OK, got working gatling cannon, unguided rockets, primitive flamethrower and guided missle. Is fun making stuff go boom. Plus they all take off varying amounts of damage, which is nice.
OK, got working gatling cannon, unguided rockets, primitive flamethrower and guided missle. Is fun making stuff go boom. Plus they all take off varying amounts of damage, which is nice.
Has anyone seen the track that I proposed? I have no idea where it is.
I forgot to mention I have a semi-random looking AI working in Blender too. For those interested, I can post .blends when requested.
If you please. :+
Gotta get the 2.56 right?
Yes, these are all 2.56a files and I imagine they will not work in 2.49b. How are you getting on Xpand, have the Blender files I posted earlier helped any?
I will have to clean up the files somewhat as they are all WIP, but I will post them soon.
Actually, I've been cleaning up the dust on my Atlantica track.. Converted it to 3ds max (it was in gmax format) so I can export to any file format I want.
I just got rhino andddd, I don't know how to use it.
I'm happy we're making good progress( but I'm still at the paper stage, just moving into programming)
2 questions; will you ever use buildings I made?(I'm not mad.)Any new building specs or models wanted?
actually I'm not leaving, I know boo hoo lol, So I can help!!! Yay??? no? :( just kidding!!!
this place is to good to leave :D
// Who said that you don't belong here?:blarg:eek You're registered here, you have friends here, and you don't belong here? Who wrote you that :bomb
EDIT: Erm, you confused me :dizzy
@zero
nevermind now, the past are the past, we must not dwell over the past, we've got to concentrate on the future ahead!! The WipEout Fan Tribute game!! I can't wait for it to be done!!!
Xpand: Here is the AI file. No interaction is required as it has 8 AI cubes racing round a track. If you need an explanation how it works, just ask.
feisar rocket: Not trying to knock you, but Rhino 3D is primarily a NURBS modeller, and is not a good game mesh making tool like Blender, 3DS Max etc, as it generates very complicated meshes.
It may be better for the track designs to go for Wipeout 3 /SE levels of detail to begin with, as otherwise people get carried away with minor details and not using polygons wisely overall. The simpler the geometry, the easier time you will have getting the game to run smoothly- remember you have to have AI, effects etc on top too. And dont forget textures- quite often they can and are used to convey more than simple geometry.
Do you have any weapon symbols (ex. ยป = turbo)? If not I'll make some, well if you want me to...
Tracks: I made one, Bom style. W'O 64's kues ridge's starting and Droness (spelled wrong) multi-jump area + W'O 3's Mannor top's "air turns" (might be wrong track) + W'O Pure's Sebenco Peak's skinny turns and Climb's 3 turn area =_____
P.S. Bom your right, I can't wait to carry this to SONY if we are).
Names; (choose one/two)
Zetarra III
Staten Top
Hue Peaks
De Gamma
Sentil II
Any name you have?
Does anyone still have a model of my track?
Kinda quiet now... Let's break the silence!
Uploading (track name)tomarrow. Due to using Pre-FX tracks( no pure/pulse) more, it has a ***pit-lane.
track details;
start: Kues ridge(64)
dual sweeper: Sebenco Peak(Pure)
4/5 jumps: Droness(64)
jump turns*:Mannor Top(3)
blue** and final section:Sebenco climb(pure)
*= I made up that name.Why? When your in the air you need to turn.
**= add-on or long version
***= classic + old story touch = pit lanes (for classics only)
I know this may seem like spam...but...
does http://www.wipeoutzone.com/forum/att...1&d=1292482150 <-this ring a bell to track developers?
For those interested: as I have been developing my own game I have come across a weird bug that does odd things to the material physics. Because of this, I have been playing with alternatives to the material physics and have found two other non-cheating ways to get antigravity using Blender.
1: Material physics (as used at the minute)
2: Constraint actuator > Force field (-ve Z) plus servo control (for simulating friction)
3: Regular motion (with a +ve Z push of 9.81 to get floating) plus servo control (for simulating friction).
If interested, I will post a blend as a comparison, and if requested I can go through teh pros and cons I have found so far.
Track name needed...
Well Bom, what do you think?
Do you guys like it?
