15th April 2012, 03:06 PM
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 09:07 PM.
15th April 2012, 03:07 PM
Oki, thanks, now it's time to work :d
15th April 2012, 03:18 PM
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 03:38 PM.
15th April 2012, 03:46 PM
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
15th April 2012, 08:37 PM
New song... Don't know if you want to use it in game, but it's pretty energic
15th April 2012, 08:54 PM
Saxophooooooooooooone, we meet again... xd Anyway, nice track
19th April 2012, 11:44 PM
20th April 2012, 07:54 AM
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
21st April 2012, 12:55 PM
Thanks! Actually, I wanted it to be like the F-117, really stealthy kinda mysterious ship. Like it's backstory.
21st April 2012, 02:47 PM
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