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

  1. #1241
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    Hmm... reminds me of a track in a gameboy game... Ah, Hotwheels World Race (?), first track. I gotta make with FZEP.

    Got a few names... but copyrights won't allow it...

    WipEout: Stream.
    WipEout: Omega
    WipEout: A-A.G.A.R (Amateur-Anti Gravity Association of Racing)
    WipEout: Crimson
    WipEout: Purity Project
    WipEout: Corruption (opposite of Pure, see what im getting to?)
    Last edited by feisar rocket; 29th January 2012 at 02:41 AM.

  2. #1242
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    WipEout: Spectrum

  3. #1243
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    Crimson Stream - Corruption
    -------------------------------
    S.P.E.C.R
    Super Powered Energy Crafts Racing
    -------------------------------
    C.S.H.D
    Celestially Streamed Hover Driving
    -------------------------------
    Catalyst Slider/Catalyst Acceleration/Catalyst Thruster
    -------------------------------
    Phantom Thunder/ Speed Master/Speed Phantom/Speed Ghost
    -------------------------------
    Speed Rush
    Last edited by zero3growlithe; 29th January 2012 at 01:30 PM.

  4. #1244
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    One thing: DO NOT USE WIPEOUT ON THE NAME!!!

  5. #1245
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    AG Racing: Comeback

    FX-150 Series: The Official Simulation

  6. #1246
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    Lightspeed:Foundations

  7. #1247
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    1 moar pic!
    Attachment 2857
    This is the turn before the beach tunnel in the last section of the track.
    I named the game as Splitstream GX Prototype (because it's currently the prototype name of the game since we do not have a definitive name for it).
    When I apply the textures to the buildings they will look like that without having to render anyhting, just within the Unity scene display.. And I found a 1024x1024 bitmap file with all kinds of tree textures.

  8. #1248
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    Xpand, how much power would that take?

    What are the ships names. Can I also have a picture of each?

  9. #1249
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    Quote Originally Posted by Xpand View Post
    1 moar pic!
    Attachment 2857
    This is the turn before the beach tunnel in the last section of the track.
    I named the game as Splitstream GX Prototype (because it's currently the prototype name of the game since we do not have a definitive name for it).
    When I apply the textures to the buildings they will look like that without having to render anyhting, just within the Unity scene display.. And I found a 1024x1024 bitmap file with all kinds of tree textures.
    Looking good man!

    I will try to have that first ship texture and model scale updated this week so it can be put in the game, second ship model is finnished, now needs to be unwrapped and textured. It will all take a bit longer now though since i started working full time.
    For the first ship i had the name Tesseract in mind btw what you guys think?

  10. #1250
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    Quote Originally Posted by Killercrusher232 View Post
    FX-150: The Official Simulation
    So simple yet so complex (great... oxymorons )... in other words it's like Forza motorsport! Well Grand tourismo(?) the ultimate driving simulator. (Forza 2 is but...)
    Last edited by feisar rocket; 31st January 2012 at 10:54 AM.

  11. #1251
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    Quote Originally Posted by feisar rocket View Post
    Xpand, how much power would that take?
    Basically the same that it needed in the versions that you downloaded. I'm using a small amount of polys on this, the thing is that they are well distributed. For example, the parts you don't see while racing, like the back of the buildings, don't exist. And also, I'm keeping the draw calls (number of separate objects) to a minimum, for example, instead of having every tree as a single object, I join several of them in one single object.

    GARGH!!
    I accidentally deleted the file I used to make that render... I had to do everything all over again on that section... Luckly I always save several copies of my 3d files, so I just had to add the two buildings and the palm trees there...

    Ok, tried out the light map and some other simulated light effects on unity:
    Attachment 2858
    All this seems to be working perfectly. I can also simulate shadows on the track without the realtime shading. I use a plane with the shape of that track section with a small 128x128 texture with alpha channel, for smooth transition between light and dark...
    Last edited by Xpand; 30th January 2012 at 09:12 PM.

