Page 56 of 179 FirstFirst ... 64652535455565758596066106156 ... LastLast
Results 1,101 to 1,120 of 3564

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

  1. #1101
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Only two more exams... Almost free...

  2. #1102
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Thats good Xpand!

    Again, I drew a ship... based of Little Wavyern (James McLoud's F-Zero ship (KillCrush knows. Right?)

    I talked to the principle on friday and now I can bring my netbook to school. Therefore, I get to learn Python, use S.Up, etc.

  3. #1103

    Default

    Xpand: but aren't your last two exams about quantum mechanics?

    Zero: with some help from some Python Jedi I have made a similar system to your InverseTransformPoint- messing with vector dot products make my head spin-

    This does mean that I can have the possibility my vessels banking into turns now, something which bugged me before.

  4. #1104
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    What, lol.
    Nope, I have a linear algebra and analitic geometry (LAAG) exam monday and a introduction to physics (General physics, going from simple Newton's laws and wave mechanics to the laws of special relativity and introductory quantum physics) exam in thursday. I'll only have quantum mechanics next year... But I'll probably repeat the LAAG and Calculus exams because I'm pretty sure I've failed those... Lack of cold head during the Calculus exam and I'm going to fail LAAG due to only 4 days I had available for studying 3 months of stuff...
    Last edited by Xpand; 15th January 2012 at 08:24 PM.

  5. #1105
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    @Xpand: Laag
    @Rotational_Aspect: So u had to write it itself?!? wow, that sure is amazing! So JavaScript really is easy to learn...

  6. #1106

    Default

    zero3growlithe: The Python scripting in Blender is quite well developed- I just used a function that gets a normalised vector, and compared a local co-ordinate- if the co-ord is less than / more than 0 I can tell the ship to turn at that point.... I sort of understand the maths behind it..... just.

    The above code replicates another built in function that automatically tracks to a point / object- however this is very basic and exact rotation values cannot be set (so, for example, I could not create a turn speed statistic for any ship using it).

    EDIT: Thinking about it, banking might not be possible- I could do this in my 2D only version but with full 3D it might be difficult. Oh well, 1 out of 2s not bad!

    EDIT 2: I may have a way of self righting (since this controls an object in 3d flight) sorted....fingers crossed! Also, I may have found another way to tell if the player is going the wrong way (and using significantly less system power!)- it uses the same principle as the AI steering: if the player has the target node as a vector, if its in front the x component will be positive, behind would be negative.... now just slap a print("wrong way!") beneath an if clause and bingo!
    Last edited by Rotational_aspect; 16th January 2012 at 02:06 PM.

  7. #1107
    Join Date
    Jun 2011
    Location
    Albacete (Spain)
    Timezone
    GMT + 1
    PSN ID
    MiguelSkywalker
    Posts
    35

    Default

    Sorry to interrupt you, do you guys know Tracker 2000 software? it's made to design tracks for slot circuits, just to let you know in case it could be useful.

  8. #1108
    Join Date
    Dec 2011
    Location
    Cyber Space
    PSN ID
    Killercrusher232
    Posts
    106

    Default

    Quote Originally Posted by feisar rocket View Post
    Little Wavyern (James McLoud's F-Zero ship (KillCrush knows. Right?)
    Lol, I only ever use The Skull's ship!
    Last edited by Killercrusher232; 16th January 2012 at 08:49 AM. Reason: Another broken quote...

  9. #1109
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Quote Originally Posted by MiguelSkywalker View Post
    ...you guys know Tracker 2000 software...
    Not me, thanks for the info!

    lil Wavyern is the best, except for it's low shields, it has good boost, grip, slide, and okay acceleration.

  10. #1110
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Started adding trees to the track... I might finish this one soon...

  11. #1111
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Looks nice, what are you using... 3dsM?

    P.S. 300th post!!! YES
    Last edited by feisar rocket; 20th January 2012 at 10:19 PM.

  12. #1112
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Yes. I'll have to remake the terrain texture though. It looks too cartoonish...

  13. #1113
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    I found good video on unity's site where you can find out something about acheving good perfomance in game. Although this one is for unity it can help with blender too.
    http://unity3d.com/support/resources...e-optimization

  14. #1114
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Updated the track and terrain textures...
    Attachment 2841
    Attachment 2842

    EDIT:
    Attachment 2843
    Last edited by Xpand; 18th January 2012 at 01:12 AM.

  15. #1115
    Join Date
    Dec 2010
    Timezone
    GMT + 12
    Posts
    408

    Default

    Nice work Xpand! Loving the look

  16. #1116
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Thanks! I still need to make and texture a lot of stuff...
    By the way zero, can you send me the environment map you used on this track? Just to see what I can do with it...

  17. #1117
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    It doesn't have to be this skybox textures which I've used... imo this one you've used is a lot better
    btw. Do you know how to make simple surface be visible from both sides? (excluding copying it two times)
    Last edited by zero3growlithe; 18th January 2012 at 01:14 PM.

  18. #1118
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Well, in 3ds max we have the "cap holes" modifier, but that's only good for flat surfaces. The best thing you can do it to copy it, flip the normals and then re-attach it to the original part. It won't have any thickness, though... What kind of part are you talking about?

  19. #1119
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

    Default

    Ok, nevermind it, already found a way to do this, thx for reply
    EDIT: Some pretty pictures of track with ugly flat trees xD
    https://picasaweb.google.com/zero3gr...eat=directlink
    Last edited by zero3growlithe; 18th January 2012 at 03:26 PM.

  20. #1120
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    So, umm, who's making the track? Me or you? Just kidding...

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •