Oh, okay.
Than I suggest to make it like Xpand said and a copy of it which is not that big. Because, if you have small lines in a big picture and need to reduce the size, the small lines will almost disappear...
Oh, okay.
Than I suggest to make it like Xpand said and a copy of it which is not that big. Because, if you have small lines in a big picture and need to reduce the size, the small lines will almost disappear...
Alright Zero, I'm doing Tristan's Inferior. Hit me with a description. Be as detailed as you would like, and feel free to send me WIP pictures of your track if you think it will help.
@docfo4r: DLed the alpha from an alternate source from the FB group.
Crashed out of the race. What an embarrassment! :P
Got a placeholder for Tristan's Inferior ready. It isn't the best, but I guess it works for the time being.
I based my design on the silhouette of the Tristan from EVE Online, because that was the first thing that came to mind.
Attachment 6508
It seems that the forum automatically converted my PNG to a JPEG, so enjoy the lack of transparency (and the icon was meant to be tranlucent, but now it is completely opaque).
If u'r so fired-up to take this track on yourself then here is my super detailed sketch of what it may look like xd
https://picasaweb.google.com/lh/phot...eat=directlink (something random, cos i don't have any idea for buildings right now...)
And here's the project file:
http://www.mediafire.com/?4x0njc2g7osha7s
Have fun :P
btw. Race end ship shaker fixed xd
Okay, but I am not sure that I can play the track, since my computer isn't ready to be playing Slipstream GX, even in its Alpha/Open-Beta build.
By the way, if you want the verison of the icon that is translucent, just email me and I will send it to you.
Wait... Does it mean Amaroq continues to work on Tristans? I mean.. Modelling texturing etc? I thought it's just about the logo.
BTW: That sketch looks great. I hope Tristans will make it to SSGX though I think it need some more jump-places or so, it's kinda flat...
EDIT: For the logo creation crew: Another set of logos we need would be weapon symbols, something that can be used in the HUD size-wise. A weapon list + describtion can be found in the GDocs.
BTW zero, I'm working on the menu garage. You don't need to worry about that.
All I made was the logo, and that is all I plan on making. But I agree, the track does look kinda flat.
For the buildings, I guess it is time to start seraching through vast quantities of reference materials. For example, photos of Dubai or under-construction apartment blocks. Or if you have Netflix, you can watch Extreme Engineering, they have some cool buildings on there.
Alright Amaroq, sorry for missunderstanding :)
Some update in our Google document! Added a request-page, hope you guys can check it out.
No need to apologize. Everyone makes mistakes, nobody is perfect.
:+
Do we have a ship and a track model as .3ds file? If someone could give me a ship model and a track model, I could try to create those pickup-explaining animations with Vue. Doesn't have to be the final model. In fact, some untextured stuff is even better since I want to use the grid of it to make it look like some computer simulation.
I'll take care of that. You need a ship, track and pickup pads, right? You're using that to demonstrate the weapons/item pickups, right?
Oh, yes the pickup pads! Yeah these 3 things.
I want to create little animations for each pickup with some electronic voice explaining it. Also add the impact sounds, pickup symbol etc. later on when we got them finalized.
But isn't just a bit of the track enough? A straight section?
Oh, yeah of course. I didn't know how much work it is to extract a little section of the track. A straight one, yeah.
It kinda sucks how much work has to be put into modelling and texturing a track, and of course getting the collision working. Now a simplified Track Creation system would be great, using a small set of tools to create a fully function track quickly and easily. Maybe Zero can get that figured out, that way we can all be making tracks like crazy. Imagine if you could make custom tracks for WipEout HD and WipEout 2048. I would love that.
--- Slightly Off Topic ---
I remember when the PTI Editor for Portal 2 came out, I made maps every other day.
For the developer team, sure would be nice and maybe "fastens" up the work... But I am not sure to give away such a powerful tool. Imagine you could do that in Wipeout: Like you said, lots of new tracks pop up every day. It'll become something like Trackmania, the original tracks as well as the custom tracks are not so special anymore, because you can make a track on your own. Get what I mean? ;)
I'd like to have our own tracks only in SSGX and if really lots of people play it in the future, we could later release an expansion pack like Fury in Wipeout.
To make a track creator you can't use Unity. It would have to be completely made in a C-compiler: graphics engine, editing algorythms, import/export codes, etc. It was basically like making a 3D CAD software from scratch. It's not worth the labour, I suppose...
Here's the model for docfo4r:
Attachment 6522
I am not saying we have to make one, but I guess in the off chance we did, we would probably have to put some kind of limit on it.
For example;
In the PTI Editor in Portal 2, there are a lot of things that you can't do that you could easily do with Hammer (the much more complex, much more powerful editor that Valve uses for all Source Games).
And of course, you shouldn't make it until after the game has been out for at least few months.
EDIT: Sorry with all of the Portal 2 examples, but again, they are just examples.
I get your idea behind it. But still I think we should keep our hard work original. We spent months, maybe years already working on the tracks and stuff so I just can't imagine that when we release the game suddenly half-assed tracks pop up from everywhere.
Also you have to remember, creating the track itself is just half the truth. To fully implement it into the game, it needs logo, background story, you have to place speed & weapon pads, you have to place it in a way where they will be automatically removed in speed lap, zone mode etc. And speaking of zone mode: get's even more complicated if we create visual effects for our tracks. I am just afraid the tracks created by people outside of this project [who are not aware of our "basics"] aren't able to create tracks which fully go into SSGX or have to origins of our idea.
