All I need from you is that you make a script that activates a UV moving action of the burner's texture when you go over a pad and then resets the UV offset by moving backwards.
Here's the video example:
http://www.youtube.com/watch?v=a2QNfXejMIw
All I need from you is that you make a script that activates a UV moving action of the burner's texture when you go over a pad and then resets the UV offset by moving backwards.
Here's the video example:
http://www.youtube.com/watch?v=a2QNfXejMIw
@TypeProton Thats a really nice sketch you have there. I see a total 90° double curve ahead? If the track stays this small, it'll definitely be one of the hard-to-beat ones. But I love the ambience, I hope your idea will make it into the game. Oh and I had to laugh, can I by some oranges @ the market on the left? xD
@dreads: Dude!!!! That is one awesome collection of pickup symbols. I really really love them! Also, good thinking to make them with transparent background, very helpful for my videos aswell. Again, give you some feedback:
-> Actually, I am positivly surprised haha. Even the sheet itself is great again. I see, things like these are awesome for our website.
-> The mines symbol... It has 5 stars but as far as I know only 4 mines can be deployed. But that's not a big deal :) Same for the rockets: We decided to shoot only two rockets to have some difference from Wipeout, but I don't think it matters that much.
Again, I really have to say: Great job!
BTW: I'll save most of the WIP content from now on from all of you [pictures+videos+sketches mainly]. So whenever we finish the game, we could include them as unlockables, you know, looking at some WIP stuff has always been a fun thing to do for me :)
@Xpand: How about just changing scale of "fire object" so it would be more dynamic like this fire I've just made: ( http://www.youtube.com/watch?v=Nuluk...ature=youtu.be )
I mean go from 0 scale, Lerp to 1 where make it random at set range and Lerp it back to 0?
btw. How do you like it? (on video it is size when ship is moving)
Lol, that actually looks much better... Actually, that is the way they made the flames in the '95 Wipeout.... Only they pulled on the tip vertex of a pyramid to stretch and wiggle the flame...
Okay, let's go with that. Can you give me the texture you used on the flame so I can make some other types just to try and give it a more exotic look?
You think you can make that also appear on the side thrusters when you go over a speed pad?
We also have to work on those sparks... Blue thick particles don't look too natural IMO...
Sure, no problem, just send me texture to your small flame cos we need some variety too :P
because I'm home alone and have nothing better to do tonight I've been playing around with the idea of prototype ships
here's my first idea for an ifreet prototype
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Sweet, I like it!
Hey haven't heard anything from the Basin Park tracks for a while ;)
yeah I haven't had the gusto or the time to work on it lately plus I really need to study texturing a bit before I can continue... I mean I could hand that over to someone else who would be willing to do the texturing but yeah before we figurte out the textures there isn't a whole lot more I can do with it tbh ^^;
Hey Hey! Christmas came early this year! Sort of! xD
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Also, Amaroq asked me to put this up:
http://www.moddb.com/members/amaroqt...na-concept-art
CERN prototype design:
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Had a look at Xpand's deviantart page (at least I think it's his) http://threedmaniak.deviantart.com. It's got a lot of nice renders and wallpapers that we might be able to put onto the site. :)
The CERN prototype looks great. Just need to round it up a little bit I think :)
dreads, yeah you're right. We need a section on our website to download stuff like wallpapers... But I wouldn't put too much stuff there yet because I think concept stuff does not belong there [rather a bonus to unlock in the game itself] and we only have one track and some ships done, no special FX, no weapons etc.
But I like your idea!
Made a start on modeling the myron blade Attachment 6629Attachment 6631Attachment 6632Attachment 6633
I made a quick sketch of what might be the ship used on the first race in Porto Kora:
Attachment 6630
What do you think?
It's supposed to be like the Honda Civic or Nissan Skyline of AG ships: A pretty common, cheap and easily tuneable all round ship for the begginers...
Might we see this on OUYA?
whats OUYA hail?
I believe it's a new console. But Unity doesn't have a compiler system for that... So, no...
The ship is nice Xpand.
So, do I understand it right that we will have some sort of "entry" race with prototype ships. And these ships cannot be selected in the racebox & won't appear on the campaign again aswell? Maybe unlock them by completeing campaign or a special task. Oh, and for the campaign: Is it like the player will select his ship and has to stick with it unless he can buy something better, or free ship selection like in Wipeout?
And one more question from a Unity-noob^^ I saw that when you launch the demo, a box will appear asking you for video & input options. Will the final release be like this aswell? Or will it start immediantly and I am able to customize controls in the ingame menu?
Well, I was thinking of having all the 8 basic teams in free race events (single race, time trial, etc) and then having the player unlocking the ships in key campaign events... The prototype stage would be like the last campaign event, which would unlock all of the prototype ships...
About the start menu of the demo, that's a default unity thing... It appears in every game compiled with it. At least with the free version...
Alright, I see.
Good idea about the ships thing!
