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.
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.
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.
@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!!!
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.
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.
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.