I'm guessing you guys can't do mag-lock yet?![]()
I'm guessing you guys can't do mag-lock yet?![]()
Zero has that section in his code, but I never tested it, maybe he can explain to you how it works.
Also if you want to get on skype to ease communication my skype account is ricardo.xpand
Last edited by Xpand; 4th July 2012 at 06:43 PM.
It works great now, but Xpand... I'll have to divide tracks onto track walls and tracks surfaces cos of my rays which sometimes detect track walls and do unpredicted things. No worries, you don't have to do anything, I'll do it cos it's easier in Maya
btw. My skype is zero3growlithe
Roger... If you do that its easier on me if I have to make changes in the track
Also:
Attachment 6336
And we seem to have a bit of competition to spice up the things!
We definetively have to get a glow shader...
Well, here you go. If the Ascent was too steep, make it wider... (very small scale)
I'll be back...
You think you can get me a top view of the track? it's easier to work with. I can use perspective views like that when I add height and details.
Hmm, aparently, even custom built shaders aren't supported by Unity Free...
Last edited by Xpand; 4th July 2012 at 10:16 PM.
200th page already? How time flies!
Unity is quite annoying in what it allows in the free version, its why I stuck with Blender.
Update from me:
I have started to use the sun shadows in Blender (so I have shadows now).
I had a friend on BlenderArtists redo a portion of my steering code (vectors are not my strong point) and now movement is extremely fluid. This also means ships can fly faster.
In addition to the above, I have made a simple breaking mechanism that kicks in when the ship overshoots a node, reducing the time for an AI to recover.
I have now made several animation 'hooks' so objects have values to work from (i.e. using vector values to work out how far a ship has banked left or right (or braked).
The weapon /ship parenting works better now, when a ship explodes the weapon now spins to earth, although I have to make the weapon disable itself on release. In demos I have seen ships collide in mid air and bits fly everywhere. Damaged ships now trail smoke (well, spheres at the minute).
My defensive cannon is fun to watch in action- it will now track to and fire at the nearest ship that is underneath the ship carrying it. When the cannon is not being used it will turn its barrel back to its 'neutral' position.
I have ironed out some bugs in the menu system that spawns ships, although I am thinking of changing how this is done in game. Now I need only one copy of any object to spawn objects in game, and they are all treated individually rather than sharing properties and variables. All I need to do now is change five variables to make a new 'spawn' button in the GUI.
A few minor bug fixes (spawn points being incorrect due to scale issues).
Sounds like lots of good work is done! Great!
You guys are really starting now, I see![]()
Do we have these prepared?
Background story that links this with the WipEout Universe
Track descriptions/information
Team Information
Weapon Information
Mode information
Gimmick information
Gimmick information? What gimmicks?
Maybe he is talking about unlockables or stuff like that...
Or pickups like shield or turbo, since this can't be cathegorized as "weapon".
@feisar_rocket: Just the shape of the track. You can add elevation values at some points to make it easier to know how high the track goes.
Well, the sky is the limit, but I wouldn't recommend doing more than 1000 meters of height. I know Cassandra has the highest point at 100 meters or so.... What do you mean by spliting the track in two?
I think he's talking about Ubermall like split... o.0
He might be talking about Corridon 12 too...
Ubermall is like 20% split, Corridon 12 is more like 80% split
Hmm, if that's the case, I guess you can do it. It will be a crapload of work to texture the spliting and joining part correctly, though...
Yay, my new navigation system is so awesome!Now it is damn smooth on every speed and I have smooth speed control over AI ships and it's expandable to make them turn faster or slower too and whatever I can imagine ^^
And it works faster as I predicted and new "placing system" is not needed
Although creating perfect "racing lines" for AI is quite time consuming as you have to estimate place and speed for every node X_X Speed can't be either too big or too small cos player can't have easy time with them
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Last edited by zero3growlithe; 6th July 2012 at 12:08 PM.
What I think of in WipEout when 'Gimmicks' is said include
Airbrakes
Boost Pads
Weapon Pads
Wuss Wagon
Mag-Strip
Pickups
If there are to be general terms:
Track technologies
Ship technologies
Weapon technologies
Has anyone written the complete backstory? If this is part of the WipEout universe then someone has to write the story of the FX-150 league. And boy will there be quite a bit of fan wank...