If this goes really really far, would it be a bad idea to team up with a professinal games company, to give it the final bits to make it better than HD, and btw are there going to be SL's TT's and ect
Did anybody noticed that this track is made out of 6 Wipeout HD tracks? (i mean track, not environment)
Piece:
1. Chenghou Project
2. Ubermall Reverse
3. Metropia
4. Vineta K
5. Anulpha Pass
6. Tech De Ra (exeption, here is environment)
btw. I think that TT's and SL's are good and there is no need to "throw" them away
EDIT: Now i'm making version suitable for our game, rectangle count doesn't exceed 10000, it is good
Last edited by zero3growlithe; 9th December 2010 at 05:30 AM.
Some "ugly" (but with less memory consumption) trees that i've made & track that is looking like this
Trees looks like this (it is not all of them), and can be a lot of them here
Look at this scary underwater tunnel
Last edited by zero3growlithe; 11th December 2010 at 09:12 PM.
My Corridon 6 is completed again, but this time with manually made trees, light, textures, shadows and glass for our game.
Final file size is..... 12 700kb (earlier it was about 80mb)
EDIT: Hmmm, i have a little problem with exporting track to other format (.obj or .x or whatever is needed). Textures definitions aren't exporting with project and file size after exporting exceeds 80mb (checked on .obj, .x format exceeds 40mb). The question is... how should i make it? The answer is... the best as it is possible...
Last edited by zero3growlithe; 13th December 2010 at 07:15 PM.
jesse,how's progress on the track that you're doing from my design?
I thought Corridon 6 would be a variation of Corridon 12.I was wrong!
Reverse run available in this game?
well the track im making for you fesiar is good just doing the final design now
and here it is i hope you enjoy as my software cant exactlly do much right now my computer has crashed and im re installing mosta it
anyways i have been researching physX and this is a chart i drew up showing how physics need to be altered for a vertical acent to be made
key
Black=The course a craft without modified physics would go
Purple=The course a craft with modified physics would go
green=areas of downforce
red dot=start of modded physics
blue dot=end of modded physics vertical acent physX.PNG
Last edited by jesse9705; 16th December 2010 at 06:15 AM.
I'm not trying to ruin your day but you may find development a lot more fun (and easier) if you use a solution such as Blender which has now matured to a useful tool. It has physics built in, and accurate enough for this project. If you look at this post:
this guy has built an excellent functioning racing game (including menus, car select etc) and is a good learning tool- the only difference is viewpoint (which can be easily modified).
Since its Xmas why not buy a book on Blender and learn it? I admit its not the 'offical' way of making a game but it will teach you several things:
1: Learning a computer language (Python) which is used a lot in games and 3D since it is easier to learn than C.
2: How to model and budget polygons
3: How to texture models in a way that uses video memory efficiently.
A crit on the Coridon 6 track:
It looks nice but why are we seeing it from above? All Wipeout tracks are (obviously) viewed from track level and as such all detail should be geared towards that. Do some more shots from track level and decide if the colossal polygon count is really needed, and spend those polygons on track detail that really matters.
Sorry if that sounds harsh btw.
And just to show I havent been lazy, here is a rejected design from my sketchbook to bring some colour to my post.
The loop was not supposed to have a jump. It was supposed to be a crossover.And I was intending it to run in the anit-clockwise direction,but clockwise is fine by me as well,but I can't seem to see the undulations that could be used for BRing.