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

  1. #201
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    Woooooooooooow!

    That rocks.

  2. #202
    yeldar2097's Avatar
    yeldar2097 is offline WipEout HD Cup - Quarter Finalist Veteran Pilot
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    wo_OW


  3. #203
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    I'm having spasms of awesome!

  4. #204
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    Exiting

  5. #205
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    If this goes really really far, would it be a bad idea to team up with a professinal games company, to give it the final bits to make it better than HD, and btw are there going to be SL's TT's and ect

  6. #206
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    Did anybody noticed that this track is made out of 6 Wipeout HD tracks? (i mean track, not environment)
    Piece:
    1. Chenghou Project
    2. Ubermall Reverse
    3. Metropia
    4. Vineta K
    5. Anulpha Pass
    6. Tech De Ra (exeption, here is environment)

    btw. I think that TT's and SL's are good and there is no need to "throw" them away

    EDIT: Now i'm making version suitable for our game, rectangle count doesn't exceed 10000, it is good
    Last edited by zero3growlithe; 9th December 2010 at 05:30 AM.

  7. #207
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    Some "ugly" (but with less memory consumption) trees that i've made & track that is looking like this
    Trees looks like this (it is not all of them), and can be a lot of them here
    Look at this scary underwater tunnel
    Last edited by zero3growlithe; 11th December 2010 at 09:12 PM.

  8. #208
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    Well ive made my first high quality level it will need a software to view it tho
    The track is textured hopfully it is in mine
    Attached Files Attached Files

  9. #209
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    What program did you use to make this ? (i can't find any to open it)

  10. #210
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    That tunnel is quite freaky!

  11. #211
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    My Corridon 6 is completed again, but this time with manually made trees, light, textures, shadows and glass for our game.
    Final file size is..... 12 700kb (earlier it was about 80mb)

    Perspective 1
    Perspective 2

    EDIT: Hmmm, i have a little problem with exporting track to other format (.obj or .x or whatever is needed). Textures definitions aren't exporting with project and file size after exporting exceeds 80mb (checked on .obj, .x format exceeds 40mb). The question is... how should i make it? The answer is... the best as it is possible...
    Last edited by zero3growlithe; 13th December 2010 at 07:15 PM.

  12. #212
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    http://wipeoutzonegame.freeforums.org/

    please join and post files and etc its an easier way of maintaining the devolpment

  13. #213
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    jesse,how's progress on the track that you're doing from my design?
    I thought Corridon 6 would be a variation of Corridon 12.I was wrong!
    Reverse run available in this game?

  14. #214
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    well the track im making for you fesiar is good just doing the final design now
    and here it is i hope you enjoy as my software cant exactlly do much right now my computer has crashed and im re installing mosta it

    anyways i have been researching physX and this is a chart i drew up showing how physics need to be altered for a vertical acent to be made
    key
    Black=The course a craft without modified physics would go
    Purple=The course a craft with modified physics would go
    green=areas of downforce
    red dot=start of modded physics
    blue dot=end of modded physics
    vertical acent physX.PNG
    Attached Images Attached Images
    Last edited by jesse9705; 16th December 2010 at 06:15 AM.

  15. #215

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    I'm not trying to ruin your day but you may find development a lot more fun (and easier) if you use a solution such as Blender which has now matured to a useful tool. It has physics built in, and accurate enough for this project. If you look at this post:

    http://blenderartists.org/forum/showthread.php?t=202437

    this guy has built an excellent functioning racing game (including menus, car select etc) and is a good learning tool- the only difference is viewpoint (which can be easily modified).

    Since its Xmas why not buy a book on Blender and learn it? I admit its not the 'offical' way of making a game but it will teach you several things:

    1: Learning a computer language (Python) which is used a lot in games and 3D since it is easier to learn than C.

    2: How to model and budget polygons

    3: How to texture models in a way that uses video memory efficiently.

    A crit on the Coridon 6 track:

    It looks nice but why are we seeing it from above? All Wipeout tracks are (obviously) viewed from track level and as such all detail should be geared towards that. Do some more shots from track level and decide if the colossal polygon count is really needed, and spend those polygons on track detail that really matters.

    Sorry if that sounds harsh btw.

    And just to show I havent been lazy, here is a rejected design from my sketchbook to bring some colour to my post.
    Attached Images Attached Images

  16. #216
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    The loop was not supposed to have a jump. It was supposed to be a crossover.And I was intending it to run in the anit-clockwise direction,but clockwise is fine by me as well,but I can't seem to see the undulations that could be used for BRing.

  17. #217
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    F.E.I.S.A.R, my Corridon 6 is two-way track (only jump a few inches from start must to be flattened)

    btw. Now i'm making an new track named "Alphard"

  18. #218
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    FEISAR sorry about that crossover thing but as i said my software was lost when my PC crashed

  19. #219
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    Ok,so this is just Stage One of the final product for now?

  20. #220
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    yep it certainly is

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