That looks beautiful. Just add the control tower to the top, and it's perfect.
That looks beautiful. Just add the control tower to the top, and it's perfect.
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Current polycount: 73691 polys.
Lets see if I can finish this soon... Still 10 buildings left to texture, plus the starting grid and probably add some more details here and there...
just FYI;
you have quite some polys left you know ^^ or is there a reason you're going really low poly?Quote:
Only the ships in WipEout have LOD [different levels of detail according to distance from the camera - DF], and the lowest LOD for a ship is around 10,000 polys (the highest are around 30,000 polys). Some of the environments are around 1.5 million polys.
Cipher
ps source (handy information ^^)http://www.eurogamer.net/articles/di...terview?page=2
Yeah, but HD is for a PS3 system, which is built specifically to handle such large amounts of polygons. This is for PC, and many of us don't have those awesome gamer machines that can run 5 high-end games at the same time. My laptop is already starting to stutter when I play this game, and it isn't even near 20% done...
I'm trying to put as much detail as I can in the texture so I don't have to model tiny details in the track and buildings.
The ships are around 2,000-3,000 polys, so it's basically a simple medium-end game.
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Some progress on basin park Attachment 6095Attachment 6096
made a Hud design suggestion. might need to tweak it a bit I suppose but yeah thought we could use one :P Attachment 6097
My hud prototype too:
Normal:
Attachment 6098
Enemy weapon lock:
Attachment 6099
The thing in the middle is supposed to rotate according to the ship's bank.
Nice HUDs Xpand & Oryx :) Now some suggestions: Oryx's hud have a little too big indicators and timer, same for Xpand, shield and speed indicators are too a little big, try making them a little lower. (smaller height, not possition). Just my opinion xd
Oh, and Xpand, do you remember how long it took Cassandra to lightmap on my old PC? Around 3-4 hours, on my new machine it took 40 minutes xD
EDIT: My old HUD: https://picasaweb.google.com/lh/phot...eat=directlink (this bottom line is thinner in newer version)
The hud looks awesome, Xpand! I like the line-design, looks a little futural. But I'd suggest to put the speed indicator to the bottom.
love your hud too zero, hm... how bout we do a poll or something in a thread and have people pick one style and then run with it? (obviously whichever one is chosen we'll keep tweaking it til perfection)
Hmmm, sounds good! Let's go with it :)
Hey guys,
since I am not good at graphic design, coding, texturing etc. and can only create the trailer, I thought I should try to create at least a soundtrack for the game. I know we have lots of cool music already, but maybe you like this one aswell, it has some energy:
http://soundcloud.com/docfo4r/astrophysics
I didn't start working on a trailer-alike video yet but hope I can do that soon.
By the way: Did you guys think about which racing modes will be included in the game yet?
sounds good doc :) I took it upon myself to ask an indie-electro (he has his own brand of bit-pop-techno music) artist here in sweden called covox if he would be interested in letting us use a song or two of his, for slipstream to. I'm not holding my breath or anything but if you don't ask you'll never know right?
Awesome HUDs, but I'd go with Oryx's. The one Xpand made are tad bit too cluttered in the odd way for me while Zero's one "eats" out the space.
@Oryx : Sounds awesome. :D
Oh btw I just surf internet and found some free futuristic font. [It may help us in doing in-game ads, billboards or other stuffs.]
Well, I can make it transparrent, no problem :P My brother complained about it too xd
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btw. Anyone up for some mellow sounds during SSGX races? xd
http://soundcloud.com/zero3growlithe/back-space
Yeah, I can make mine a tad smaller. I made it that way because I'm too used to airplane HUDs.
For people with bad/old computers (me... LGX12 is 6 years old). Plus to use less processing power, so it runs smoothly (?).
As my concept art is aging... Im certain to take pictures today! Lappy is juiced, red book is... M.I.A. and I got the uploader working on the ps3... 2/3 problems solved.
HUDs... Umm, realistic mode... remember, that adds about 2 more values onto the HUDs, in simulation mode :)
P.S. Fonts = SUPER SE*Y! Oh man... use em!
didn't think people were still running those old computers, we're throwing away dozens of those at work =/
but i understand :), gives it a good ol' classic wipeout 2097 feel :D
Cipher
Hey, come on, not everyone of us have the money to spend on a new computer every 2 years. My PC is awesome, I dedicated a lot of time improving it, even though it's now 4 years old., but I had to leave it for this puny laptop because I had to go live far away from home...
it's okay man, really, i understand i just can't stick with those for my studies ;)
after all, any wipeout for pc is dope, always wanted it for the computer hell i even searched for emulators, so keep going, i'll eagerly wait for it :)
Cipher
Will there be a multiplayer-mode btw?
Nothing textured and the modeling isn't done either but this gives you a fairly good idea of what basin park tracks 1 and 2 are about. Slowly climbing up the hillsides with models... running out of inspiration I think I need to have a run through my archives for cool buildings to take inspiration from.
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Zone mode design, huh? ^^
I really like this design of the hills and the buildings in between. Next to the buildings, don't forget some sort of vegetation.
hehe just thoughts some colors would be a nice touch XD as for vegetation it will definitely be there I won't use 3d models for trees and such though as that would be too much work in vain. after all you wont even notice the difference at speed. But yes there will be vegetation. and about that I have decided to place it somewhere in the south china sea, Vietnam or Thailand.... somewhere like that just to give you an idea of what kind of vegetation we're talking about.
