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

  1. #761
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    Yeah, I'm doing that now. (S.Up just crashed... lol)

  2. #762
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    Ok, started texturing the terrain:
    Attachment 2567
    Attachment 2568

    Still a lot of details to be added!
    Attachment 2569

  3. #763
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    How you make your texture flow with track? I mean, is this one texture, or 3 different textures arranged differently using some type of script or something?

  4. #764
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    Well, it starts with the way you make the track, in 3ds max you make a line following the track's curves and elevations and then you make another line with the cross section of the track. Then you use the Loft operator to make a solid object from those two shapes. That automatically creates UV coordinates for the track. Then you just make a mosaic texture and it repeats itself along the track, following it's curves.

    here's this track's mosaic texture:
    Attachment 2570

    I think this is how Studio Liverpool did for Pure. At least that's what I can tell from the development screenshots...
    Last edited by Xpand; 3rd August 2011 at 06:44 PM.

  5. #765

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    Something similar is possible with Blender too, but you map the first slice of track and when duplicated the mapping sticks.

    Update: with help I have a really good laser cannon script for Blender now. It features:

    charge shots or regular shots (depending if you hold down the fire button)
    outputs the shot power (at the minute in debug mode, but this can be outputted to an on-screen text object)
    stops firing when the battery power = 0
    laser bolt length matches the distance between the gun and the target (so the laser bolt does not 'go through' the model... unless it explodes!)
    a smaller explosion is created on the hit point of the laser (at the minute a placeholder).

    I will recycle some aspects of this for my other weapons (such as the jamming beam, vulcan cannon etc).

  6. #766
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    In blender it's much easier, if you do the track with a line and then add a bevel object to it. The UV coordinates are already there and you just need to add the map.

  7. #767
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    Xpand, any Mag-locks?

    Lol, Blender had a major error.

    Aspect, can you export textures with Blender?

    I still can't make tracks. But, there are alternatives, right?

    My cuz has Gmax and he tells me to get it. Should I?

  8. #768
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    Wow you guys are real clever! Awesome!

  9. #769
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    Quote Originally Posted by feisar rocket View Post
    Xpand, any Mag-locks?

    Lol, Blender had a major error.

    Aspect, can you export textures with Blender?

    I still can't make tracks. But, there are alternatives, right?

    My cuz has Gmax and he tells me to get it. Should I?
    Mag lock is a programming thing, I was talking about modeling and texturing.
    Gmax is pretty good but you'll be stuck when you see it has no export capabilities... You're better off with blender for this game's development.

  10. #770
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    Thanks Xpand for explanation
    btw. I'm now on Sport Camp and i have to use internet from my cell phone... that makes making ship move with proper physics harder (i want to make ship bounce from wall like in WOHD and a little modified turning and other things).
    btw. Somebody know why when i'm exporting a 3D model to *.obj some poligons dissapear? (even when mesh is not complicated... and i've tried with maya and rhinoceros).

  11. #771
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    Thanks Xpand for explanation although i won't check it for a while a i'm now on Sport Camp and i have to use internet from my cell phone... but i'm programming on my netbook although internet makes making ship move with proper physics harder (i want to make ship bounce from wall like in WOHD and a little modified turning and other things).

    btw. Somebody know why when i'm exporting a 3D model to *.obj some poligons dissapear? (even when mesh is not complicated... and i've tried with maya and rhinoceros).

  12. #772
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    Quote Originally Posted by Xpand View Post
    Mag lock is a programming thing, I was talking about modeling and texturing.
    I'm asking about the track. Does it have one?

  13. #773

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    I posted a mag lock script a few pages back.

  14. #774
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    Quote Originally Posted by feisar rocket View Post
    I'm asking about the track. Does it have one?
    No, I haven't added anything cause it's being done in 3ds max and that doesn't have a game engine like blender...

  15. #775
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    Got some more of it done so here's the latest picture of it. It now has air brakes and a transparent canopy.

    http://www.flickr.com/photos/apemax/6028640385/

    I think the next thing to do is make a texture for it.

  16. #776
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    Nice! I have a new one coming too! Just started texturing...

  17. #777
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    Hey guys, long time no see. Wow, you've all been really busy I see. I don't really have anything to add except for a Tigron ship design I did ages ago, which can be seen on my deviantart page... http://poaalpina.deviantart.com/art/...sign-245258472

    Since a year I've been painting in photoshop so I might actually give this a 'photoshop' makeover. I'm more of an 'organic' painter, so technical drawing really isn't my thing, haha.
    Last edited by TearsToShreds; 11th August 2011 at 11:42 AM.

  18. #778

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    Small update:

    I'm trying to remake my pathfinding logic in Python-mainly to make the layout simpler but it also means you can add as many nodes as you like and it will automatically use them all (unlike logic where you have to add loads of blocks).

    Also, I have made some improvements to my weapon scripts, so I have a machine gun, laser and charge laser script (and I also streamlined them) plus a few others.

  19. #779

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    Any pretty pics from anyone? Although I enjoy learning Python, at the minute I am making cubes fly around which are dull to look at!

  20. #780
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    No man, sorry... I'm away and the only thing I have with me is my psp... I'll post something when I get back...

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