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

  1. #1261
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    Correction: The track isn't too narrow, the ships are scaled to big. I told zero to use the same scale on the ship and track: If the track is scaled 10x, the ship has to be scaled 10x with a variation of 10% because Unity misreads the actual size of the object if the export units are incorrect. On the 1:1 ratio the track is 3 ships wide (13.5 meters).
    I made some changes on the terrain so I can delete some unnecessary polys and added the tree walls:
    Attachment 2862

    It's starting to look a lot like blue ridge, lol...
    Last edited by Xpand; 1st February 2012 at 02:17 PM.

  2. #1262
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    Well, the ships as for me is now too small, making it even smaller make it look like an RC Ship Toy imo... maybe I'll just change camera's field of view becouse I've just noticed yesterday that it make's BIG difference in recieving the track's width... I can post new version of game only to show that or screenshot if u want .

  3. #1263
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    I think two screenshots should be enough... By the way, can you send me the current project version you're working on? I would like to test how the new physics might show some unwanted stuff like holes in the terrain that I'm going to do to reduce the amount of polys and increase performance.
    Host it somewhere because I'll only be back on the computer in 4 hours...
    I'm now on holydays, so let's get this track finished!

  4. #1264
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    Uploading project... completed. I'll send you link tommorow becouse I want to include a simple tutorial on how to set up any ship to make it fly properly so you can test new ones too.
    Two screenshots: 1 2 (it looks better when flying)
    I'm going to reduce the amount of polys and increase performance.
    Hmmm, there is many polys u can reduce if it looks like this without exporting too.
    My track is damn low poly and looks... eeeeeh, not bad as for me... here

    Machida, what does the scouter says about their poly count?
    IT'S OVER 9000!!!
    Last edited by zero3growlithe; 1st February 2012 at 08:25 PM.

  5. #1265
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    Well, mine isn't actually that high poly. You should see Wipeout HD's polycount for a normal track. They go over 100000 polys on those...

  6. #1266
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    Zero I made your track with FZEP. I'm sure KillCrush would want it.

    Wait, WHAT!? 10k poly!? SL has some good creators.

    P.S I got to take a sexy picture of Sebenco. You can find use with it right?
    Attached Images Attached Images
    Last edited by feisar rocket; 1st February 2012 at 10:27 PM.

  7. #1267
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    Actually it's 100k, my track has around 15k polys...

  8. #1268
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    It is certainly looking like blue ridge, I like to see more natural tracks
    On another note, I really suck at track designing, So i was thinking i could create the land scapes, Because im good at those.

  9. #1269
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    Quote Originally Posted by feisar rocket View Post
    Zero I made your track with FZEP. I'm sure KillCrush would want it.
    Yeah i'll give it a go, i'll be much better now I can use my ps3 controller to play!

    Also, i'm going to spend a looooooooooooong time in sketchup making an F1 inspired ship (that will probably look similar to The Skull's ship in F-Zero X...)

  10. #1270
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    Quote Originally Posted by Killercrusher232 View Post
    ..... i'm going to spend a looooooooooooong time in sketchup making an F1 inspired ship...)
    i wouldnt if iwas you....

  11. #1271
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    Quote Originally Posted by MyNameIsBom View Post
    i wouldnt if iwas you....
    Only if he deletes unnecessary lines, making it easier for Xpand and Zero.

    Is the final result gonna be an *.exe?

  12. #1272
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    Well, he can't delete the trash polys in sketchup because they simply don't show up there.
    And yes, the result is an *Exe, just as it has been with all the versions zero has put up here...

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    I know what i'm doing, don't worry...

  14. #1274
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    How's this?
    F1 ship.zip

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    I don't have SketchUp installed, got any screenshots?

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  17. #1277
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    New ship: Interceptor (1400 poligons)
    (not yet textured)
    Last edited by zero3growlithe; 4th February 2012 at 12:41 PM.

  18. #1278
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    Nice! Much better than the "insect"!
    I like ships with lots of curves and bumps.

    EDIT:
    New ship!
    Helios 1C
    It looks like a Triakis mixed with my planes and an F-1 car...
    Attachment 2870
    Attachment 2871
    Attachment 2872

    Not textured nor animated and still a few details left. Because this ship will have most mechanical parts covered up I spent a bit more of the poly budget in the fuselage...
    Total polycount for now: 2854 polys
    Last edited by Xpand; 4th February 2012 at 08:35 PM.

  19. #1279
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    Quote Originally Posted by Xpand View Post
    Helios 1C...a Triakis mixed with my planes and an F-1 car...
    Se*y! Same for KillCrush and Zero!

    Gotta get them ship background stories going!

    Team Helios, using the 1C ship model built with high armor and weapon damage in mind (great, model 28...). Triakis' first steps in FX-150 league...
    Last edited by feisar rocket; 5th February 2012 at 03:07 AM.

  20. #1280
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    Nice ships going, i could help with the backstorys if someone wants

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