You should try cgtextures.com :)
You should try cgtextures.com :)
Oh yeah, I forgot about that one... Thanks...
This is what I've been using...
Mind the license, though! :)
Indeed that's always a problem... But I can always try and replicate them...
Well, it is not so hard to create a transparent tree texture, for example all tree textures that were present on Tristans Inferior were done by me by cutting them out in Photoshop based on color keying and some other methods xd
Not sure if you had read this, a few questions from last page
Where is the latest download?
A couple questions
1) is pitch control in yet, meaning nose up down when the ship is on the track, and up down control in the air?
2) is there analog, or joystick control for the ships. I really want to test my negcon on this ( element 42s design).
3). Also, at a later date, maybe putting in control options such as
A) steering sensitivity on analog sticks
B) dead zone adjustments
C) custom controls ( you may have this already?)
A while back I made a set of tree prefabs based on that texture; you can always use that to drop trees in easily
The rockets are just some particle effects as of now. We already have a real 3D rocket model and of course those spark effects will be changed aswell. They also fly way too uncontrolled at the moment.
All kinds of pickups are in a very very early state at the moment. You might notice the cannon bullets get shot from the wings instead of the minigun^^
docfo4r: That's cool, you should see my trails (they are just planes!).
My only thought was not putting too much emphasis onto weapon effects if they will barely be seen. In HD the explosions are quite simple, and when going at Phantom speed they may just be overlooked.
And aren't the rockets supposed to be 'dumb'(press fire and off they go in straight/expanding lines)? Its only the seeker that needs to home in.
Yes I thought so, too. The rockets should travel straight forward to make a precise shot possible.
Weapons are a queued task at the moment so once the coding starts here, we all can decide if an effect is good/too weak/overloaded.
Also, short update: Remember that Nazca Remains is an over 100 years old track, so mind the cracks ;)
http://s10.postimage.org/b9awcz1g8/Naszca_Cracks.jpg
No, what I am doing is suggesting things to make what you already have better. Some things like the trees right now don't require that much of an effort actually (top hit on google search fyi) and it will look much better. Other things like upping texture resolution is indeed more involved for less of an improvement, but that is indeed just my suggestion. I was also talking about just putting more details into it, ie put some different looking parts in the textures you already have to break up the monotony when they are mapped to large surfaces. About the lighting, I don't know how simply it can be done with Unity but again, this is just basically down to modifying values in engine to give the shadows more contrast so that not everything is lit up uniformly like it is right now. Finally, I suggest the terrain tool because while you can indeed control the polygon count with your 3D modeling, it's just much more impractical (in my opinion) than having a fully separate terrain you can remodel anytime with simple tools, not to mention texturing it will be a hell of a lot easier.
I hope you can see that I'm not asking you to rework the entire game, just improve certain things I feel are lacking right now compared to other things you already have in there.
More trees from the same guys:
http://www.turbosquid.com/3d-models/...el-tree/480769
http://www.turbosquid.com/3d-models/...ds-free/480746
http://www.turbosquid.com/3d-models/...ds-free/480774
http://www.turbosquid.com/3d-models/...d-model/480733
http://www.turbosquid.com/3d-models/...d-model/480700
Here. There's everything but deadzone adjustment and sensitivity. Analog will work so long as your prototype is properly recognized by the computer. You can adjust deadzone and sensitivity with Windows anyways I believe.
In this case it's better for them to use meshes instead of terrain, unity's terrain editor is probably one of the weakest parts of the engine. Supports diffuse only, no normal support so you need buy plugins, but then you get performance penalty because code is not optimized or it gets unstable.
Texturing the terrain isn't hard. The only reason it has one texture only is because I like to take care of non-modeling details after I modeled the whole thing. And mesh corrections don't take long. I find it easier to control each individual vertice and face than have like a drawing tool...
About the trees, they're a pretty good find, but here's why I don't use them: http://www.turbosquid.com/3d-models/...d-model/480700 Polygons: 14,600
That's twice the polycount of a single ship...
