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

  1. #2241
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    Oh, okay.
    Than I suggest to make it like Xpand said and a copy of it which is not that big. Because, if you have small lines in a big picture and need to reduce the size, the small lines will almost disappear...

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    Alright Zero, I'm doing Tristan's Inferior. Hit me with a description. Be as detailed as you would like, and feel free to send me WIP pictures of your track if you think it will help.

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    @docfo4r: DLed the alpha from an alternate source from the FB group.

    Crashed out of the race. What an embarrassment!

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    Got a placeholder for Tristan's Inferior ready. It isn't the best, but I guess it works for the time being.

    I based my design on the silhouette of the Tristan from EVE Online, because that was the first thing that came to mind.

    tristans_inferior_placeholder.jpg

    It seems that the forum automatically converted my PNG to a JPEG, so enjoy the lack of transparency (and the icon was meant to be tranlucent, but now it is completely opaque).
    Last edited by Amaroq Dricaldari; 29th July 2012 at 12:31 PM.

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    If u'r so fired-up to take this track on yourself then here is my super detailed sketch of what it may look like xd
    https://picasaweb.google.com/lh/phot...eat=directlink (something random, cos i don't have any idea for buildings right now...)
    And here's the project file:
    http://www.mediafire.com/?4x0njc2g7osha7s
    Have fun

    btw. Race end ship shaker fixed xd
    Last edited by zero3growlithe; 29th July 2012 at 01:53 PM.

  6. #2246
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    Okay, but I am not sure that I can play the track, since my computer isn't ready to be playing Slipstream GX, even in its Alpha/Open-Beta build.

    By the way, if you want the verison of the icon that is translucent, just email me and I will send it to you.

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    Wait... Does it mean Amaroq continues to work on Tristans? I mean.. Modelling texturing etc? I thought it's just about the logo.
    BTW: That sketch looks great. I hope Tristans will make it to SSGX though I think it need some more jump-places or so, it's kinda flat...

    EDIT: For the logo creation crew: Another set of logos we need would be weapon symbols, something that can be used in the HUD size-wise. A weapon list + describtion can be found in the GDocs.
    Last edited by docfo4r; 29th July 2012 at 02:27 PM.

  8. #2248
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    BTW zero, I'm working on the menu garage. You don't need to worry about that.

  9. #2249
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    Quote Originally Posted by docfo4r View Post
    Wait... Does it mean Amaroq continues to work on Tristans? I mean.. Modelling texturing etc? I thought it's just about the logo.
    BTW: That sketch looks great. I hope Tristans will make it to SSGX though I think it need some more jump-places or so, it's kinda flat...
    All I made was the logo, and that is all I plan on making. But I agree, the track does look kinda flat.

    For the buildings, I guess it is time to start seraching through vast quantities of reference materials. For example, photos of Dubai or under-construction apartment blocks. Or if you have Netflix, you can watch Extreme Engineering, they have some cool buildings on there.

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    Alright Amaroq, sorry for missunderstanding

    Some update in our Google document! Added a request-page, hope you guys can check it out.

  11. #2251
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    No need to apologize. Everyone makes mistakes, nobody is perfect.

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    Do we have a ship and a track model as .3ds file? If someone could give me a ship model and a track model, I could try to create those pickup-explaining animations with Vue. Doesn't have to be the final model. In fact, some untextured stuff is even better since I want to use the grid of it to make it look like some computer simulation.

  13. #2253
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    I'll take care of that. You need a ship, track and pickup pads, right? You're using that to demonstrate the weapons/item pickups, right?

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    Oh, yes the pickup pads! Yeah these 3 things.

    I want to create little animations for each pickup with some electronic voice explaining it. Also add the impact sounds, pickup symbol etc. later on when we got them finalized.

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    But isn't just a bit of the track enough? A straight section?

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    Oh, yeah of course. I didn't know how much work it is to extract a little section of the track. A straight one, yeah.

  17. #2257
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    It kinda sucks how much work has to be put into modelling and texturing a track, and of course getting the collision working. Now a simplified Track Creation system would be great, using a small set of tools to create a fully function track quickly and easily. Maybe Zero can get that figured out, that way we can all be making tracks like crazy. Imagine if you could make custom tracks for WipEout HD and WipEout 2048. I would love that.

    --- Slightly Off Topic ---

    I remember when the PTI Editor for Portal 2 came out, I made maps every other day.

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    For the developer team, sure would be nice and maybe "fastens" up the work... But I am not sure to give away such a powerful tool. Imagine you could do that in Wipeout: Like you said, lots of new tracks pop up every day. It'll become something like Trackmania, the original tracks as well as the custom tracks are not so special anymore, because you can make a track on your own. Get what I mean?
    I'd like to have our own tracks only in SSGX and if really lots of people play it in the future, we could later release an expansion pack like Fury in Wipeout.

  19. #2259
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    To make a track creator you can't use Unity. It would have to be completely made in a C-compiler: graphics engine, editing algorythms, import/export codes, etc. It was basically like making a 3D CAD software from scratch. It's not worth the labour, I suppose...

    Here's the model for docfo4r:
    Attachment 6522
    Last edited by Xpand; 30th July 2012 at 11:16 AM.

  20. #2260
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    I am not saying we have to make one, but I guess in the off chance we did, we would probably have to put some kind of limit on it.

    For example;
    In the PTI Editor in Portal 2, there are a lot of things that you can't do that you could easily do with Hammer (the much more complex, much more powerful editor that Valve uses for all Source Games).


    And of course, you shouldn't make it until after the game has been out for at least few months.

    EDIT: Sorry with all of the Portal 2 examples, but again, they are just examples.
    Last edited by Amaroq Dricaldari; 30th July 2012 at 11:45 AM.

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