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

  1. #1961
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    Demo feedback :
    - What speed settings is this? Phantom? I can't ride without bumping into walls lol.
    - Wow, the physics is much better!
    - Oooh and I get to watch how AI ride after I died. Should have a post-race replay mode where you get to choose which craft you want to watch.
    - Is repeated floor scratching supposed to happen? I don't think Wipeout HD ever come close to this.
    - Is there going to be multiple HUD to choose? tbh I don't like this HUD. xP
    - When the player fly off the track and got reset into position, screen should flashes once. To get suddenly warped back into the track can get a bit confusing.
    - I think the explosion when you ran out of energy shoot my craft up too high. My preference is like the Wipeout HD version where there's just short explosion, camera goes outside and then your craft really gets violently thrown around leaving the husk behind. (But the remaining husk should be heavier though.) But that's just my opinion. Do what you think it's good then.
    - [Anddd I found a bug]. I don't know what's going on but I just randomly pitching my craft and then I slided into some wall and ended up sticking headfirst into the track. If I tries to steer it'll just spinnnnnnn. It doesn't seems to reduce my energy. Can't get off from this heads-down state either.
    Last edited by TypeProton; 1st July 2012 at 01:03 PM.

  2. #1962
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    Yeah, I have to fix this bug although still I'm not sure how xd Now, speed is phantom indeed (maybe a bit slower than in WOHD), floor scratch... hmmmm, yeah, figuring this out is a bit hard for me right now not mentioning that I have problems with analyzing WOHD tracks and how to achieve same effect in my tracks (scale of ship to track thing, not environment). Xpand's track doesn't make me feel same as in WOHD although I've tried different scales and in the end I left this scale which is in actual demo... and previous ones xd
    Multiple HUDs, yeah, but they need to have same gauges, nothing more or less (Oryx's HUD is going to be in)
    When player fly-off the track there will be flash, no problem
    thx for feedback

  3. #1963
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    You have an excessive ship speed. I rescaled the track (scale 1.2 from the 3ds file) to the original size and made the ship speed around 12000 and turning speed around 150 and it looks just like the demo, though more controlable. Only the AI keeps going out of the track because they move too fast...

    Also can you tell me how to change the position of the sun? You placed it on the opposite side of where it should be, lol...

    For the lightmapping what kind of material must I use on the objects? And should I select all of them? And what if they have self-illum maps too? LOL, sorry, I'm really new at this lightmapping thing...
    Last edited by Xpand; 1st July 2012 at 02:02 PM.

  4. #1964
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    I'm not sure I like the new physics - I'm crashing into heaps of walls I wasn't before. Also, it seems like the craft has terrible throttle response; you lift the button for a split second, but the ship will slow down for a good second or so before it begins accelerating again; and it seems like when you touch a wall it puts an artificial damper on the craft that forces it to slow down for a few seconds after you have left the wall (very annoying).
    I don't like that. :<
    But the rest of it really pretty, particularly the HUD. Hopefully you can fix those gripes

  5. #1965
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    Starting monday I'll redo the ship physics engine almost completely to be more accurate with the real behaviour of a wipeout ship, though using only the ship's mass, airbrake/turning torque and engine power, all the other variables will come from those three. Of course if that doesn't work propely I can always cheat a bit! xD

    I already made a change in the script so the ship doesn't loose too much altitude when it banks, but for some reason the extra lifting force kicks in too fast and the ship bounces a little when you turn...

  6. #1966
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    private var Skype : Communicator;
    private var Facebook : Social;
    function Update (){
    if (you need help){
    tell me;
    }
    }
    Last edited by zero3growlithe; 2nd July 2012 at 12:06 AM.

  7. #1967
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    Sure, compared to you I'm like a first grader in Unity! xD

    By the way, how can I update the AI ship 3D models? For example: I rescaled the Helios ship but the new one doesn't show up on Unity. I usually reimported it into the game, but because it's set as invisible I can't locate it.

  8. #1968
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    In Resources folder find En_Helios, put it somewhere on the scene and inside of this pre-fab you'll find children named "Body" and inside of it is your model, put the updated one there. Hope it helps

  9. #1969
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    Cool, ok thanks.

    I need track designs people! Anything you have put it here. From today at 5PM to mid September I'll be putting my 200% on this project so come at me bro!
    Also building examples if the track is placed in the city, stuff like that, not just the track itself.

  10. #1970
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    Yeah, if you have a nice design of track on paper or digitally then making it in 3D is just a pure pleasure
    btw. New navigation system is on its way into SSGX, much faster and accurate for AI but less accurate for "player place check" so I'll have to think of new way to check this xd
    Comparison of nav systems:
    - previous one: 23 nodes and 23 colliders
    - new one: 61 nodes and 10 colliders

    EDIT: My idea on how to make placing system:
    Every ship will have an additional collider attached to itself, using it I'll detect which faces of additional "track wall collider" were hit and add them to an array so they won't be detected again till next lap. What it will give me is number of hit faces and based on that I'll be able to tell who is further and btw say on which place is my ship... heh xd
    Last edited by zero3growlithe; 2nd July 2012 at 02:33 PM.

  11. #1971
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    Quote Originally Posted by Xpand View Post
    I need track designs people! From today at 5PM...so come at me bro!
    Also building examples...
    I been working on one yesterday, I'm just running a pen over now, I put one up in a hour

  12. #1972
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    3:24 AM: Cassandra progress: 96%
    Attachment 6266Attachment 6267Attachment 6268

  13. #1973
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    Cassandra looks really awesome!!! I like that blinky-shiny-thingy at the top of the roof on the building in the third picture. Details like these are important

    I see you getting the best out of it now that you have free time for the mod, huh? It's awesome!! Are you working on other tracks aswell? What's with this Tristanis Inferior [something like that] track which was in the demo. It has no AI.....

    Today I can finally start working on the story. Got a short question already: Should the story be about a special league or should it be something for it's own, apart from Wipeout. Like... How it came to antiG-racing etc. ?

  14. #1974
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    I'm finishing Cassandra and Draco Cavernae, since they're both already in 3D, then I'll move on to new ones.

  15. #1975
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    I'll finish Tristans Inferior and Delcor City myself cos only I can read my drawings xd

  16. #1976
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    Wow, those screens are amazing. :O

  17. #1977
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    Xpand I was thinking since my gpu cant seem to handle the amount of info in the basin park model anymore I could maybe send it over to you? and make individual building models and send them as I go? Because like I said my gpu cant handle it and that makes it extremely hard to finish it.

  18. #1978
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    @Oryx: I guess that can be done, though I basically had to rebuild it from scratch due to a problem with texturing the track. If I don't make the spline track in 3ds max I will never be able to map it correctly.
    @zero: Hmm, ok, but I'm afraid we will lose modeling/texturing consistency. I thought I took care of converting everyone's model ideas to the actual in-game models, like I did with some of Oryx's designs and with Raptor's Amphithere and DC.
    Last edited by Xpand; 3rd July 2012 at 12:36 PM.

  19. #1979
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    Hey, if you need more tracks, would I be able to design one?
    I use Blender, is that fine for what you need? I also have Unity so I can test it out properly and fix any problems (like materials)

  20. #1980
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    You don't need to import it to unity. If you can make a 3D model that's cool. Remember that our (or at least the ones I did) track's bounding box is a rectangle of about 1.5x1.1 km. Smaller than that and the track's gotta be either oval or with very little turns. Above that is ok, but just assure it has some challenging spots and stuff like that. We wouldn't want a NASCAR like track, right!
    Last edited by Xpand; 4th July 2012 at 01:02 PM.

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