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

  1. #1821
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    Quote Originally Posted by Oryx Crake View Post
    and proton if you want you can add me on skype and we can do some collab on those ads!
    Will do that later. In 1st to 5th next month I'll be in China for a trip with my family. Might be good to get out of my comfort seat for a while.
    @Zero : Good luck on the test!

  2. #1822
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    Does 3DS Max create trash polygons? I was playing Portal 2, and it was agging very badly even though nothing was going on. Then later, I was looking for one of my custom map files, but I clicked on the wrong folder and found all of the game's model files, all of which were made in 3DS Max.

  3. #1823
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    In 3Ds Max it all depends on the modeler. Only spline/nurbs based CADs (SU, Solidworks, Rhino, etc) are capable of creating trash polygons without the user's knowlegde.

  4. #1824
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    BTW zero I changed Cassandra's track scale and wall height. Try to use it as 1/1 scale now. Also, place the ships about 2.5 meters above the track:
    http://www.mediafire.com/?d407wks6q7f1ln4
    Last edited by Xpand; 31st May 2012 at 04:52 PM.

  5. #1825
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    alright for those of you who are hungry for making a team this is pretty much what you need to do:

    Name: Avatar
    Origin: India
    Story: whatever I haven't given this any thought whatsoever this is just a guide anyway.
    Plan and side view with livery and logo: Avatar.png

    Optional extras which are greatly appreciated are 3d views like this: Deva.png

    Hope that clears it up a little bit.

    Had a bit of fun with it too XD again this is optional extras but it was a lot of fun: avatara 3d.jpg
    Last edited by Oryx Crake; 31st May 2012 at 07:17 PM.

  6. #1826
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    @zero3growlithe: Use this cassandra.3ds instead http://www.mediafire.com/?96aev62vu8mr9th
    The one I sent had an error. Also in this new one be careful of a floating part near the starting grid. Remove it.
    Also I found optimized it to use the ships. You now have a wider track. Just use 1.1 in the track's scale (this for the ship scale=1).

    Also new afterburners:
    Attachment 6222

    It looks pretty neat in Unity's render engine too!
    Last edited by Xpand; 1st June 2012 at 01:40 AM.

  7. #1827
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    Ok, i'll take care of it today. And you can send me texture to those afterburners

  8. #1828
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    Yeah, I'll do it when I'm done with it.
    By the way do you want me to put the afterburner model in all the ships or you have one afterburner model for all ships? Because this model is a bit complex. I'll send .3ds too.
    Also, if you can, make sure the ships are floating at 2-3 meters, more or less.

  9. #1829
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    Ok Zero I uploaded the basin park model online so I don't have to catch ya on skype to send it

    https://rapidshare.com/files/907207925/Basin_park.3ds
    (and in blender format in case the 3ds version wont work, which it usually doesn't when I export my models and send them to xpand)

    https://rapidshare.com/files/1006042...parktest.blend

  10. #1830
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    Ok Damian, here's the afterburner. Please follow the 3ds template for better results.
    Don't make it conic or else it will look riddiculous. If you have to make your own, make the tip about 60-70% the size of the start of the afterburner.
    In Unity's material make it "Unlit/Transparent". The targa file has the alpha channel, you don't need to worry about that.
    Attachment 6223

  11. #1831
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    But now, seriously, can I take a look on the codes? maybe i can figure something out to help you in those issues.
    @Bruno: Here are almost all codes I have (some short ones for rotating etc. are not here) xd Well, i suppose only FullShipController will be interesting you:
    https://docs.google.com/open?id=0Byn...WtpNUtuci1qODQ (can you download them? cos it's my first time uploading something on google...)
    @Oryx: Indeed your track in *.3ds format in Unity is damn f**** up , what is strange as Xpand's files are ok so I suppose something is wrong with your export options or 3DS Max version (maybe it's too old, i don't know as i don't know which version u'r using). Checking *.blend file in 6 min.
    btw. In future try exporting models to *.fbx file

    EDIT: Quick guide on how to select and reverse an object's normals in Blender, anyone? xd

    Curio: Did you know that in Sony people are using Autodesk Maya to create 3D models for around 10 years now?
    Last edited by zero3growlithe; 1st June 2012 at 05:25 PM.

  12. #1832
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    well you can use the lasso tool (ctrl+ left mouse button held down) to select any of what you're trying to get at, that is edges vertices or faces, in the mesh menu you have the option faces and you get another drop down menu with the option flip normals right near the top. (by the way you can lasso as many things as you like without having to change the command for deselection with lasso tool you use shift+ctrl+left mouse button

  13. #1833
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    Okay, got the thing working, but i had to make it a little big though as you have to extrude walls which are not angled so ship won't fall off the track. Right now i'm going on a short walk but when I'll be back I'll write a short script which will respawn your ship in last known position which was on track if your ship is not where it's supposed to be. Then I'll send you demo so you can check your track. (quite interesting i must say )

  14. #1834

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    A bit late, but to reverse normals you go into EDIT mode (press tab). You will see three icons in the task bar (vertex, edge, face), select to select the bits you want via right click + shift, or use the lasso, or press A to select all the object. Now, you can press W (special menu) flip normals (or SHIFT F), or use the toolbar (press T to unhide/ hide it).

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    oh hey zero do you need me to re-export the basin park model in another format or was that the one you got to work?

  16. #1836
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    Got this one working, anyway here's the link: https://rapidshare.com/files/2933584...inParkTest.rar (try to make my respawn script suck balls <- it was supposed to sound cool xd)

  17. #1837
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    Spectacular zero I'll debug but if you notice any big problems yourself just tell me aye?

    I can see a few issues the track needs to be widened in a couple of places for example, btw what speed class was that? anyway yeah some changes need to be made and also just making sure you noticed the second track below it's green just like the rest of the surroundings but it runs along the ground, would be nice to be able to debug that one as well. hanging on your next post zero ^_^

    Oh by the way to ease debugging I'm gonna name the corner in the cave corner 1 and then the corner before the climb closest to the water corner 2 so we all know what we're talking about(this would be in forward mode). Anyway basin park hill has taken a big step toward some form of completion cheers Zero
    Last edited by Oryx Crake; 1st June 2012 at 11:22 PM.

  18. #1838
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    btw what speed class was that?
    Around Mach1
    if you notice any big problems yourself just tell me aye?
    Okay
    just making sure you noticed the second track below it's green just like the rest of the surroundings but it runs along the ground, would be nice to be able to debug that one as well
    Well, this green track below is connected to the ground and I can't check it unless I'll be able to select track only and reverse its normals
    Last edited by zero3growlithe; 2nd June 2012 at 08:23 AM.

  19. #1839
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    I was also testing the track and noticed that it's super easy to fall off the track in the corners. The walls on the left and right of the track are kinda easy to fly over, is that your intention? If not, maybe make em higher or 90° to the track maybe...
    Otherwise it feels like the walls won't stop you from flying off the track, it could be annoying to new people without practice.

  20. #1840
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    Quote Originally Posted by zero3growlithe View Post
    Around Mach1
    What the... I thought we were making phantom class as the highest available? There will have to be special tracks for Mach 1... At least mine won't work. So that's why you keep putting the ships as miniatures...

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