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

  1. #1401
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    I went to the dentist today and ran out of things to do so I made 2 track descriptions

    "Atlantis Run: With one on top, one must be below. Through the many mines and catacombs, Atlantis Run is born

    While the pilots echo through tunnels, fly over the underground city, and return to the surface, spectators can enjoy the lovely city, Atlantis.

    Welcome to Atlantis Run."

    "Delta Park:

    It's cold eh?

    Located in the barren land of the great north, Delta Park heats up Alert, Cananda (a legit city) with the newest and most intense circuits known to man. From the Queens Straight to Leo's Signal, Delta Park will strain both pilot and machine.

    Are you ready for the white knuckle ride of your life?

    Welcome to Delta Park."

    So? How is it?

  2. #1402
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    @Xpand: You can do anything with that. Just check or learn more about it before writing about it.
    @Feisar: No idea how you can think of those nice descriptions so fast so it's rather awesome
    Last edited by zero3growlithe; 3rd March 2012 at 06:34 PM.

  3. #1403
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    You're not following my line of thought... And you can't animate UVs in Unity's default animator, I've been reading about that... It's just a goddamn small script... You need save it and apply to the object that you want the TEXTURES (not the object) to move. I'm also trying to find a glow shader...
    Code:
    var scrollSpeed :float = 0.5; 
    var u : boolean = false; 
    var v : boolean = false; 
    
    function Update () { 
    var offset : float = Time.time * scrollSpeed % 1;
     if (u == true && v == true) 
    { 
    renderer.material.SetTextureOffset ("_MainTex", Vector2(offset,offset)); 
    } 
    else if (u == true) 
    { 
    renderer.material.SetTextureOffset ("_MainTex", Vector2(offset,0)); 
    } 
    else if (v == true) 
    { 
    renderer.material.SetTextureOffset ("_MainTex", Vector2(0,offset)); 
    } 
    
    
    }
    It's working! Cassandra now has a moving sea! The only bad thing is that you have to stop to see it! Eheh
    Last edited by Xpand; 3rd March 2012 at 07:14 PM.

  4. #1404
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    nice to see you picked up on my idea of atlantis run there rocket and that also gives me some ideas for design... I'm thinking a cross between this and this(the first pic is a screenshot from the movie "The City of Ember" and the second one is from the syfy series "Sanctuary")

  5. #1405
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    Quote Originally Posted by zero3growlithe View Post
    @Feisar: No idea how you can think of those nice descriptions so fast so it's rather awesome
    Naw, your programming is awesome... that waterfall thing you/Xpand are talking about is awesome!

    Np Oryx good luck!

  6. #1406
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    hehe yeah I'll see what I can do, trying to learn dat 3d modeling at the moment so we'll see if I can actually pull this off. on a different note another pilot joins us. These are fun to do! XD

  7. #1407
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    Man how you draw so good!?

    Writing descriptions... it's fun to me. (I failed english and thought they were bad... constantly )

  8. #1408
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    haha I've always liked drawing basically... found some tutorials about 10 years ago and started getting better... I dunno I just kinda do it ^^; but to be fair it's all about practice but thank you it makes me happy that people like em.

    You quebecois? and I think your descriptions are good man they have imagination that's whats important.

  9. #1409
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    No, im african-american
    Can you put a link to the SGX site Oryx? Thanks.

    Yo! Zero! What's new in your "tree"?
    Is there going to be a different language version? Me and Xpand (I think you speak...) can translate to French...
    Last edited by feisar rocket; 3rd March 2012 at 08:27 PM.

  10. #1410
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    sure man http://wohdcup.sommarpojkarna.com/links/splitstream-gx there ya go

    well I always did well in english but I almost failed swedish (I'm from sweden and born and raised all of that) so I think thats more about other stuff than how well you speak the language

  11. #1411
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    Oryx, what's the next site update going to be? Tracks, Teams or Credits?

    Hey man thanks for the link!

  12. #1412
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    hoping to get the tracks page going fairly soon, but I don't have a definitive list of tracks and that yet though. as for teams I know there are some in the works so that could very well be updated sooner.

