Hey, are we having a zone mode? I made a ship for it today.
Hey, are we having a zone mode? I made a ship for it today.
This is annoying...
What's progress on my track?
Just a quick update:
Here is a more complete HUD that shows speed in numbers and a speed bar, from a chase view of a placeholder ship.
@FEISAR Ekhem... you know... don't know how the others, but there are people who have other things to do (more important), so please be patient :rolleyes:
Yep, Rome wasn't made in a day. Besides, we must face this as a hobby not a work thing. Right now I've only experimented visual effects on blender, but next week I'll start adding ships to the game's library and send them here.
BTW: I think I found a way to change ships: make a small cube in which are all the properties of the ship (actions, reactions, etc) and add a "replace object" actuator that gets the ship model from another layer, or scene, if possible. On the selection menu we have all the ships and each has one propertie assigned to it. You click on the ship and the correspondent propertie changes thus replacing the cube on the race scene.
I'm working on my DarkGDK thing... i'll do something with it, and if it'll be good (or better that using blender) then after you agree, we can try making game in it (there wont be any situations like: models in executable file... but they "should" be in .dbo format (reason: it loads faster))
I just need to install it. Any zone mode coming? I made a ship in S.Up.
P.S. I'll make a few concept ships with S.Up k?
P.S.S. I'm playing with some logic (just for fun) and the cube when up! Now if I get that side-ways and Autopilot, I think.
P.S.S.S. In art class I made some weapon logos.
Xpand, that system using the add object actuator is something I was looking into. You will find that the added object has to be on a different layer, but that's not a problem. I was going to have a layer for weapons, ships and special items.
One way that I might look into is a python command, global dict. It builds a list of objects that can be called at will. Another is with loadlib(), which I think load objects. In my last example I use globalDict() to store and retrieve a property for the hud.
FEISAR> if you want something to happen quicker, learn to do it yourself! Then you can do it as much as you like.
Hey guys (i'm pointing this especially to feisar_rocket and Xpand), i've been recently making some 3D effects for not professional movies and i had to find something to add 3D scene to After Effects... so i found that Maya is capable of doing something like that, and guess what :pizza If you're a high school student or higher (but you must be a student!!!) you can get a fully functional Autodesk/AutoCAD software... for free:hyper BUT it can't be used commercialy, just for learning. From what i wrote you can guess what i mean :g
btw. I already own Maya :cowboy
That's nice, but I already have 3ds max and my dad's autocad 2009... xD
Whoa!!! :o So your dad is an engineer? That's nice:clap I wish my dad to be a graphic modeller...:redface:
Ok, enough of this easy talking :P I have a question... did somebody checked if my alphard works correctly XD
And, how are we going to make 50 ships :brickwall:g:brickwall
And, why i have so many problems with Pashtun Wheels XD (I already have 3rd project of this track :g)
And, erm... what was his nick...... Slacker:g How is your work going? :)
Nothing more is on my mind now... disconnecting :robot
Do you guys know a good modeling program? Blender is ok but, I hate that camera! I use Blender for textures but, I wanna help 60% of the time (used 25% but school is almost over so...) FEI, give me a photo, I'll work on the track.
P.S. 50 ships= 5 almost similar ships (with noticable changes)
P.S.S. Aspect, you got mag locks yet? Zero, I make a PW in Blender if you want.
Here are some pictures.
Track A
Plan view
A track made by metal wires,side view
Same track as above,Side view
Same track,"elevation change" view
Track B
Plan view
Elevation change view
Side view
It was supposed to be A,but I let you choose between the two
feisar rocket: I do have a semi working mag lock system, as long as you do not use the material physics (i.e. floating)- this can be worked around so its not a big problem. The only other drawback is certain angles on twists cause the ship to slip so test for this.
F.E.I.S.A.R: I like your wire tracks! very original (and easy to edit!)
EDIT: Just started playing with the distance constraint logic block, and it seems to work with the script I have for mag-locks, which is a step forward. Hopefully it plays nice with the material physics.
Ahh, I see... With the distance logic, are you using a big cube and put the track inside (pefect for a sky texture) or many small cubes to make a ring?
At the moment, I'm making concept ships (unlockable ships) I have one and working on the others. Should I continue or stop and make textures? (Don't worry FEI I'm starting your track)
The distance constraint just keeps an object a certain distance from the track, whilst the mag lock script creates local gravity and aligns the object to the track.
You can have a skydome,just set the cameras clipping plane to a further distance.
Just 5 more days! :g
Been working on visual effects for the exhaust and sparks and stuff...
I'm migrating to blender 2.57...
Cool Xpand! Got any screenshots? The one thing that I havent tackled yet is making the trails/ sfx. You may want to look at the Xparticle add on from SolarLune at Blenderartists.