BTW: I will render each pickup with a different camera angle, one that fits to the current range of action. But in each clip the camera movement itself is kept pretty simple, so nobody will become dizzy after watching the vids in a row^^
some small redesigning and tightening up of the myron blade: Attachment 6634Attachment 6635Attachment 6636
Will we be overbuilding the start grid? If we are going to see all teams in the foreseeable future,will the grid be long enough for the latecomers to make the full grid? Wipeout HD and Pulse had the inability to accomodate all teams.
there will only be 8 teams at any given moment as far as we know now, it's possible to change that I suppose but generally speaking we shouldn't need more than that. although thats a point to discuss I suppose.
https://twitter.com/playouya/status/222764652474544128
Unity is a launch partner so sooner or later they should be releasing support for it. For anyone who doesn't know anything about it. It's a new android based console. They raised $8.5m on kickstarter. It's due to launch March 2013. http://www.kickstarter.com/projects/...o-game-console
damn... yeah it would be cool to have ssgx on there but... the closer we get to releasing this thing the more I get concerned that we have to remove any mention of wipeout especially if we're going to compete on the same market (even if we don't make any money from it releasing the game on ouya would mean that the Ouya is competing with ps3 and vita with a game based on the same principles and style of play... not to mention style of graphics etc.) sony might not take to kindly to that so before we decide anything of the sort we really have to´... well probably talk to sony about the game and how they will act if we release it on Ouya or steam or something like it.
Also playing around a bit with the myron: Attachment 6637
To release on OUYA we have to have at least one of those consoles for debugging...
3D model of the ST116 on the way.... Give it one or two days 'till I finish it, if everything goes well...
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loving it xpand should we start designing some liveries? I could take a look at that if you send me a top down view I'm thinking maybe 5-8 different liveries, waddaya say?
You can use the blueprints. They aren't 100% exact, because I had to make a slight change in the width of the craft, but it's just a slight adaptation.
http://fc08.deviantart.net/fs70/f/20...97-d5ce5wq.jpg
Just keep in mind that this is supposed to be a public access ship, like a sports car, only "tuned" for illegal racing. So sponsors aren't really what we're looking for here, and flashy paintschemes are also a big no-no. That's ok for expo tuning cars (or ships in this case), but for illegal racing you want to keep a low profile.
Yeah I was thinking at most some stripes or stuff like that that street racers add to their cars no fancy pantsy stuff really just colors to distinguish the ships from each other. Sorta like this: Attachment 6641Attachment 6642Attachment 6643Attachment 6644Attachment 6645Attachment 6646Attachment 6647Attachment 6648
These are the prototype ships? Sorry for being a little confused^^ Maybe you and Oryx can add up your curren WIP ship models to the Gdocs and label them as prototypes or whatever they are, would be nice :)
An rendering Phantomizer right now. But it will take much longer than any other renderings I have done so far since I have transparent ship effects etc. going on there.
Oh and Dread is creating models for the weapons, like missile, rockets etc. during the next time. Had a chat on Skype with him recently.
@Oryx yeah same here. The ship shouldn't experience an overload of decals & stuff like a NASCAR-car, would too much look like some sort of commercial racing. Maybe apply the team logo of course but not many other stuff.
This is the first ship to use in the campaign, lol... Like in those racing games like NFSU and GT, you always start with a weak and generic car. This ship is going to be used on Porto Kora in the first race of the campaign, then if you win you can chose a specific team for the campaign.
yeah I added some different basic liveries on the last page trying to keep them as standardized as possible and a decal for the company making the ships I tried to make them simple, including one I call Von strauss edition (the black and red one also von strauss is the name of the founder and first pilot of amphithere according to dusk's background story on the team, a rich former wipeout pilot who used his earnings to create amphithere so I thought why not make it something like a "shelby" edition) and one from the scrap heap.
Okay, I'm going to start to do something that I should have done like a year ago:
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See the rivets and depressions? That will be included in all the ships as bump/normal map.
Ditto:
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Nice attention to the details. In fact, I enjoy the moment on Wipeout HD when a race starts and before the countdown you see some close-ups on the ships and so many details on it you never noticed while racing or in the menu. So, good work on that :)
By the way: Do you think you can send me a sideview-look of each ship with white background? For the website, you know ;)
This is probably going to be the last time I reattempt drawing this craft.Have to prepare for the third Preliminary Examination and GCE O Level:paperbag
Here is the F7200 Drag Prototype inspired Airbraker concept craft.
If this does not make the cut,just drop the airbraker craft idea.
That looks so rigid... You sketched that with a ruler I suppose? You should explore more fluid shapes, let your pencil "be free" and don't limit the range of motion to straight lines...
For this,I was aiming for symmetry...
Screw symmetry. You should start by the side view and then make make an horizontal line, the symmetry line of the top view, and using vertical lines connecting key points of the side view you draw only HALF of the top view, like so:
http://fc05.deviantart.net/fs70/f/20...5e-d3juodc.jpg
So...how long more before teams/constructors are finalised?