  13. #1413
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    Cassandra for sure... Hopefully a revived Atlantica, followed up by Atlantis Run.

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    Got the airbrakes working. More or less. They seem to have a small offset in the rotating axis because they don't rotate correctly along the hinge cut.

  15. #1415
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    @Xpand: Maybe you read about older version of Unity which didn't have this feature?
    Quick Video Tutorial I've made a while ago...
    Last edited by zero3growlithe; 18th March 2012 at 04:14 PM.

  16. #1416
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    hey lads I did some research on that waterfall effect thing, or rather I asked a game developer friend(worked at ubisoft til he decided to create his own company) I'll share the convo about it.

    [22:17:40] Theodor Andrén: and I thought seeing as how you know this stuff probably better than anyone I've ever known might be able to shed some light on it
    [22:18:14] twobloks: well depends what you want to do
    [22:18:25] Theodor Andrén: I mean if you ask me this sounds a bit simple but on the other hand we only have so much space before it becomes a huge thing right?
    [22:18:31] twobloks: if you want the water to act as an animation then you need an animation playing over your water
    [22:18:50] Theodor Andrén: we were talking about it interms of stuff like...waterfalls, trees blowing in the wind that sort of thing
    [22:18:59] twobloks: k
    [22:19:17] twobloks: so if I understand exactly,
    [22:19:24] twobloks: you want a water surface?
    [22:19:44] twobloks: and you want to use a technique that could also possibly be used for waterfalls and trees?
    [22:19:47] Theodor Andrén: the exact thing was a water fall in this case and then later who knows
    [22:19:53] twobloks: ok
    [22:20:08] twobloks: well waterfalls are generally done in 2 ways
    [22:20:14] twobloks: that I know of
    [22:20:18] Theodor Andrén: ok
    [22:20:39] twobloks: either some light engine that renders how light refracts on the waterfall
    [22:20:46] twobloks: and they use some sort of particle system for the waterfall
    [22:20:57] twobloks: that's most likely highly overkill for you guys
    [22:21:11] Theodor Andrén: yeah
    [22:21:21] twobloks: generally waterfalls are a mesh that has an animated texture on it
    [22:21:22] Theodor Andrén: only got one programmer that I know of
    [22:21:47] twobloks: with some particle effects to simulate "water splashes"
    [22:21:50] Theodor Andrén: ok so a particle effect would be an animated mesh too?
    [22:21:59] twobloks: particle effects aren't really a mesh
    [22:22:15] twobloks: generally they are a bunch of "billboards" or 2D planes that are facing towards you
    [22:22:41] twobloks: they are generally very simple images that create cool effects when displayed multiple times
    [22:22:44] Theodor Andrén: ok sort of like they did trees back in the early days of 3D games?
    [22:23:03] Theodor Andrén: basically flat images that turn towards the camera
    [22:23:16] twobloks: yes exactly
    [22:23:46] twobloks: particle effects are like 50+ of those with small animations on them
    [22:24:00] twobloks: small 2d animations
    [22:24:11] Theodor Andrén: alright
    [22:24:22] Theodor Andrén: I'm writing this down btw XD
    [22:24:28] twobloks: lol kk
    [22:24:45] twobloks: well if your friend wants to send me some emails he's welcome to
    [22:25:05] twobloks: but I don't use unity so I can only tell you what I know from past experience
    [22:25:11] Theodor Andrén: I'll tell him

    A lot of this stuff is kind of beyond me but I think you guys might make something out of it

  17. #1417
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    Lol, Theo that's nice, but I know the way to do it!
    Tell him we used moving textures (UV animation) to achieve that effect. That's how they did in Pulse. If you go around in Fort gale you can see that the waterfalls are nothing but a bent plane with textures moving.

  18. #1418
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    aye I think it depends on where you want the stuff and how detailed you want it, that's what I got out of his explanation anyway. whatever the case he liked the alpha product and thought it looked really good so whatever you guys are doing it's right on track

  19. #1419
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    Cool!!!

    ATM, I'm looking for some good, free animation software.. You know any?

  20. #1420
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    One more for the collection:
    Amphithere DA-14
    Attachment 5943
    Attachment 5944

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