Page 154 of 342 FirstFirst ... 54104144150151152153154155156157158164204254 ... LastLast
Results 1,531 to 1,540 of 3415

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

  1. #1531
    Join Date
    Apr 2010
    Location
    Portugal
    PSN ID
    Xpand122
    Posts
    1,157

    Default

    Here are the 4 complete ships.
    link removed, purpose served
    Model in 3DS format. Texture in TGA format
    Make the material transparent to use with alpha for glass transparency and also self-illuminated.
    Last edited by Xpand; 17th April 2012 at 08:07 PM.

  2. #1532
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    760

    Default

    Oki, thanks, now it's time to work :d

  3. #1533

    Default

    Looking at the screenshots, the project is coming on really well, and looks very professional. I think all those who are working on it deserve a pat on the back

    My projects going slowly (got to look after two babies now!!) but it will get there too someday- and I hope it looks and plays as good as this.

    I am interested Zero, how did you manage to get ships to turn correctly in sharp turns? The control scheme in my game uses opposite linear forces to cancel any sideslip.

    I also forgot to add I'm getting a new PC too (a Rasberry Pi) although not quite as powerful as yours
    Last edited by Rotational_aspect; 15th April 2012 at 02:38 PM.

  4. #1534
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    760

    Default

    Well, when I'm configuring an model's rigidbody I have option like "rigidbody's drag" (air resistance value) so I've set it to a value of 3 and that makes ship to slide minimally. As for ship slowing down my script which makes ship accelerate does opposite... decelerate and it just "slides" forward when thrust is not pressed. When collision with wall/track is detected "ActualShipSpeed" value gradually decreases so it feels like... friction... xd Hope it clears your doubts

  5. #1535
    Join Date
    Apr 2010
    Location
    Portugal
    PSN ID
    Xpand122
    Posts
    1,157

    Default

    New song... Don't know if you want to use it in game, but it's pretty energic
    http://soundcloud.com/rbng-1/kinetic

  6. #1536
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    760

    Default

    Saxophooooooooooooone, we meet again... xd Anyway, nice track

  7. #1537
    Join Date
    Apr 2010
    Location
    Portugal
    PSN ID
    Xpand122
    Posts
    1,157

  8. #1538

    Default

    Some great work, Xpand! My only crit would be that having an all black colour scheme masks the shape too much, so it just becomes a silhouette (and you can't make out any details).

    But other than that its great-good job

  9. #1539
    Join Date
    Apr 2010
    Location
    Portugal
    PSN ID
    Xpand122
    Posts
    1,157

    Default

    Thanks! Actually, I wanted it to be like the F-117, really stealthy kinda mysterious ship. Like it's backstory.

  10. #1540

    Default

    Xpand: cool!

    zero3growlithe: a general question about the node based nav system: does your script allow for AI to dodge mines? If so, how have you done this? I ask as I am currently experimenting with putting a dodge mechanism in place (so if a ship locks on from behind, or detects mines/ danger ahead the AI sideshifts). The current way works OK between nodes, but the closer you get to a nav node it causes problems.

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
  •