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

  1. #61
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    Let me set this straight: This isn't going to be better or ever reach the same level as, for example, Fusion or Pure... At least that's what I think... I'm not aiming at something very complex... Because we're missing important parts of the development (we only have some concept ships and some track drawings yet...) I can't possibly imagine how this will be limited in anyways...

  2. #62
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    I'm working independantly on my own Wipeout/F-Zero clone engine.

    http://i34.tinypic.com/55p5ld.png

    Written using C/GL so it should be fairly portable. Instead of using meshes made in Max, etc. it uses bezier patches to define the track meaning you can rough out the drivable parts quickly.
    Last edited by nexekho; 25th August 2010 at 12:41 PM.

  3. #63
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    Dude, you better link that image...
    Also: I'm trying to display stuff with OpenGL in C++, but with no luck... All I can do is make an empty window... As soon as I start to add the rest of the code to display lines and triangles C++ detects lots of errors...

  4. #64
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    Oh, I'm sorry, that was my first post, didn't realise it was the custom around these parts. I'm just about to go on holiday but the next thing I do will be textures, then I'll get started on the custom physics engine...

    C++? Nah, I don't like OOP.

  5. #65

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    Xpand, why did you stop using Blender? I've started using it and (also researching on the BlenderArtists forum) found it to be very capable indeed- plus it uses Python which is a lot easier to learn than C (esp for code retards like me!).

    By the way, hows the modeling going? Need pretty pictures!!

  6. #66
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    Well.. I guess I could use blender... But my modeling skills on it are close to zero compared to gmax and 3dsmax... When I try to import a model into blender it loses all smothing and texture information and I have to do that all over again... The two most problematic things I have in blender...

  7. #67

  8. #68
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    I only have gmax in my computer... 3dsmax is my school's software... and gmax is basically a downgraded 3dsmax 5... it can only export as X files and as P3D files...

    Here's an Assegai styled ship:
    http://img839.imageshack.us/img839/7...itypefx200.jpg
    http://img52.imageshack.us/img52/593...efx200rear.jpg
    Last edited by Xpand; 26th August 2010 at 04:58 PM.

  9. #69

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    Doh- I forgot you have GMax-try these instead:

    http://www.katsbits.com/tutorials/gm...obj-models.php

    http://www.katsbits.com/tools/

    http://forums.totalwar.org/vb/showth...ax-version-1.1

    You could use your school Max to convert the files too, or use the Tempest game pack to convert to MD2 (from Gmax).

    Cool model by the way!

  10. #70
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    Thanks! I'll try...

  11. #71
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    Posting the progress since Saturday evening:
    http://i35.tinypic.com/2d6p2x1.png

    Textured, better lit, testing the curves. The yellow line is testing the system for making vehicles track the road.

  12. #72
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    Dang, that's some nice graphics!
    Just a question: How do you map the track? I mean, I tried forever to make a mosaic map along my tracks but I have to manually adjust every section of every turn and it's very tiring! I know there's a faster way to do that, but I don't know what...
    Last edited by Xpand; 30th August 2010 at 11:45 AM.

  13. #73
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    Because my game engine is building the polygons from a few set points, I can measure the length of the sides of the track and use it to UV map it nicely... I'm currently working on the basic physics, trying to capture the Wipeout drift and sway. I specifically avoided having to model the track because of UV mapping issues.

    And thanks.

    About the copyright issue: don't call it Wipeout, and don't include any media either ripped from or imitating their assets. Then they don't really have a foot to stand on legally as it's just a futuristic racing game. The vehicles and tracks that imitate Wipeout can be released separately as addons.

    Just had a thought: I could use this to make a free roam city with wipeout physics... wow, that'd be awesome.
    Last edited by nexekho; 30th August 2010 at 06:58 PM.

  14. #74
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    http://i38.tinypic.com/2je6x5l.png

    Today I wrote a mesh loader and some of the physics. The car IS driveable but it needs a lot of tweaking and adjustments. The meshes are specified in text files as are the tunings for the physics such as the roll correction force and damping. I have a half-implemented system down for parts that move, rotate and rescale according to statistics of the car, too, so little vectoring thrusters that only pop up when the car is correcting roll are very possible as are moving flaps and sliding engine covers.

  15. #75

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    Xpand, if you are struggling with mapping a track check this tutorial for Blender- the principles may also hold true for Gmax:

    http://home.mnet-online.de/sk9/tutor...ad_blender.pdf

    Also, good stuff nexekho! Looks like its coming on well.

  16. #76
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    Why thank you, Rotational Aspect.

    Woke up this morning feeling more modelly than programmy so made this:
    http://nexekho.deviantart.com/art/F-Zero-Ish-177519551

  17. #77

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    Cool, it is very F-Zero like- I half expected Samurai Goroh to jump out! BTW what program did you use to model that?

    Now I just wish I had more time to do some work on my project.....

  18. #78
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    Wow, cool! That's very nice!

    And thanks! I'm also having trouble maintaining the ship aligned to the track... For example, when you go on a climb the ship maintains it's pitch and the nose drives into the track while you're climbing... There's a script to overcome that, but I can't seem to get it to work...

  19. #79
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    BTW what program did you use to model that?
    Blender 2.5.3.

    My track system probably works differently. If you can get the surface normal of the road, you should be able to use it to tilt the craft to match, but it can also incur accidental yaw. (I've tried this before with a previous Sonic based project) Under my engine, I produce a forward vector, right vector and up vector for the road under each vehicle each frame and use the inverse matrix from the last frame to keep the vehicle's rotation globally correct whilst the right and forward vectors' Y components are used to add stabilising rotational inertia to straighten the car up. It's still a bit springy (need better damping, just multiplying by 0.99 at the moment) but it seems to work.

    Here's a video of the pitching inertia being tested:
    http://www.youtube.com/watch?v=X_kaU...=youtube_gdata

    No lateral intertia, just rotary. I stop occasionally to make it easier to observe.
    Last edited by nexekho; 31st August 2010 at 03:08 PM.

  20. #80
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    Smile

    Just interested in 3d modeling;

    My Quirex-RD Model:

    Stand by animation:
    http://www.youtube.com/watch?v=ssAmL56so3w

    Ship engine runing animation:
    http://www.youtube.com/watch?v=jyv2jv63NtU
    ---------------------------------------------------------------------------------------------
    And track (this one is first i made):
    http://www.youtube.com/watch?v=pMR7OIY9CDA

    I'm working on it now:
    http://zero3growlithe.wordpress.com/.../31/coridon-6/

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