That's cool, does it use the track's mesh to guide itself? or you still need nodes?
That's cool, does it use the track's mesh to guide itself? or you still need nodes?
From what I have read, you have to make a mesh for it to use (the mesh has to be unbroken). It also allows for obstacle avoidance, which is a bonus.
Small update: after having major problems understanding certain things with a script, a kind soul has made me a object selection script- and it is:rock. Now all I need to do is pick it apart and see how it ticks.....
Nice! You'll use that to select the ships?
Thats the plan!
Hi all!
Feels like I've been away for a looong time! I think I have managed to make a decent ship select method now: it does the following:
> user clicks on the button that represents the ship they want to fly
> more buttons pop up showing the choice of weapon
> the weapon is parented to the ship
TODO:
> set the camera
If anyone wants this, let me know and I will post the .blend. How is everyone else getting on by the way? Its lonely here:cold
I got so sucked in LBP2 that i can't do anything else... maybe if i'll achieve my objective which is to make this game, then maybe i'll be able to detach from this game xD
OK, fixed cameras. Now I can set various pre-defined views.
Next task: somehow set handling characteristics per ship. I have a few ideas on how to do this so see you all (or you, zero3growlithe) soon!
It's so awesome that you spent so much time on making this game :rock... i wonder if i will ever finish my version :paperbag But as i said, i'll see when i have my game finished after... 2 weeks? Maybe more... already have basic logic for ship xD (Off-topic!!!)
Rotational_Aspect: Keep it up :hyper
I presume you can't use official wipeout ships for your game. Here are some new ones I designed if you'd like to use them :)
Team Deltra
Manta Industries
Griffon Antigrav
Illustron Technologies
Images attached:
zero3growlithe: Things are moving along (slowly!), but I will keep going! When I have a working shell I will do a mega post of all the bits so people can use them.
nismology: Nice designs! They are not in the direction I am going with my version (check old posts for those) but thats no reason for you not to make them in 3D / make your own game!
hello guys, I'm doing a Graphics project at school constructing a new WipEout Track and a new team and this is what I have done so far on the track....
please provide feedbacks!
Certainly looks a good start, look forward to seeing the track decorated. Is the goal of this project to make something for realtime games, or pre rendered?
Great designs nismology. Also great track design MyNameIsBom.:)
I finally finished the Lego version of my Wipeout ship the AP-AG Racer.
https://sites.google.com/site/apesst...ls/ap-ag-racer
Still need to finish the 3D model of it and carry on with the track i'm trying to make.
Nice Lego work apemax!
Micro update:
Work is going well on my ship select. I have now got a speed indicator on in-cockpit and 3rd person views, along with a system that changes the top speed/ handling depending on what weapon you are carrying (due to the weapons weight).
I have also begun designing a system so that each ship will have 1 script that defines speed, handling etc rather than several smaller scripts doing the same thing.
Onward:rock
Hey wheres zero3growlithe? hes a pretty good contributor to this thread.
And is it possible to import GoogleSketchUp Models into Blender/ whatever programs you guys are using/ If so i can finish off decorating my track and post the file for you guys to import into your programs and use it?
Some time ago i've sent this to feisar_rocket too:
http://www.katsbits.com/tutorials/bl...kmz-models.php
btw. Thanks for nice words :)
MyNameIsBom: Blender can import COLLADA (.dae) files directly. I imagine mapping is also imported too.
EDIT:
My experiment in having one script per ship is not working out so back to the drawing board.......but I fixed some problems along the way though!
.dae files? never heard of them.... bad news is that i cant finish off my track now the files were saved in the school system and you see im kind on a holiday.... so i wont be able to continue on it till next week
one more question is GoogleSketchUp able to save models as .dae files on the program?
Its been awhile. I was working on an abriged series... well what did I miss? What should I do? I can make computer voices with my own voice but... idk, should I? I have a power point to make for class so i can't do much.
Oh yeah, I should relax... Well I drew a ship and it looks like a fury feisar - W'O 3 Icarus hybrid...
I was listening to some songs and one song sounded so sweet with a quick game of Pulse. Oh well, I'll never know it's name.
Got W'O HD sound FX! Any SFXs yet?
I'm gonna get the XGRA ones too! "shields fail" is what I want.
Progress update:
Have a good working ship select now: the player will customise each race by selecting the opponents (and weapons the opponents use) before starting a race. I found this to be the least hassle, and leaves the door open to online multiplayer.
UPDATE: i am working on the track, um how do i excatly export a Google Sketch Up model into a .dae file?
@Rotational_Aspect: Awesome :D
btw. How did you done ships phisics? Every ship has it's own force points or something like that or same for all other method of simulation?
@MyNameIsBom: Uncle Google don't bite
zero3growlithe: each ship has various values (like top speed, acceleration, weight), and each weapon has a weight value too. I have a simple equation that subtracts the total ship weight from the top speed, so when you eject the payload / weapon the speed will increase.
Its pretty primitive at the minute, but it works, and thats what matters!
MyNameIsBom: http://sketchup.google.com/support/b...?answer=114345 might help.
EDIT:
Found a joypad script (and using an XBOX 360 pad) starting to get the player controls together.
I had to somehow get myself back to progress in making that game, so i did it through making simple fun game which i'll post soon (max 3 days) :g
Achievments:
- in-game material changing for object when hit and HP counting
- blinking object when hit and exploding after some time while emitting particles and force that pushes other object in specified area
- object that fall-apart when reach HP=0 to small cubes :P
- nice cannon with vertical/horrizontal control and shooting
- respawning blocks that were destroyed (whole game is about blocks:g)
- aiming with cannon using mouse (DONE! After so much time spent, it's finally done :g)
To Achieve: (i have to make it!!!:mr-t):
- homing missiles with smooth turning (look-at command with some modifications)
My english sucks but i think that someone understood me... somehow :blarg:nod
EDIT: Is blender game engine multi-threaded? I mean, does it support multiple cores?
