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

  1. #1141
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    Red face

    Sorry for killing the script-ness, I'm at chapter 3 for python tuts... making simple scripts with many errors.

    In Grade 10-12, I get to learn C, java and Python!

    Good luck!

    now SAA IKOUZE!!! (jap for, lets go)

  2. #1142
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    Quote Originally Posted by Dayviewer View Post


    Thanks! yea i could definatly try a ship or some track work like buildings/billboards and stuff like that ^^
    I work in 3ds max and can supply you guys with all kinds of exports and texture maps ofcourse, if you decide to try out UDK i can help out getting all the meshes in there and setting up the scene rendered nicely
    Well, I'd recomend that you make ships.. since we're a bit short on those. After having all of them made we can start thinking about the billboards and ads. And can you also come with racing track ideas? Though, not something too wacky!
    When I'm done with this track I'll ask you to enhance the textures if you think that's needed:
    Attachment 2847
    But please take in mind that this is a very early WIP. I'm going to add more detail...
    Last edited by Xpand; 20th January 2012 at 08:01 PM.

  3. #1143
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    Ok cool sounds great!, when you got that track finnished i'll definatly take a look at it for improvements if possible yea i already started sketching some ship ideas today and i'll start the first one tommorow.
    Will post some track ideas when i have some ofcourse

  4. #1144
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    This is just a information post, just trying to clear something up.
    so far;

    Game versions: two (3dsM and Blender)
    Texture artists: Day, me (possibly), Xpand.
    Ship designers: me, Bom, Xpand, Zero, (eventually) Day
    Track designers: Xpand, Bom, Zero
    Coders: Zero, (idk about Xpand), Aspect.
    Track information (like in pulse): Me (so far...)
    Ship information (like in pure): Me (so far...)
    Music: Xpand, Zero
    In-game ads/ billboards: Day
    Tester: EVERYONE!

    I got everything and everyone right?

    Aspect, when I learn Python, I'll go onto Blender with you.

    P.S. Thanks for info Xpand, anything new Bom?
    Last edited by feisar rocket; 20th January 2012 at 10:48 PM.

  5. #1145
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    zero also makes ships and music... We'll have to make a selection of the musics to use after the basic game is complete.

  6. #1146
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    Slow down mate, I can't even tell that my game is basic game at it's state as now I'm rebuilding (again) A.I to not use raycasts and player's ship to be more stable and easier to set-up So much to do....

  7. #1147
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    But the possibility is high, all games have the Alpha stage and patches to be made, huh?

    Xpand I mean the possibility of a game for 3dsM is high. Not a full release. We need both versions to be cleaned and ready for one.
    Last edited by feisar rocket; 20th January 2012 at 10:44 PM. Reason: response to Xpand

  8. #1148
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    Yeah, but why would we release the game knowing about the bugs? The patches are for correcting bugs/glitches that were only known after release...

  9. #1149
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    Just a question, what year is this game set in? (knowing this will help for adverts and props etc)

  10. #1150
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    That would definatly help too ^

    And why a 3ds Max and Blender version? i know Blender is an engine as well so you can make a game with that but what you can't make a game with 3ds max, only the models which then need to go in Blender, UDK or Unity , or am i missing something here?

    Anyway work in progress
    http://img196.imageshack.us/img196/900/76208747.jpg
    If you guys think the cockpit is blocked too much from the rest considering the view i have some other ideas for it just tell me

  11. #1151
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    Well, the Blender version is a completely different game from what we're doing inside the AG racing game category. Aspect is developing that one and we share ideas on the programing since they work in a similar way. 3ds max is for the Unity engine.
    Oh and that ship is looking pretty nice. You have taken a look at the ones we have haven't you?
    If not:
    http://th03.deviantart.net/fs70/PRE/...ak-d4hkqp9.jpg
    and the current testing ship. This one will recieve a lot of modifications...
    Attachment 2848

    We'll then have to discuss if the ships should have an inside cockpit view...
    Last edited by Xpand; 21st January 2012 at 10:45 AM.

  12. #1152
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    Aah ok got it
    Thanks! well i only saw the green insect looking one and the testing ship so far which look great ^^, how many others are allready made?
    A cockpit view would be awesome, is that actually ever done before in the series i think not? Would make my ship pretty hard to pilot though haha

  13. #1153
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    We only have these and one from zero, that he's still making. The cockpit view was around in WO3, but it never took of, though I sometimes like flying the ship inside the cockpit. You can go back about 5 or 6 pages back in the thread to see more or less where we're at...

  14. #1154
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    WipEout 3's cockpit view

  15. #1155
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    It had more detail than that:


    Also, if you guys want you can leave the skype contacts if you have them. It would be easier to talk through there. Mine's "ricardo.xpand".

  16. #1156
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    Does anyone know where jese7095(or similar) went?

    As for time the game is set in...there are a few possibilities:
    -Pre FX300
    -Post FX400/Post 2212


    Does anyone have the league designation? Would FX-600 be an option to consider?

  17. #1157
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    Ah didn't know WO3 had it, only played that one for a few minutes though haha!
    Anyway yea i looked back a few pages and looking good, impressive stuff on that build as well very cool to play already
    I could definatly help on improving the track textures too if you guys want.
    How many polys and texture space for the ships btw? right now i'm on 245 polys

  18. #1158
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    I think 3000 polys for ships is enough. Unity can handle much more than that, but I think 3000 is the optimum amount. The texture size for ships, I'm using a 1024x1024 texture sheet for the whole ship.
    The track textures in that build are basic. I added a lot more detail now... When I'm done with the track I'll send it to you and zero to see if you guys want to improve anything..

  19. #1159
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    My insect's policount says: IT'S OVER 1000!
    btw. I'm already testing it on Xpand's track and it doesn't look so bad when moving so I think it's not the end of the world for him xD
    Last edited by zero3growlithe; 21st January 2012 at 12:06 PM.

  20. #1160
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    ok sounds good ^^ i'll continue on the ship now and i'll post updates when i have them

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