Confussed :dizzy
Name: Confussing Corners :brickwall
its good feisar, but to be honest it is a bit long and lots of snaking area, I'll be lying if I say it was super good. It's up to my standard! :) And yayi will be able to up load my tracks soon, mu internet is going to be back up soon.
http://i.imgur.com/gxg7Cl.jpg
You'll have to excuse me, I haven't done any map creation for some years. Used Google Sketchup. Haven't fully completed this yet.
Ya, with the Long version (blue part added to track) it's too long (7.7 km), and I did add plenty of snaking areas. I'll upload one without Long version.
I can't wait to see what you made so far Bom!
Xpand/Aspect, is there going to be an 'endurance' mode?Why I ask? I made the best endurance track I can think of (19.2 km!!).
Blue (or Stinger), how did YOU do THAT! That is REMARKABLE!
@feisar rocket
yeah I have lots of tracks made but I went down to only one idea, because some was a bit too long/ complicated/ it had mag lock areas and multiple paths, But i hope my undischarged idea/concept will be good, posting it on Saturday (GMT +12 time)
@Stingerblue, that is gooooood:):+ I really like it:pizza and welcome to Wipeout Zone;)
Thanks :). Looks like its more suited for a FPS thou :S.
Nyah, i can see only a good track in it, nothing from FPS:cowboy
It kinda reminds me of Mega Mall, Blue(or Stinger)!
P.S. Zero, is there going to be unlockables? Ehh, mabey not...
Yeah, better not (except for ship skins & campign). If all of you would like to upgrade your ship for better speed, thrust, etc. then it can be added (it would be like an true FX league). For me this's a good ideaQuote:
P.S. Zero, is there going to be unlockables? Ehh, mabey not...
Even though there may be Copyright issues This is a Very Good idea and has come a lonnnng way I do have a few suggestions.
Name the game itself WipEout Intensity or Nova or Shockwave. (not sure about the last one)
Have like a Sol 3 like a revamped version of Wipeout Pure's Sol 2 (I can help you guys on this one)
Finally I could Research a way to make the game Download able to a Playstation Portable but the game would need a lot of revisions.
We have already a name for game: Velocity: Evolution (i remembered it :g)
This game on PSP?.......... not with my tracks:paperbag
I would like to have more than one way to distribute this. If we didnt go for psp (which I very much like to since if we were to do a PS3 version I wouldn't be able to play it. But another way we could go is the current program were using can be formated to play Xbox live. so it is very (VERY) possible that we could distribute this through Xbox Live Indie games and sell or give for free. Xbox allows people to do that in case you don't own one
Also its not like liverpool is using wipeout anymore. so It is possible to attain the Name in case you want to go that way
The megamall was the inspiration (thou wanted to create something that didn't have a defined track).
@ feisar rocket, apologies, missed your reply. Just just tried out what looked best and built it up from that.
@ tommyboy716, that would mean Xna?
http://i.imgur.com/xPkALl.jpg
Renders (449kb-622kb each):
http://i.imgur.com/S4CsI.jpg
http://i.imgur.com/j3R8h.jpg
http://i.imgur.com/jvOVq.jpg
http://i.imgur.com/ZJa7X.jpg
http://i.imgur.com/XkW1r.jpg
http://i.imgur.com/nYkn7.jpg
Too extreme tracks, zero?
Or my tracks design need editing?
Im uploading the concepts soon... :hyper
well i thought most people used xna if not there may be a way to convert its format (by the way any ideas on a realise date even though it may be to early)
How do you make good corners, Blue? I started making tracks with S.Up (Why? I want to turn my 2D to 3D models now.) Can you PM me how you do it?
Xpand/Aspect or anyone who cares, with classic combonation, I think pit lanes are good, do you? Or we're not at the "pit" stage...?
Mabey restore Hyperthurst... IDK, it just came to my mind...
My name = FEISAR rockets into the future...
I dislike pit-lanes....
@blue, :eek:clap
Pit-lanes are unnecessary work in the prototyping stage...
Really cool blue!
I see... how about hyperthurst?
That might be easy to do.
Just adding a force to the ship when the key is pressed... And measure the amount of time the key is pressed and use that data to decrease the hyperthrust amount.
Well just see what happens :D... im going to try to help in some ways also