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2nd January 2011, 11:55 AM
#241
Ok, let's regroup and start this all over again:
We need programmers, modellers/designers and texture/graphic artists.
We should do things like this:
-Name of the game (of course it can't be Wipeout due to copyrights).
-Making a simple program to run the 3D models.
-Prototyping the ships, tracks, menus and graphics.
-Modeling the above referred.
-Enhance the program with physics.
-Add A.I. (artificial intelligence).
-Debugging.
-Release.
This is version 1.
The second version could have weapons and such... Basicaly following the same path as the original Wipeout series.
Let's simplify and reorganize.
I'll do the prototyping of the ships if there are no objections.
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2nd January 2011, 03:49 PM
#242
I can make a simple program to run 3d models
(my programming language: C++)
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2nd January 2011, 06:00 PM
#243
That would be awesome! I know a little of C++ too, enough to make complex calculator programs in DOS.
You make for which file format? OBJ would be great for a first program.
And, if you please, could you share the source code for that?
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2nd January 2011, 10:57 PM
#244
I'm not half bad with futuristic design, perhaps I could have a go Xpand? (But of course i'm no artist unless i'm drawing IRL
And just to get the ball rolling how about Velocity: Evoloution
The evoloution of speed
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2nd January 2011, 11:32 PM
#245
Im a good imager or modler and im good for some programming i know javascript and HTML so i may be able to set up a online server
,Xpand can you maybye make Fesaer's and my track into one like you did with that harmaui test track the image here is provided id just like the track anyway it can be made(sorry about my spelling im tired)
and that midle part with a gap in the track just lyk make that solid to go on or somthing
Track.PNG
Last edited by jesse9705; 3rd January 2011 at 06:05 AM.
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3rd January 2011, 09:14 AM
#246
If i make that program i'll share source code, about format of models... i have problems with exporting them to .obj (.x is working a little better)
EDIT:
btw. I began learning C++ maybe... 4 days ago? So it may take a little more time...
Last edited by zero3growlithe; 3rd January 2011 at 01:57 PM.
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3rd January 2011, 10:57 AM
#247
I'm happy to ships, HUDS, Weapons or anything!
Track design eludes me tho...
Xpand, post or pm here and i'll do any assingment you ask
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3rd January 2011, 12:05 PM
#248
is there going to be a awesome plasma design??!!!
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3rd January 2011, 02:00 PM
#249
Well, DialgiX, if you want to design some ships it will be great, if you can model tracks it would awesome and if you can design working HUDs it would be outstanding!
jesse9705, I can make something based on your track, is it ok with you?
zero3growlithe, I need to know the type of X file you use so I can find an exporter for 3ds max and blender.
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3rd January 2011, 03:47 PM
#250
Rhinoceros exports files to
(sorry for polish version)
Last edited by zero3growlithe; 3rd January 2011 at 03:52 PM.
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3rd January 2011, 03:53 PM
#251
Nice, it's DX .X files...
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3rd January 2011, 11:26 PM
#252
Xpand its okay with me if you make somthing based on fesiar's and my track its always okay to use my ideas
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6th January 2011, 12:03 PM
#253
Becouse of school (damn) my work is going reaaaaalllyyyy slooooow, for now i can (wow...) rotate my 3D object (in .x format) using arrow keys. Not much for now
btw. i'll be updating this post with what i have achieved:
02.01 - 06.01.2011
-----------------------------------
- loading 3D object in .x
- assigning keys
- rotating objects
- moving camera using keys/mouse
06.01 - 01.02.2011
-----------------------------------
- bump mapping
Last edited by zero3growlithe; 10th January 2011 at 05:16 PM.
Reason: Update
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6th January 2011, 02:19 PM
#254
Yeah, school is starting and time is short...
What you've accomplished is great! I can't load a 3D model with OpenGL yet...
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6th January 2011, 03:41 PM
#255
I'm using DarkGDK, so loading 3D object is nothing hard:
// Load 3D object and set its position
dbLoadObject ("Ship.x", 1);
dbPositionObject (1,0,0,0);
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10th January 2011, 05:11 PM
#256
I'm going to buy an small book about C++ programming soon, in the meantime i've found some video tutorials from "helpfullprogrammer" on youtube, i'll go trough them, learn some basics then go to see if i can make an step in making our "Velocity: Evolution" , if i get stuck... i have one option... buy 3 toms of book about game programming for about 600 pages each one
EDIT: I saw that Connavar is making his own game... so, there will be 2 versions of game
Last edited by zero3growlithe; 11th January 2011 at 02:41 PM.
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10th January 2011, 05:25 PM
#257
Yeah, I oughta go look for some of those too... They're really helpful.. I saw one about 3ds max, I didn't buy it, but the three pages I saw tought me a few tricks I could use on gmax.
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13th January 2011, 02:49 AM
#258
Maybe some controls here
if (key is pressed(Key:Right)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Left)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Up)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Esc)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Space)) then {INSERT FUNCTION HERE}
if (key is pressed(Key:Down)) then {INSERT FUNCTION HERE}
I recommend that The Right Key Moves you right
I Recommend that the left key moves you left
i recommend that Up Button is to accellarate
If Down Is pushed it should slow the craft down
If Space is pushed it should be used in the menus to select options and items etc but in race it should serve as the weapon fire button
Im Not So Sure Is We Could Put JoyStick configuration in but we could perhaps Add Mouse Compatability?
This might help
Perhaps this could work?
And Perhaps We Can Move To Physics well i believe that We Should Make Tracks Less Dependent on the level physics but rather we instead We Use A magnet like physics in parts of the track where its likely to fly over the edges of the tracks the magnet physics might help us save time in editing the entire level physics but rather magnetise it?
Also you know the wipeout pilots with the last name Tesuto well i found out this Tesuto is test in japan but its only Tesuto read phonetically
Last edited by jesse9705; 13th January 2011 at 04:19 AM.
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13th January 2011, 04:34 PM
#259
Well, the ship's brakes are the two airbrakes deployed at the same time. About the floating physics I think we should try to make the track emit an upward force field and apply to the ship a downwards force with the same intensity as the force field.
I also have a few ships on my sketch board. Just need to improve the drawings to show them here.
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15th January 2011, 07:04 PM
#260
Guys, my head had been hit by an awesome idea "Let's make a Open World Wipeout Game!". Ahead of my eyes passed an great image of long tracks, big cities, and beautiful environments (my glimpses of crazy dreams). Is this not a great idea?
I even know how to realize that
btw. Jessie - you forgot about pitching (i'm still thinking about controlls in game, it's difficult becouse of KEYBOARD...)
In programming i thought about ship phisics too... aren't there some physics formulas needed to accomplish this? (i suck in this subject )
Last edited by zero3growlithe; 15th January 2011 at 07:16 PM.
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