying to capture the Wipeout drift and sway. I specifically avoided having to model the track because of UV mapping issues.
And thanks. :D
About the copyright issue: don't call it Wipeout, and don't include any media either ripped from or imitating their assets. Then they don't really have a foot to stand on legally as it's just a futuristic racing game. The vehicles and tracks that imitate Wipeout can be released separately as addons.
Just had a thought: I could use this to make a free roam city with wipeout physics... wow, that'd be awesome.
http://i38.tinypic.com/2je6x5l.png
Today I wrote a mesh loader and some of the physics. The car IS driveable but it needs a lot of tweaking and adjustments. The meshes are specified in text files as are the tunings for the physics such as the roll correction force and damping. I have a half-implemented system down for parts that move, rotate and rescale according to statistics of the car, too, so little vectoring thrusters that only pop up when the car is correcting roll are very possible as are moving flaps and sliding engine covers.
Xpand, if you are struggling with mapping a track check this tutorial for Blender- the principles may also hold true for Gmax:
http://home.mnet-online.de/sk9/tutor...ad_blender.pdf
Also, good stuff nexekho! Looks like its coming on well.
Why thank you, Rotational Aspect.
Woke up this morning feeling more modelly than programmy so made this:
http://nexekho.deviantart.com/art/F-Zero-Ish-177519551
Cool, it is very F-Zero like- I half expected Samurai Goroh to jump out! BTW what program did you use to model that?
Now I just wish I had more time to do some work on my project.....
Wow, cool! That's very nice!
And thanks! I'm also having trouble maintaining the ship aligned to the track... For example, when you go on a climb the ship maintains it's pitch and the nose drives into the track while you're climbing... There's a script to overcome that, but I can't seem to get it to work...
Blender 2.5.3.Quote:
BTW what program did you use to model that?
My track system probably works differently. If you can get the surface normal of the road, you should be able to use it to tilt the craft to match, but it can also incur accidental yaw. (I've tried this before with a previous Sonic based project) Under my engine, I produce a forward vector, right vector and up vector for the road under each vehicle each frame and use the inverse matrix from the last frame to keep the vehicle's rotation globally correct whilst the right and forward vectors' Y components are used to add stabilising rotational inertia to straighten the car up. It's still a bit springy (need better damping, just multiplying by 0.99 at the moment) but it seems to work.
Here's a video of the pitching inertia being tested:
http://www.youtube.com/watch?v=X_kaU...=youtube_gdata
No lateral intertia, just rotary. I stop occasionally to make it easier to observe.
Just interested in 3d modeling;
My Quirex-RD Model:
Stand by animation:
http://www.youtube.com/watch?v=ssAmL56so3w
Ship engine runing animation:
http://www.youtube.com/watch?v=jyv2jv63NtU
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And track (this one is first i made):
http://www.youtube.com/watch?v=pMR7OIY9CDA
I'm working on it now:
http://zero3growlithe.wordpress.com/.../31/coridon-6/