Oryx, how the hell you use blender like that?
Blenders not too hard once you get to know it- the UI change post 2.49b helped a great deal.
aye just as you say aspect, also well it does take a little bit of time to get going but once you come to terms with the program and and start to get a feel for it it isn't that hard. that being said though I haven't completely learned the program yet. there are still things I need to figure out... like why sometimes faces get turned upside down :D
I took a long break from programming recently since my new machine came... u know... Crysis and other stuff got in my way :P So I've made a script which makes a simple calculation and based on it I can check whether my ship hits hard a wall with its nose xD What it does generally is just saving ship's previous velocity every 0.1 sec and checking whether difference between actual velocity and this previous one is larger than 200 units :) Easy as cake and written on language lesson xd (in 30 minutes you can check it in action here xd) I'll make the same for side hits.
Oh, and I have "Barrel Roll" function written in my notebook so I'll make it maybe today :g
btw. Anyone has anything to do with sound effects? I'm pretty short on those :P
btw2. Xpand, do you want the newest version of this project? Becouse it's much easier to set-up ships in it than in previous versions :) Just let me connect some things back and I can send it.
Looks cool, but damn, the ships are still too small! :frown:
You can send me the project if you want. I can make some particle textures for sparks and stuff like that too...
I'm bored as hell and yet I can't think of anything.
Republika and Direcktor.
http://i.imgur.com/IMkID.jpg
The weapons sound interesting. Is there an explaination on what they do exactly [at least for Repulse and Clock]?
Actually, that looks perfect to me. With the demo you gave me, I felt like the ships were too big.
Repulse are WO Pulse's Repulsor. They create damaging force field that push surrounding opponents away around the user. I make an icon of it because of how un-dodgeable Quake was.
Clock is WO3's Clock. It prohibit lock-on weapons like Missile (and by current extension, leech beam) from locking at the user. I'd love it making the user do more damage when ramming other ships just for gimmick-ery sake though. ninjabuttrapelololol
Oh yes, why not make it actually render the user's weapon lock-on hidden from the victim? That would make it more viable.
But will, or how we implement these weapons in the game is up to others, not me.
I don't have anything so far to do with weapons or anything but I like the style of logos proton so I was thinking you could give making logos for all the tracks a go well all the named tracks, (I have tried but my inspiration is in short supply and the logos came out completely crap) that's to say: Cassandra, Draco Cavernae, Basin Park, Basin Park Hill and possibly Atlantica. those are the tracks I know of anyway. also I like the SGX logo is there an svg file somewhere I could have my hands on? I'd like to test it out on the cover art.
Will look into it Oryx! :)
[Here's the SendSpace link for a .svg file you asked. Included Quake icon.]
Can I get a summary of those track (ex: How is it like) I've to make the logos of?
Cheers proton!
Ok so Cassandra is a mediterranian seaside track, quite technical, not unlike vineta k in it's setting and track type.
Draco Cavernae is the test track for the Amphithere team it's built in a wooded area by a lake with the teams headquarters attached to the track. It's a wider and more straight forward track than Cassandra but it features a unpaved section of track and some fairly tight corners.
Basin Park is a track laid out in a seaside park district in a big south-east asian city that climbs the hills of a coastline so if features a track that follows the natural geography of the area with a mix of inner city and park environments.
Basin park hill is a track that is located in the same area as basin park but instead of following the natural geography it sits on top of the the buildings and above the park making a turn into a tunnel in the mountain to the west of the park.
hope that gives you an idea :)
Also somewhat big news: Covox (this is his soundcloud account: http://soundcloud.com/covox) liked the idea of being on the soundtrack (!) I've yet to answer him anything but I'd urge everyone to have a look through his tracks and see if there is any one of them you particularly like. I like attack vector and Jet alone myself.
Nice pictures, especially the last one looks cool.
Great thing about Covox, Oryx! I'm checkin' his music now.
Well, about music: This music is AWESOME but I don't see (or hear) it in racing game, more shot-em-up like games :g
(this one made me want to make one: http://soundcloud.com/covox/sulumi-c...remix-by-covox :P)
Xpand: I like the direction this track is going :D Keep it up!
As for barrel rolls in SSGX... wow, this one is nice piece of nut to crunch xd And sound effects are hard to implement too when you want to avoid some things... oh, and I'll have to add 8x2 rays to ships what will decrease game's performance a bit.
btw. (still I don't know how much room I have for improvements in my source code as I don't have this Unity-Pro "Profiler" which shows what (and how much) takes PC's power so you can ignore message below if you want as it's a little harsh :?)
Low-end PC users: I'm sorry but I won't cut game features just to keep it playable on slower computers because I want to make this game good and stable just so players have a nice time playing it... I wonder if there is a developer in the world who won't meet his dreams just because there are (sorry for formulation) "exceptions" on this planet who'll want to play his game too. What worse even if he do cut them it won't get to larger part of players because many of them want to get to higher level with their machines, what follows is decreasing number of low-end PC users. Just my opinion, nothing to offense others.... said too hard? Sorry again
about covox's music I think many people have different opinions about what is racing music, I like to have some of covox's tracks on my wo list but I understand if others wouldn't, my thinking is that with a wide variety of tracks in the game you get a flavour that suits a lot of people, if maybe not every track but you know what I'm saying. Whatever the case though I'm honestly stunned covox even answered back XD