Now in tracks where the tree count is low (like 20 at max) it's ok. But in DC there are over 500 trees, plus bushes and short grass. And since Unity renders the whole scenery at once (unlike some game engines that only render in a certain range from the camera), it would take forever just to draw 1 frame. I can adapt that design into a low poly 3D tree like some we have in DC already. My intent was to make the first layer of trees 3D and then use the 2D trees as background...
Diffuse IMO is still fine for their application if it's done well. What they have now is diffuse too, it's just always the same texture. Using terrain would provide them with some easier texturing and painting solutions I think. The documentation seems to indicate there's at least some form of basic sculpting and painting tools available. I don't know if there's a visibility tool to hide vertices you don't want to see though, which may be a problem.
EDIT: Okay.
About the rendering, damn that's bad. So that's a pro only feature D:
Also yeah just use the trees as reference or whatever.
UI bug with lap counter.
I think I've narrowed down the scraping issue to when the ship scrapes it's side completely (ie parallel to the wall). If that happens for even a fraction of a second you slow down to 50km/h. Most noticeable in the last turn before the starting grid. I'll play some more though to be sure that's that.
Yeah that lap counter issue is on the to-do list for bugs... We're probably gonna make the counter start in 01-09 so we don't have to dislocate stuff or create numbers...
About the scraping, I think it has to do with the fact that we're using a box colider, so the game interprets the ship as being a box with the absolute dimensions of the ship and detects the collisions accordingly... Something we need to work out better...
I like that the ship slows down a good amount, it rewards excellent driving. Im going to try and test it this weekend, cant wait
Xpand, if you take the ships and make low-poly collide meshes (somewhere around six to ten faces depending on the shape of the ship) then that should solve that particular problem.. I tried doing it myself but blender wouldn't load the 3DSs properly.
Well, about this box collider and mesh collider there is problem of this kind: box collider has its bad sides (it's a box xD) but in Unity it is fast if it comes to performance and collision detection is better, more precise, as for mesh collider it takes shape of objects mesh which is cool but its performance is much worse and collision detection not as precise as box's so some collision skipping may occur like it is in case of bullets... well, was cos it is fixed (increased ray length) but maybe something improved from last time i've used this kind of collision detection.
So you sue a different mesh for collisions that isn't the ships mesh but instead a simple mesh that marks out the boundaries of the object with more precision than the box mesh can.
@ dark, i get it, it should be the opposite
Damon: No matter what mesh u take it is still a mesh, box collider is not made of mesh (something else but no idea what xd)... but aaanyway, I'll try using it though it will complicate my collision detection script with force feedback.
It's exactly what it looks like.
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Hey guys,
it has been done :D Our first Blog video is ready.
First episode is all about introduction and what we are doing at the moment. This is part a. You can find part b on our YouTube channel and if you have comments activated, there is a link at the end of the video. Thanks to the whole team and everyone here on the WZone, I hope you will enjoy it!
http://www.youtube.com/watch?v=0qXn1BfK8Jw
Oh boy.... I promisse next time I'll try to have a little bit more life! xD
Anyways:
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Looks a lot better than first Aphithere :D Totally awesome!
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btw. I'm trying to recreate my old track called Alphard in Maya and here are some screens: https://picasaweb.google.com/1060839...eat=directlink
To whoever is heading this project:
I love WipEout, and stumbled upon your project by chance while working on some Wipeout-inspired AG ships. I was wondering if you were in need of any more models and whether I could contribute to this game.
Well, there's no leader per say, but please go ahead and show your ideas. We probably need design ideas for prototype ships based on the current ones, like Fury ships, so to speak. ;)
If you, Nathman, and all the others here like to, you can spread the word in Facebook to get more people on our "fanbase" ;)
facebook.com/slipstreamgx
Other than that... Yeah like Xpand said, you can check the current teams and see if you have some ideas for a prototype ship. Are you good at 2D-art? We also have a list of sponsors which need their logo and description. If you like to help out here, maybe get in contact with dreadofmondays.
