Page 21 of 179 FirstFirst ... 111718192021222324253171121 ... LastLast
Results 401 to 420 of 3564

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

  1. #401

    Default

    OK, got working gatling cannon, unguided rockets, primitive flamethrower and guided missle. Is fun making stuff go boom. Plus they all take off varying amounts of damage, which is nice.

  2. #402
    Join Date
    Jun 2008
    Location
    Singapore
    Timezone
    GMT + 8
    PSN ID
    FEISAR-CSY
    Posts
    867

    Default

    Has anyone seen the track that I proposed? I have no idea where it is.

  3. #403

    Default

    I forgot to mention I have a semi-random looking AI working in Blender too. For those interested, I can post .blends when requested.

  4. #404
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    If you please.

    Gotta get the 2.56 right?

  5. #405

    Default

    Yes, these are all 2.56a files and I imagine they will not work in 2.49b. How are you getting on Xpand, have the Blender files I posted earlier helped any?

    I will have to clean up the files somewhat as they are all WIP, but I will post them soon.

  6. #406
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Actually, I've been cleaning up the dust on my Atlantica track.. Converted it to 3ds max (it was in gmax format) so I can export to any file format I want.

  7. #407
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    I just got rhino andddd, I don't know how to use it.

    I'm happy we're making good progress( but I'm still at the paper stage, just moving into programming)

    2 questions; will you ever use buildings I made?(I'm not mad.)Any new building specs or models wanted?
    Last edited by feisar rocket; 3rd April 2011 at 10:44 PM. Reason: Questions added.

  8. #408
    Join Date
    Dec 2010
    Timezone
    GMT + 12
    Posts
    408

    Post sorry another bad news

    actually I'm not leaving, I know boo hoo lol, So I can help!!! Yay??? no? just kidding!!!
    this place is to good to leave
    Last edited by MyNameIsBom; 4th April 2011 at 08:42 AM. Reason: I AM SOOOOOO HAPPY!!!!

  9. #409
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    // Who said that you don't belong here? You're registered here, you have friends here, and you don't belong here? Who wrote you that

    EDIT: Erm, you confused me

  10. #410
    Join Date
    Dec 2010
    Timezone
    GMT + 12
    Posts
    408

    Wink

    @zero
    nevermind now, the past are the past, we must not dwell over the past, we've got to concentrate on the future ahead!! The WipEout Fan Tribute game!! I can't wait for it to be done!!!

  11. #411

    Default

    Xpand: Here is the AI file. No interaction is required as it has 8 AI cubes racing round a track. If you need an explanation how it works, just ask.

    feisar rocket: Not trying to knock you, but Rhino 3D is primarily a NURBS modeller, and is not a good game mesh making tool like Blender, 3DS Max etc, as it generates very complicated meshes.

    It may be better for the track designs to go for Wipeout 3 /SE levels of detail to begin with, as otherwise people get carried away with minor details and not using polygons wisely overall. The simpler the geometry, the easier time you will have getting the game to run smoothly- remember you have to have AI, effects etc on top too. And dont forget textures- quite often they can and are used to convey more than simple geometry.
    Attached Files Attached Files

  12. #412
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Do you have any weapon symbols (ex. ยป = turbo)? If not I'll make some, well if you want me to...

    Tracks: I made one, Bom style. W'O 64's kues ridge's starting and Droness (spelled wrong) multi-jump area + W'O 3's Mannor top's "air turns" (might be wrong track) + W'O Pure's Sebenco Peak's skinny turns and Climb's 3 turn area =_____

    P.S. Bom your right, I can't wait to carry this to SONY if we are).

    Names; (choose one/two)
    Zetarra III
    Staten Top
    Hue Peaks
    De Gamma
    Sentil II
    Any name you have?
    Last edited by feisar rocket; 5th April 2011 at 01:41 AM.

  13. #413
    Join Date
    Jun 2008
    Location
    Singapore
    Timezone
    GMT + 8
    PSN ID
    FEISAR-CSY
    Posts
    867

    Default

    Does anyone still have a model of my track?

  14. #414
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Kinda quiet now... Let's break the silence!
    Uploading (track name)tomarrow. Due to using Pre-FX tracks( no pure/pulse) more, it has a ***pit-lane.

    track details;
    start: Kues ridge(64)
    dual sweeper: Sebenco Peak(Pure)
    4/5 jumps: Droness(64)
    jump turns*:Mannor Top(3)
    blue** and final section:Sebenco climb(pure)

    *= I made up that name.Why? When your in the air you need to turn.

    **= add-on or long version

    ***= classic + old story touch = pit lanes (for classics only)

  15. #415
    Join Date
    Jun 2008
    Location
    Singapore
    Timezone
    GMT + 8
    PSN ID
    FEISAR-CSY
    Posts
    867

    Default

    I know this may seem like spam...but...
    does <-this ring a bell to track developers?

  16. #416

    Default

    For those interested: as I have been developing my own game I have come across a weird bug that does odd things to the material physics. Because of this, I have been playing with alternatives to the material physics and have found two other non-cheating ways to get antigravity using Blender.

    1: Material physics (as used at the minute)

    2: Constraint actuator > Force field (-ve Z) plus servo control (for simulating friction)

    3: Regular motion (with a +ve Z push of 9.81 to get floating) plus servo control (for simulating friction).

    If interested, I will post a blend as a comparison, and if requested I can go through teh pros and cons I have found so far.
    Last edited by Rotational_aspect; 6th April 2011 at 09:20 AM.

  17. #417
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Track name needed...

    Well Bom, what do you think?

    Do you guys like it?
    Attached Images Attached Images

  18. #418
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    Confussed
    Name: Confussing Corners

  19. #419
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Quote Originally Posted by zero3growlithe View Post
    Confussed
    Really? Fine, I'll draw it on paper but, do you like it?

    I did not get confused making this ( well the connection of the long verson is confusing at FIRST.)

    I'll repost without the long verson.

  20. #420
    Join Date
    Dec 2010
    Timezone
    GMT + 12
    Posts
    408

    Wink

    its good feisar, but to be honest it is a bit long and lots of snaking area, I'll be lying if I say it was super good. It's up to my standard! And yayi will be able to up load my tracks soon, mu internet is going to be back up soon.

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
  •