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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #101

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    nexekho: Looks really good! All you need now is a quake disruptor to pull those verticies some more.......

    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

  2. #102
    Join Date
    Apr 2010
    PSN ID
    Xpand122
    Posts
    1,528

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    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:
    Code:
    GLfloat specular[] = (0.9f, 0.9f, 0.9f, 1.0f);
    	glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
    I gives me an error telling that couldn't determine the size of "specular"...
    Can anybody help me on this?

    Also that game looks awesome! I can't seem to find a way to create AI players...
    Last edited by Xpand; 5th September 2010 at 07:54 PM.

  3. #103
    Join Date
    Aug 2010
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    40

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    The problem is that you're trying to define an array using () brackets, when you need to use {} brackets to define the default elements.

  4. #104
    Join Date
    Apr 2010
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    Xpand122
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    Ah! Thanks!

  5. #105
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    Aug 2010
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    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.

  6. #106
    Join Date
    Apr 2010
    PSN ID
    Xpand122
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    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!
    Before this I could only make DOS programs with C and C++.
    Now I'm trying to get some movement out of key pressing!

  7. #107
    Join Date
    Aug 2010
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    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
    Last edited by nexekho; 6th September 2010 at 07:15 PM.

  8. #108
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    Apr 2010
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    Xpand122
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    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?

  9. #109
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    Aug 2010
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    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:

    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
    You can stack practically infinite rotations, translations and scales but each one requires the building and multiplication of a matrix which can cause slowdown.

  10. #110
    Join Date
    Apr 2010
    PSN ID
    Xpand122
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    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.

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