Can't make much more than a create object actuator when the ship collides with the walls which creates a spark texture... I still have to see if particles work in-game...
Anyways: Here's the 95% completed GX F362:
Attachment 2472
just a compliment :)
sorry I didn't help you guys much back then, I'm back now sooo...
yeah...
Been super busy with finals, but school is finally out, so I'm back I guess.
Here's a .dae of my track - the proportions of it aren't there yet, the track textures are mostly random and it's a bit messy. I don't have the skill, time, or patience to really flesh out and finalize it, could someone else here do that? The track's there, you'll just need to make it so it works in game, e.g. smooth it out, make the physics work and the flow happen.
Caldrion II: http://www.mediafire.com/?q74nqshsz3nzd9n
I'm working on another track too. I think you guys will like it.;)
Quick update- I have a prototype logic brick based 'best lap time' setup. At the minute it is collision based so you could cheat by going backwards but I will think about ways around this. Eventually I would like to move this to Python.
That's cool :P:+ With that cheating i think that setting 3 invisible checkpoints on track and make "function that counts laps" true only when those 3 CP will be reached in defined order will fix that problem.
As for me, i'm making big progress with Maya and guess what i found when i was searching for tutorials :P Free software (proffesional i guess: look here (i found better movie but i forgot where :dizzy)) called Unity3D for making games:o Check it out! I'm gonna learn it after Maya :)
I did look into Unity 3d, recently a visual programming 'click together' system has been tested for it but I didnt use it because:
1: The full program (Pro) costs $1500 dollars
2: The free version is restrictive (it lacks features of the Pro version).
Admittedly it has better game features (better lighting, particles etc) but it requires C to really get the most out of it.
So for me at least, Blender is the way (and its free).
Erm... why take Pro version first off, if we can make game with free version? :rolleyes:
btw. Learning C is not a problem.
Look here to compare: http://unity3d.com/unity/licenses
Lots of features missing that Blender has that would be fiddly to emulate. But its personal choice, I'm only offering my opinion.
On other news, I have a working (Python based) race positon system! The same thing I thought I could never figure out
:rock:rock:rock:guitar:bomb:coffee:robot
It works by having each car calculate how far its travelled (using the formula distance = speed x time), this number is then sorted in a list and outputted to a numeric field (Ist, 2nd etc).
Its a basic system (and relies on the player going forwards!) but it works.
Unity does not require C. You can program in any of C#, JavaScript, or Boo, which is a Python derivative. I really recommend Unity, it's a very nice engine. You should come to IRC channel (#unity3d on freenode), there are a few people there who are actually making Wipeout-like games.
Its tempting augur, but there are several features (like render to texture, post processing) that I do need. But thanks for educating me a bit more on Unity: knowledge is power! I do sometimes look at some of the other features of Unity and feel a bit jealous though (Blenders game engine does lack features).
I think when I become a bit better at programming / scripting I may start looking around, I did see a Unity Wipeout hovership demo that was nice. At the minute I do get confused very easily code wise and the Blender logic system is a robust back up that I use a lot. I realise that Unity has this too, but its not as advanced (yet!).
On a side note, this tread is quite interesting as now we will have Blender, Unity and Dark Basic being used....
Why are these features so vital?
GX F362 complete.
Here's the blend and obj file + texture.
Attachment 2475
augur> I need render to texture for things like radar, advanced billboards (although an animated texture could do it), and a few other effects that I would like (mirrors etc). Post processing is for things like motion blur, and/ or other visual effects.
The other reason why I cannot use Unity3D is quite simple: I have Linux and not Windows!
Motion blur and Linux are the best reasons you could have. Everything else is unnecessary, premature over reaching. :P
Yeah... i should have guessed. (a bit of topic: i'm a big enemy of linux... don't ask why (i can say that not becouse of it's do-everything-from-terminal thing))
It's not working with wine?... hmmm, nevermind. Forget about Unity3D :P I'll take care of it :) Let's see what i can do with it...
augur> Remember (or read back about 30 pages) that the game I am making is not a direct copy of Wipeout, and has significant differences.
One of the design goals of (my) project was to push the style to the max since I got fed up of the lazy design in recent games and I thought I could do better (or at the very least do something radically different).
Mini (mini) update: a kind soul has created a method of calculating track distance that takes into account going backwards, so that problem is solved. The only trade-off is that a lower resolution mesh is required underneath the track (due to how it calculates distance).
Nice ship Xpand, btw!
Yeah, sorry for not telling you guys... I went to NYC (for a school trip)! I wasn't aloud to carry my netbook so (I got a i3 proccesor and I didn't put it in, yet)... Well, fill me in, what should I do right now that helps? Texture? Track? IDK, yet?
Draw ships (Perspective and/or blueprints plus dimensons (lenght, width and height))! And a lot of them! We will then pick some up to make them in 3D.