  12. #1252
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    This games looking really good, Perhaps you should put out a beta soon

    Quote Originally Posted by MyNameIsBom View Post
    last time i saw jese(?) was quite a while ago, i think jese stopped going on this forum a while back...



    Ya definitely, as everyone saw what happened to my zone ship, it had lots of "trash polys" and it made lots of unnessicery lines on the model.

    @Feisar_rocket, um no nothing new yet, i am still stuck with 3DS MAX why does it have to be so difficult?
    and i am designing new ships on paper, again it kept getting close to the pre-existing designs. i got to really stop doing that..... but i cant

    Im not that helpful at this stage apart from designing ships and thats pretty much....

    Well its great now that we have addition members on this project, but i recently had an idea... for the music of the game, maybe Unctuous could help us out? *fingers crossed*
    Imma Back, Iv'e been working on an MMO doing all it's graphics, the MMO has yet to be released, I can help if needed with this now!
    Last edited by jesse9705; 31st January 2012 at 08:58 AM.

  13. #1253
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    Hey! This is neat:
    It shows how to import models into the unity3d runtime, just as we want for multiple ships and tracks and for mods too!
    http://www.everyday3d.com/blog/index...ntime-unity3d/
    Download the Unity 3 version:
    http://www.everyday3d.com/unity3d/ob...2.unitypackage
    Last edited by Xpand; 31st January 2012 at 11:20 AM.

  14. #1254
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    Quote Originally Posted by jesse9705 View Post
    ...you should put out a beta soon.

    Imma Back...
    There's things we still need to clear up...; Is there gonna be a zone mode?
    Is the Level of Simulation gonna be in?
    We need to transfer ships from 3dsM to Blender.
    Blender version has no/few ships.
    Blender version has no/few tracks.
    There's no main menu (?)

    These are questions/things that need solving before a beta, right Xpand, Aspect, Zero, Bom, Day, F.E.I, and Jes?

    It's good to have you back.

    P.S. I only have 2 ship names; Tesseract and Solaris... is that all? I'm gonna give a background story of Tesseract because I got the picture but I also need a top down picture (I sound so demanding but im not)

  15. #1255
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    Quote Originally Posted by feisar rocket View Post
    There's things we still need to clear up...; Is there gonna be a zone mode?
    Is the Level of Simulation gonna be in?
    We need to transfer ships from 3dsM to Blender.
    Blender version has no/few ships.
    Blender version has no/few tracks.

    There's no main menu (?)
    There's a blender version? I don't recall seeing that.
    First things first, we need to finish the physics, then take care of the object loader (I posted one above, you better take a look at that zero because I have no idea how it works).
    Then the menu;
    And after that we can release the beta.

  16. #1256
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    Thats what's Aspect is working on...

  17. #1257
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    Lol, but his project is completely different from ours. He has his own ship and track designs!

  18. #1258
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    First things first, we need to finish the physics, then take care of the object loader (I posted one above, you better take a look at that zero because I have no idea how it works).
    Awwww, C# again... i can see it is capable of importing 3D models "as is" in fly (that means out of my range of understanding ). That's why I thought about avoiding that and making of something that would be capable of loading "prefabs" in fly as they're already ready to use (I don't have to do anything else with it after loading it, except for placing it somewhere). Prefabs can be done in Unity itself. Time will show what I'll choose
    What are prefabs?

  19. #1259
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    But prefabs won't allow user modding. Only the person with the game project can add tracks or ships...
    If you don't want to take a look at that I'll do it...

  20. #1260
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    I had a look at the physics thing last night and raced, I kept shooting of the edges of the track, And the track seemed a little narrow in my humble opinion, Onto the Ships, I can design skins and what not for them, I Had a go at 3D again, I'm not as good as I used to be, But I can certainly design graphics if needed.

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