Page 152 of 179 FirstFirst ... 52102142148149150151152153154155156162 ... LastLast
Results 3,021 to 3,040 of 3564

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

  1. #3021
    Join Date
    May 2006
    Location
    Melbourne, Australia
    Timezone
    GMT + 10
    PSN ID
    radiumx
    Posts
    1,500

    Default

    Not sure an AG craft really needs downforce

  2. #3022
    Join Date
    Nov 2012
    Timezone
    GMT + 10
    Posts
    11

    Default

    If you don't want to destabilize your craft during turning, then it's a great idea to get some sort of downforce.

    Also I'm interested in the development, I got a conceptual circuit that was actually located somewhat near to the CERN base.
    Last edited by Rupang; 7th November 2012 at 12:43 PM.

  3. #3023
    Join Date
    Feb 2012
    Location
    HE, Germany
    Timezone
    GMT + 1
    PSN ID
    docfo4r
    Posts
    1,044

    Default

    Hey guys,
    I see we have some new people here which is a cool thing and I am happy you guys want to support us. What we need most atm are prototype ship designs [maybe not just one, several ideas to choose are good], 2D art for sponsors etc. [check a few pages back for a list of sponsors & contact dreadofmondays for a template].
    However, regarding the tracks: Creating and finalizing tracks takes up alot of time at the moment. Most of us are working on the tracks like crazy already so I hope you guys understand that we cannot or can barely start to work out your ideas. But keep your ideas in mind, maybe get yourself a modeling software and start working on it just like I did. Once we have the planned tracks completed, we can take a look at the remaining ideas and decide together which tracks SSGX still needs.

    Current tracks finished or in development:
    "Cassandra" by Xpand - Finished - Barcelona, Spain - City/Beach atmosphere
    "Draco Cavernae" by Raptor 1 - Close to be finished - Lake Schluchsee, Germany - Forest/Lakeside
    "Alphard" by zero3growlithe - Almost halfway through - Mount Unzen, Japan - Mountain area with lava cave
    "Kealakekua Bay" by dreadofmondays - early progress - Kealakekua, Hawaii - Bayside
    "Hubian" by TypeProton - basic layout done - unknown location, China - Chinese garden
    "Nazca Remains" by docfo4r - early progress - Nazca, Peru - Desert, abandoned ambience
    "Porto Kora" by Xpand - early progress - unknown location - Remake of Wip3out Porto Kora [only remake planned for SSGX]
    "Basin Park" by Oryx Crake - wip - Rio, Brazil - Hills with a city in it
    "Basin Park Hill" by Oryx Crake - wip - Rio, Brazil - Same location as "Basin Park", another route

    You see we have 8 tracks at the moment already + a Wipeout remake and only one track is finished [still needs nighttime mode aswell]. Here are the track logos, created by TypeProton:


    And since I think the modelers want to work out their ideas by themself, please don't be upset if we can't work on any other tracks at the moment.
    Attached Images Attached Images

  4. #3024
    Join Date
    May 2006
    Location
    Melbourne, Australia
    Timezone
    GMT + 10
    PSN ID
    radiumx
    Posts
    1,500

    Default

    Do you have any kind of 'regular' billboard size?

    Btw, track design wise I'd like to see more 'landmarks' - eg. a section of track covered by sakura/blossom trees + petals, significant archways, etc. Perhaps an 'equaliser' tunnel.

  5. #3025
    Join Date
    May 2012
    Timezone
    GMT -6
    Posts
    855

    Default

    Quote Originally Posted by rdmx View Post
    Not sure an AG craft really needs downforce
    *Joking tone of voice* Ever heard of Citta Nouva?

  6. #3026
    Join Date
    May 2006
    Location
    Melbourne, Australia
    Timezone
    GMT + 10
    PSN ID
    radiumx
    Posts
    1,500

    Default

    Downforce only works if it's going fast enough ^_^

  7. #3027
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    You're thinking of aerodynamic downforce. There are other ways to create it, like using RCS (reaction control system), like the ones in the space shuttle. Actually I believe if I was to build a real AG-craft the only way to make it turn while stopped or moving slowly was to use the RCS.

  8. #3028

    Default

    Although nothing to do with SSGX, I have just been experimenting and made a crazy random ship generator....if I developed it more, I could quite easily make random ships that would be different each race.

    Now, that would be a good online mode.... completely unbalanced but cool!

  9. #3029
    Join Date
    May 2006
    Location
    Melbourne, Australia
    Timezone
    GMT + 10
    PSN ID
    radiumx
    Posts
    1,500

    Default

    @Xpand : the messages were in response to something about adding front and rear spoilers to a craft, hence the spiel about aerodynamic downforce

  10. #3030
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Attachment 7015
    Finally I fixed those goddamn ugly grassy edges...

  11. #3031
    Join Date
    Aug 2012
    Location
    West Yorkshire, England
    Posts
    46

    Default

    Is there any way I can help? I have zero experience in 3D, but I enjoy designing AG craft and circuits. Here is one of my designs if you're interested! http://img13.imageshack.us/img13/9727/panx.png ;p

  12. #3032
    Join Date
    Feb 2012
    Location
    HE, Germany
    Timezone
    GMT + 1
    PSN ID
    docfo4r
    Posts
    1,044

    Default

    Hey clojo. Looks very nice. Indeed we still need some prototype ship designs. Actually for all ships except CEN-R, Amphithere & Zepher so maybe you can look at our facebook-site, check out the team ships and design a prototype ship. Sketches from all views are good to work with, also a 3D view would be nice, in case I'm not asking for too much of course

  13. #3033
    Join Date
    Aug 2012
    Location
    West Yorkshire, England
    Posts
    46

    Default

    Thanks for the link, I would love to contribute! I'll try and sketch out a few different designs. :3

  14. #3034
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Solaris also has a prototype design...

  15. #3035
    Join Date
    Feb 2012
    Location
    HE, Germany
    Timezone
    GMT + 1
    PSN ID
    docfo4r
    Posts
    1,044

    Default

    Oh, right... Maybe you can do something about Helios

  16. #3036
    Join Date
    Aug 2012
    Location
    West Yorkshire, England
    Posts
    46

    Default

    Okay, cool! I'll try!

  17. #3037
    Join Date
    Oct 2011
    Location
    Metarie, Lousisana.
    Timezone
    GMT -6
    PSN ID
    I don't have one at this time.
    Posts
    187

    Default

    SSGX Track.psd

    I'll just drop this track design here.

    It's not finished, but...

    (It's a psd file.)

    I don't know what to name it.

  18. #3038
    Join Date
    Jul 2007
    Location
    Montréal
    Timezone
    GMT -5
    PSN ID
    Darkdrium777
    Posts
    4,553

    Default

    Too much like Talon's Junction, no offense... The chicane is just before the loop instead of after, and there's a couple of jumps in the track.

  19. #3039
    Join Date
    Oct 2011
    Location
    Metarie, Lousisana.
    Timezone
    GMT -6
    PSN ID
    I don't have one at this time.
    Posts
    187

    Default

    Well, I didn't know that. I was just throwing stuff around.

    But you do have a point.

    I was not thinking about that track when I was fooling around.
    Last edited by AG-SYSTEMS; 10th November 2012 at 04:06 PM.

  20. #3040
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Wait, what ship/team doesn't have a prototype?

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •