Woooooooooooow!:eek
That rocks.:guitar:rock:guitar
Woooooooooooow!:eek
That rocks.:guitar:rock:guitar
wo_OW
:clap
I'm having spasms of awesome!
Exiting
If this goes really really far, would it be a bad idea to team up with a professinal games company, to give it the final bits to make it better than HD, and btw are there going to be SL's TT's and ect
Did anybody noticed that this track is made out of 6 Wipeout HD tracks? :pizza (i mean track, not environment)
Piece:
1. Chenghou Project
2. Ubermall Reverse
3. Metropia
4. Vineta K
5. Anulpha Pass
6. Tech De Ra (exeption, here is environment)
:rock
btw. I think that TT's and SL's are good and there is no need to "throw" them away:cowboy
EDIT: Now i'm making version suitable for our game, rectangle count doesn't exceed 10000, it is good:)
Well ive made my first high quality level it will need a software to view it tho
The track is textured hopfully it is in mine
What program did you use to make this ? (i can't find any to open it)
That tunnel is quite freaky! :nod
My Corridon 6 is completed again, but this time with manually made trees, light, textures, shadows and glass:rock for our game.
Final file size is..... 12 700kb :sonar (earlier it was about 80mb)
Perspective 1
Perspective 2
EDIT: Hmmm, i have a little problem with exporting track to other format (.obj or .x or whatever is needed). Textures definitions aren't exporting with project and file size after exporting exceeds 80mb (checked on .obj, .x format exceeds 40mb). The question is... how should i make it? The answer is... the best as it is possible...
http://wipeoutzonegame.freeforums.org/
please join and post files and etc its an easier way of maintaining the devolpment
jesse,how's progress on the track that you're doing from my design?
I thought Corridon 6 would be a variation of Corridon 12.I was wrong!:P
Reverse run available in this game?
well the track im making for you fesiar is good just doing the final design now
and here it is i hope you enjoy as my software cant exactlly do much right now my computer has crashed and im re installing mosta it
anyways i have been researching physX and this is a chart i drew up showing how physics need to be altered for a vertical acent to be made
key
Black=The course a craft without modified physics would go
Purple=The course a craft with modified physics would go
green=areas of downforce
red dot=start of modded physics
blue dot=end of modded physics
Attachment 2109
I'm not trying to ruin your day but you may find development a lot more fun (and easier) if you use a solution such as Blender which has now matured to a useful tool. It has physics built in, and accurate enough for this project. If you look at this post:
http://blenderartists.org/forum/showthread.php?t=202437
this guy has built an excellent functioning racing game (including menus, car select etc) and is a good learning tool- the only difference is viewpoint (which can be easily modified).
Since its Xmas why not buy a book on Blender and learn it? I admit its not the 'offical' way of making a game but it will teach you several things:
1: Learning a computer language (Python) which is used a lot in games and 3D since it is easier to learn than C.
2: How to model and budget polygons
3: How to texture models in a way that uses video memory efficiently.
A crit on the Coridon 6 track:
It looks nice but why are we seeing it from above? All Wipeout tracks are (obviously) viewed from track level and as such all detail should be geared towards that. Do some more shots from track level and decide if the colossal polygon count is really needed, and spend those polygons on track detail that really matters.
Sorry if that sounds harsh btw.
And just to show I havent been lazy, here is a rejected design from my sketchbook to bring some colour to my post.
The loop was not supposed to have a jump. It was supposed to be a crossover.And I was intending it to run in the anit-clockwise direction,but clockwise is fine by me as well,but I can't seem to see the undulations that could be used for BRing.
F.E.I.S.A.R, my Corridon 6 is two-way track (only jump a few inches from start must to be flattened)
btw. Now i'm making an new track named "Alphard"
FEISAR sorry about that crossover thing but as i said my software was lost when my PC crashed
Ok,so this is just Stage One of the final product for now?
yep it certainly is
I guess... Do we even have a base program to put all this models into?
well yep we need to actually stop dill dallying and begin true devo of the game now or its pretty much a lost project
So I made this simple Auricom prototype ship.
It's really low poly, but I can amp it up in a short amount of time!
The pontoons need to be about twice as long, if not even longer. Thicken them a bit, too.
No no, there is no need to change anything, it is cool as it is now:cowboy
If somebody going to ask me if i'm going to convert Wipeout into WRC or MotorStorm, then the answer is... maybe? (for me this is something to check right away, that's why i'm going to make 3rd track, this time without track made of stell)
Alphard (a little peace of my work, should i continue making this track?)
http://picasaweb.google.com/zero3gro...kingOfAlphard#
(everything is hand made, nothing from internet)
Oh! right, the file size now is: 1.88mb (growing really slow)
im starting to run out of stuff to do since we have no one truely making the game right now
Does anyone have a plan, or an overall concept? Generally that would be the first thing to do, I would have thought. You need to define exactly what you'll do, what the ultimate format has to be etc etc. The piecemeal approach of everyone doing their own thing and hoping something comes together will never work.
thats exactally what im thinking saturn no one seems to really be making plans for it or even programing
i also made a downforce calculator use it at
https://spreadsheets.google.com/ccc?...6w&hl=en#gid=0
DO NOT TYPE IN THE RED BOXES ONLY TYPE IN THE BLUE BOXES
If you want to see your tracks in action get Xpand to re-use his blender Harimau script (on page 2 or 3 of this thread if I remember-or PM him), from there it will be easy to start adding features and testing tracks. If you want to see an almost complete racing game follow the link on my previous post.
Yeah, I guess I can use blender... I found out some more features and stuff that makes life easier when modelling.
I just have to figure how to place the objects out of the executable file and as .obj files.
I would not be so bothered by packing everything into an exe just yet, rather get everything working first.
No, it's not that. It's that when you save the runtime file it puts the models all inside the executable file, thus making impossible any change to the ship/track model.
I have to find a way to make the model file be independent of the exe file itself.
That's why using OpenGL or C++ programs is better. You can just tell it to grab a file that's located in a certain folder and import it to the game engine.
But the only thing I can display on OpenGL is an array of points that form a solid object inside the program itself, just like blender.
The minute I posted my reply I worked out what you meant so sorry about that.
What I should of said was do you have the original .blend file? Because if you do then its fine because you can take out and replace anything you like. It may be slightly annoying for others to install Blender to play the file but if they are making games too then it may be good in the long run. The exe maker is only useful for near complete games ready for testing.
And there is a user made replacement for the exe fle maker in Blender called BlenderPlayer that allows you to change the contents.
Obviously it is more flexible to make everything from scratch but I think realistically that is not an option for this.
Of course, if we make everything with the same .blend file is easier but the intent of this project was making an open source game. Which it won't be if we use blender, though you can still edit the textures and such.
On other news:
I managed to make a working menu prototype! I'll post it here later today!
may i remind all this fouurm at this adress:http://wipeoutzonegame.freeforums.or...f8435aa0c4d3c1
is a good way of keeping Track of our progress
The idea behind "open source" is that your source code is openly available for anybody to review / download / compile and ultimately contribute to. Now this is going to sound a little harsh .. but you can have all the ideas + documents + sketches + models you want, without a working version you don't have a game project.
So, start a project at Google Code¹ / SourceForge, or create a Dropbox², or set up your own FTP .. just get the source out there somehow :mr-t
¹ Recommended for open source projects
² Recommended for small team projects
That's nice! I'll take a look!
Ive made a Google Code project for us to manage the project
http://code.google.com/p/wipeout-zone/
please try to use it so we can actually get the code out there