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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #141
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
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    778

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    Checked it before you posted response If only i could then i would began modeling in 3D earlier

  2. #142
    Join Date
    Apr 2010
    Posts
    1,529

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    I started modeling by accident when I was 12 too! I found gmax in an old CD...
    Even so I preparing myself for a physics course in the University of Aveiro... I'm currently in my last year of school...

  3. #143
    Join Date
    Mar 2010
    Posts
    15

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    I'm glad this is still being worked on. I don't want to see WipEout die. You have no idea how sad I was when I heard Studio Liverpool was done =(

    I don't have a PS3 either so the last game I played was Pulse. Actually, Pulse was the reason I bought my PSP in the first place and is the only PSP game I have bought though it's been more than 2 years now. I've been hoping to get a PS3 for a while now exclusively for WipEout HD. Don't have plans to get any other games >.< Though I'll probably just get it on my uncle's PS3 now that I have moved close to him (for University).

    Anyway, thanks for your work. Keep it up!

  4. #144
    Join Date
    Aug 2010
    Posts
    40

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    I'm still working on my game (which has and always has had the previously mentioned downloadable content) but as I'm now at Uni the pace is going to slow right down.

  5. #145
    Join Date
    Sep 2008
    Location
    Glasgow
    Posts
    459

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    Is there anyone working on a XNA game?

    Ive just started playing with the .x format, and I'm wondering if anyone has experience converting sketchup models/textures to this format? cheers

  6. #146
    Join Date
    Aug 2010
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    40

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    What format can sketchup/etc export? I probably have something that can load/save the files.

  7. #147
    Join Date
    Sep 2008
    Location
    Glasgow
    Posts
    459

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    you need a plugin to export to XNA .x format ...

    http://jamesewelch.wordpress.com/200...to-a-xna-game/

  8. #148
    Join Date
    May 2010
    Location
    Hobart, Tasmania in Australia
    Timezone
    GMT + 10
    PSN ID
    icarasDragon
    Posts
    166

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    http://www.wipeoutzone.com/forum/sho...&postcount=133
    Piranha Is up!
    gee, I take a break for a few days

  9. #149
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    778

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    My "Shark" is already completed. There is only materials left to assign

    http://picasaweb.google.pl/106083964399065727105/Shark#

    (about that .x format, Rhinoceros 4.0 can export to this format )

    (DialgiX, Piranha have some glithes, in free time i'll try to fix them )
    Last edited by zero3growlithe; 28th September 2010 at 05:40 PM.

  10. #150
    Join Date
    Aug 2010
    Posts
    40

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    Rhinoceros is NOT a good modeller for making game meshes in. The polycount of that Qirex was way above what it should have been. Your modelling skills are competent but if you ever want to get into games dev, you need to learn how to use software packages capable of making optimised models rather than blowing ~15K on a model with 90% of the polygons needlessly subdividing parts of the mesh. I'm not coming down on your modelling skills, but Rhinoceros is not a good place to learn how to model efficently.


    (image is 30k, within the rules)

    That new model looks incredible and really well detailed but no matter what you do it's going to come out the other end with 45Kpolys and will drag any game engine to its knees, especially when combined with a track and other racers. My Pteromi model is only 2.2K including all the moving parts and effects meshes. Look up subdivision low-poly modelling and get a more suitable modeller such as 3DS Max, Maya or Blender if you don't feel like spending anything.

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