And like Xpand said, we'd spend hours of hard work to create a editor & half of the stuff people would create might be crap anyway xD
@Xpand: Thanks man, gonna check it out right away!
EDIT: When importing to Vue, it says the file "CERN_BAS.PSD" & "PADS.PSD" is missing... Track section itself could be imported and is perfect!
Those are the textures that you said they wouldn't be needed.... It should import anyways.
Yep it did. Everything is black as for now, didn't even see the ship at first :)
Need to re-texture that stuff with unicolor grids etc.
Ship + Track section is perfect, thank you!
I was watching the last episode of Startrek Voyager a few days ago, and it made me come up with an awesome idea.
What if we replaced the 'Shield' item with a 'Deployable Armor' item? Gameplay-wise, it would be exactly the same, but asthetically it would be complete different. Instead of an impenetrable bubble of energy around your craft, it is a very tough, very shiny layer of hexagonal armor plates that detach after an elapsed period of time (leaving behind a pretty (and harmless) shrapnel effect after it 'expires')
This is the Amature League, and I am pretty sure that Energy Shields would be WAY out of their budget.
Besides, who would resist the temptation of flying around looking like you were made of chrome?
It is the amateur league, but carrying around a countless number of armoured plates in a ship is impractical even in professional leagues (weight, storage room, fuel efficiency, shrapnel, etc)... Besides, shield energy bubbles exist since 2097. I'm guessing technology in the Wipeout universe also follows Moore's law, so they would be pretty cheap after almost 100 years...
And what if this "Deployable Armor" was a new type of, not a shield, but a "Reflector" from Wip3out?
Remember this one? It worked like a shield, but instead of only protecting the ship, it blew the weapon back to the opponent.
Maybe this could be a cheaper version of the Reflector, only lasting for 1 weapon reflection, since it's the Amateur League and their budget is not THAT high.
Got the basic scene for weapon animation set up and rendered a small picture out of it. You can see the weapon pad [which I colored red for now] as well as the victim ship [always black] and the user ship [always white].
Attachment 6523
As for weight, it is possible that the Armor Plates were sipplied by Helios on behalf of Triakis, and thus the plates werre made out of Fullerenes (for example, Graphene). In addition, the plates would probably sassemble themselves at the molecular level or some other cool s*** like that.
If there were a WipEout 2025, that is probably what they would have used.
for standardized track pieces and such for modeling we could concievable build up a library of pieces that the modellers can use but we'd still have to do a lot of tweaking and such for each individual track though I'm not opposed to the idea. a fullblown track editor would be impractical though as we'd have to build everything from scratch and put in all conceivable models so we don't have to go back to blender or 3dsmax and make new bits everytime something is missing, also the envoirnments would become more background than they already are especially if we used standardized buildings.
I agree with the idea of a part library to use in 3D CADs to make a track as a puzzle. That's fairily easy to make. Now a track editor that enables you to edit said parts in any form is everything but easy.
But there's of course the problem of importing the tracks into the game.... The game is closed-source up to now, meaning you can't edit the components after it is compiled... Zero would have to build a new version every time someone made a track... I know there is a way to make unity store the models and textures separately, I just don't know exactly how it works...
aye would likely take about as long as programming the game itself, at least if we started now... I really wouldn't mind having some standardized pieces for us to play around with. that could be very useful in fact.
See? One idea will always lead to another.
I can make some generic track parts like 20, 45, 90 degree turns, loops, semi-twisted sections (like that sinucit sideways waving section for example), straight sections, banked corners. Basically like those Scalextric track parts...
Actually, I'm going to dedicate my night to that... Tomorrow I should have a working kit with untextured track sections...
Yep :)
We just have to make sure that our future tracks won't suffer under copypaste stuff, like having the same corner sections used in three different tracks might make the game boring faster than we can imagine. But for playing around/testing stuff it's a good idea. Just like that little track sample Xpand offered.
EDIT: Whoa, Xpand typed faster^^
Okay, here's what I have so far:
Attachment 6530
List:
Rectilinear sections:
straight (100m)
wave straight (100m)
straight: into banked curve left/right 30 degrees (100m)
straight: twist left, right (100m)
straight: squeeze (100m)
Curved sections:
90 degree flat r=50m/r=100m
90 degree elevated r=50m/r=100m/height variation=15m
45 degree flat r=100;
90 degree bank r=50m
I'm using Cassandra's track texture just as calibration. I'll make a generic texture for you to edit at your own will...
Wow, you're fast!
Is there a little ship on one track section? ;)
I used Helios as a calibration, since it's the largest ship I have. Do I need to make more sections? Give me examples.
Woooo!
A loopyloop!
Attachment 6531
Let's hope that works in-game... But we have the mag-lock thing, so there shouldn't be a problem...
You should use both your largest ship and your smallest ship for calibration. Afterall, you can never have too much information.
That picture reminds me of my Hexbug Nano Habitat set that I got for christmas last year.
Maybe sections going up or down [curved ones maybe aswell].
The smaller won't help me, I just want to know the minimal width of the track for an acceptable gameplay, giving the results obtained with the skinny track in Cassandra.
I think this is good to go for now, what do you think?
Attachment 6532