Can't think of anything else at the moment. But welcome to the Wzone :)
Cha, I was like failing in school and kinds had to prioritize... XD sorry for like leaving you all...
While my grades improve I'll be here and there... So in a week I'll be on daily!
Ahh, time to come to the past...
You all working so hard! I feel terrible xD
@all: work hard! Good luck, I'll be here to describe some tracks and draw stuff... And I started drafting in tech so, I wonder if that could be any help to anyone? :)
@doc, I see something needs describing xP I can do it unless Nath got that under control...
@Nath, I'm here and there once in awhile so it's kinda an informal greeting xD you'd be a great help, more the better! What you mainly want to do? Don't be like me xD I still don't know what I want to sit with... Drawing or describing? Hmm~
A basic layout test on phantom speed on "Nazca Remains":
http://www.youtube.com/watch?v=LtMbVTfJ128&feature=g-all-u
Track progress around 5% so I don't wanna hear anything about the landscape :P
Does the camber of the track affect ship handing?
The first route flows well. I especially like the sweeping uphill corner.
The reverse of that has too many blind corners though - though I realise that's because the first design has less blind corners.
I just realized there was a link, opera mini wasn't showing it xD
Anyways, where is that suppose to be? Like location, country, etc. Tell me that and I'll give it a description for you?
It's pretty nice honestly, except you get so much air you'll fly off... But for being 5% done, it's pretty good ^_^
And, do we have an editor? For in-game text, etc... I can do that if none. Unless you are doing it yourself :)
Yeah you can fly off the track too damn easy at the moment, but that is because the wall colliders are not set right, or... not even there in some cases^^ Will be fixed later on of course :)
It is located around the famous Nazca Lines in the desert of Peru. That's where the track logo is coming from [resembling the "hummingbird" symbol].
I actually created an introduction for the track already. Was kinda like one of the first things I did so I can build up the ambience in the right way. Here you go:
While the more than 200 meters large line-shaped symbols in the desert of Nazca have always been a subject for archaeologists and scientists, the abandoned constructions and buildings mainly remained undiscovered. An AG-Research establishment finally bought up the whole piece of land for a very large amount. Their goal was to create a racetrack while leaving the remains untouched. This explains the strange course of the road and why there is no crowd yet only video transmissions of the races. Anyhow the project was given up since the sponsors saw no profit. The track was left for almost 100 years now. Pilots have to be careful since there wasn’t any maintenance on the track for a long time.
When you feel loneliness combined with the spirit of mystical history, you know you're racing on "Nazca Remains"!
As for the blind corners. Jup, it is indeed a bit difficult to suggest when is the right time for turning or using airbrake etc. This track is not so easy so it takes a few rounds to figure out a raceline, especially on phantom. But we agreed it is ok to have a difficult track for the later stages in campaign. Since it is very wide compared to other tracks, Nazca Remains is actually damn easy on Venom for example :)
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Sorry, I don't know what you mean by "in-game text". Can you explain? :) And thanks for the feedback!
Like your introduction is more like a back story ^_^ which means it's good (W'O pure-like. Like before you select the track)
But that can, be edited down to a short description (W'O Pulse-like. Like when the course is loaded and the SUMMARY of it)
So I'm not saying it's useless, but one question; track/description wise, is it Pure x Pulse (story and description), Pure (story (pre track select)) or Pulse (description (post track select. Why I ask? Because it's an awesome back story of the track! :D! But just too long to be a description (only cause of how long it would take... To read it, etc) and don't want to feel like I'm burning what you said.
(^ that is an example of editing in-game text ^)
Oh, haha yeah I get you ;)
Well to tell you the truth... This text is going to be read, but I am not sure if that happens while being in the track selection or after the track is loaded. In fact, this story is almost the shortest one from the current track stories we have. Only the Cassandra backstory is shorter :P
So for now, compared to your options I would say it's Pure x Pulse ^^ I think we have to figure out if the lengh is ok once we have the soundfiles and placed that into the menu. If it's too long, then let's shorten it ;)
Oh and thanks, I now know what you meant with ingame text :)