Update Stage 2 of the track development.
And no luck finding how to convert skb into .dae files yet....
zero3growlithe: The Blender game engine is sadly not multithreaded. And your fun learning game sounds good too!
MyNameIsBom: what version of sketchup are you using?
Bwahahah AHAHAHa ohohohh hihihih huhuhhuuh ohohoho eheeheheh.... ekhem
I did it finally! Jezze, to make this damn homing missile and mouse controls i had to sit almost 2 days :brickwall, but it was worth it :g
https://rapidshare.com/files/3980549...Crusher_xD.rar
So, here are the controls and some facts:
- to rotate cannon use your mouse
- to shoot plazma > LMB, to shoot missile > RMB
- to aim your missile press MMB on any object, for more accurate shoot press it rapidly (the faster you press it, the more accurate the shoot is)
- blocks respawn as follows:
> "B" button for bombs
> "N" button for normal blocks
> "M" button for mega block (shoot it with missile :g)
- Blocks have attributes as follows:
> Bombs explodes when hit after some time
> Normal blocks.... they just react physically... nothing special
> Small blocks that can't be respawned after 20 hits (bullets are double so 10 hits) falls apart on small blocks
Note: Big red cursor is for aiming with plasma, and normal mouse cursor is for aiming with missile.
Have fun :P
btw. I know about those physics related bugs, and i tried do get rid of them... i failed ;(
I decided to just make songs and I'm starting to make one
SONGs:
Dj Carfil - The Bass Drive (i think)
Dj Splash - Bass Is Kicking (i think)
And some pure songs...
and some mercury hg songs..
wish me luck
zero3growlithe: nice demo! How hard was it to program, or did you use the node logic plug in?
Also, more updates from Blender:
I have been integrating my various scripts into a test file and have had some excellent results, and some interesting side effects!
Firstly, due to the physics engine, I have had to split the test ship models into chunks-
I can now get my ships to explode and shower the surroundings with wreckage
You can destroy individual parts from ships
With work could lead to customisation options (as the chunks of vessels can be swapped out for others)
I have also begun to integrate the weapons scripts I made earlier. At the minute I have a laser that is reducing the health of various parts of the test ship.
The next stage will be to put the weapons script into one of the dummy weapons and make it 'live', to see if there are any bugs. I must admit its very satisfying to see some progress that you can play with!
Yes, it is satisfying to have something working :P And about that programming difficulty... that was damn hard to program as for me :blarg I was sitting most of the first day programming to make mouse controls and most of the second day to make homing missile with no break :g (around 4 - 6 hours each :dizzy). Seriously :|
btw. Health for each part of ship sounds like you want to make it fall-apart when taking damage with quiet nice mess left :g
btw2. What is this node logic plug-in?
Unity has a node logic system (similar to Blenders logic blocks but more flexible) via plug ins- there are several, in fact: Playmaker and VIZIO (Antares Universe) being two main ones.
Ah, then my answer is no to your question about it 8)
Slight update:
weapon (laser) works fine, a minor glitch but its not noticeable in game. I have made a choice to go with having each part of the vehicle add to the collision hull of the overall ship, which means that each section cannot be 'hit' individually. This seems to be a built in limitation of Blender.
Why do this? Well it means the collision box is the exact match to the ship, and I can still detach parts at will, so I could have a piece of ship fall away if the players health drops below 50, for example.
And pat yourself on the back for doing programming from the ground up with your demo! Its scary when you start off with nothing!
Ah hahah, really mad idea flew through my mind :P Let's make a Lego Wipeout Game :blarg xD Taking a Lego ship appart would be really a great fun, especially with cannon :g Already working on that but on my old triakis which has maaaany parts to take off :nod
btw. I can add an mesh collider to every mesh on my scene which detects collisions on every mesh individually in unity :)
Show off! :PQuote:
btw. I can add an mesh collider to every mesh on my scene which detects collisions on every mesh individually in unity
I may ditch the custom ships for the sake of simplicity now, it gets very confusing (even with just three parts per ship on the test model). I can always swap the mesh to a damaged one (like in Wipeout HD when a ship explodes) and have particle emitters etc for smoke.
This also means the scripting will be simpler to do, which is always nice!;)
Why changing whole mesh if you can just add texture with nice damaged image and some places with transperency for holes? I think it's easier :P And i suppose it's made that way in WOHD :blarg (and for sure in Pulse)Quote:
I can always swap the mesh to a damaged one
EDIT: Oh, and using in-game component tweaking turn on gravity to make ship fall and make it look... dead xD
btw. To show off that particles fall-off i'll make my ship physics i have great problems with work (after hearing that you just done something and it's enough killed me :g) and add cannon to my ship and i'll make one ship with simple avoidance AI that will just fly through this track and will be my shooting target :g
Let's count one week to do this (i gotta mobilize myself somehow :|).
EDIT: OMG!!!! Why this g**d*** ship have to be so hard to make it fly!!! Waaaaaaaaaaaaaaaaaaaah!!!!!!!!!!!!
I did think of replacing the texture, but it is ironically easier to change the object- plus it means I can add more detail (like big holes or wires hanging out). And thanks for the gravity switch idea but I have something like that working now (when the ships health = 0 the 9.8 +z force is taken away).
Your target sounds a bit ambitious for 7 days- the way that I did things was to split up tasks into smaller chunks (like gun scripts, movement, antigravity etc) and bring them together later otherwise you may get multiple bugs all at once which are hard to fix.
But otherwise, go for it!