Spring Racers! - Page 4

Spring Racers!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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rattle
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Post by rattle »

Make it a giant bowl á la destruction derby... :P
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smoth
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Post by smoth »

I have to make a map with roads on it for TD. What does spring racers require? I can save time and not double my work.
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zwzsg
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Post by zwzsg »

Smoth, what about reading the first post of that thread?
zwzsg wrote:Maps must have:
- an area at full speed corresponding to the road (make graphic and terrain type match plz!)
- an area at slow but not null speed around the road for the off-road, where you're slowed but not stopped
- an area at 0 speed, seperating the road area so no shorcuts are possible. Make sure it's wide enough so that even at full speed it can't be crossed.
- an area at altitude under -50, for the finish line
Apparently, in Spring75b2n, cars get get out of null speed terrain, but they can't get out of features. However, I have already scripted a something to push back on track, just I'm not yet sure it works.

ianmac: Your first model was too ugly, any new car model is supposed to be an improvment over the current car. As for the added suspension, do I really have to explain how stupid that was? When SwiftSpear talked about adding a suspension, I'm pretty sure he meant construct the arm in some articulated way, that would let me use a nice suspension script, not to add a overdetailed unamitable coil. Maybe you don't realise it as much when you model, as you're free to zoom as high as you want and the model never drives randomly away, but for a videogame, try to make the amount of detail & surface of polygons consistent all over the model. It's idiotic to add thousands of polygons on some minuscule details no one will see ingame, while having the whole huge very low poly. It's not just about the number of polys, it's about spreading the use of poly evenly over the whole model. I feels odd to have to explain why it makes no sense to have 10'000 polies for some ultra-small part no one can see, and 10 polies for everything else.

Second car is better. However, try to add more fanciness to the rear. After all, in a race, unless it goes very wrong, you see the other car rear much more often that their top or side. For instance, you could add a locker.


aGorm's & Vintage: I would be interested in your model, but I would need to actual files and not screenshots. The nice thing is that aGorm's & Vintage went for opposite look so I could use both.

Vintage car has low profile and a spoiler, so I need to make sure the gun doesn't clip through the spoiler. Either by limiting the firearc (but I'm afraid FPS mode woudln't handle that nicely), or by having arced shot trajectory. IMO arced weapon should be rocket, and straigh line weapon be laser, so can I haz rocket pod on your car, Vintage? Also, having them comes out of a hatch (so I could script it to start with a smooth hull, and then have the hatch open and the turret pops out when the timer decide it's time to unlock the weapon) would be awesome.
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aGorm
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Post by aGorm »

Cool zwzsg, I've not finished the texture yet, however would it be helpful to send you the model and the incomplete texture so you can set the model up and script it? If so I can do that Monday.

aGorm
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zwzsg
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Post by zwzsg »

Well, I'll be internetless for the remaining of the month, so there is no hurry, I just don't want those cars models to be forgotten and never finished. Also, on second look your car lacks details on the back, and, I feel like scratched disc repeating this, but, rear will what be seen most. Or maybe you just haven't textured it yet, and from the front I see even appropriate texture can make three-poly shape looks good. Nice suspension, looking forward to script them. Nice exhausts, am already thinking about how to detect sudden acceleration to emit flames from them then.
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aGorm
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Post by aGorm »

Sounds wicked, and yhe, I thought suspension would be important, so I made sure it would look like it could actully work. I'm doing in lunch breaks so it will definaly be done.

Oh and flames from teh exhausts.... made of win :-)

aGorm
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aGorm
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Post by aGorm »

Image

Woot, I finished the texture. Now just need a reflective map and Im done.

I'll upload the obj and the texture when I can get my ftp workin.

aGorm
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rcdraco
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bah

Post by rcdraco »

Cool, almost makes this mod seem interesting.
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cong06
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Post by cong06 »

man. this mod is wicked. :-)

And totally, I think it should take some of the "characters" from other famous mods. Though the cars now look better then anything I'd think up.
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KDR_11k
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Post by KDR_11k »

Agorm, the texture is nice but some parts of the mesh look seriously ugly.
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aGorm
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Post by aGorm »

Which parts exactly... I mean, there are 2 parts of teh mesh I know are wastfull (acidental saving after changinmg things, and fixin it borks the UV map now...) but you cant see them in teh image, so im wondering what else you think is wrong?

aGorm
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rcdraco
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well

Post by rcdraco »

He probably means headlights or grill, and the exhaust.
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aGorm
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Post by aGorm »

Lol, that whole front section is like flat. The lights are totaly texture and the grill is just 2 quads pushed back into the body.

Maybe tehre are a few edge loops to get rid of on the pipes ill amit...

aGorm
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KDR_11k
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Post by KDR_11k »

The whole body topology is weird as hell, like you took a primitive that doesn't fit, used the knife tool and hit it with a leadpipe until it had roughly the right shape. The poly density of the wheels and exhaust pipes is much higher than that of the body or that turret holder thing.
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cong06
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Post by cong06 »

KDR_11k wrote:The whole body topology is weird as hell, like you took a primitive that doesn't fit, used the knife tool and hit it with a leadpipe until it had roughly the right shape. The poly density of the wheels and exhaust pipes is much higher than that of the body or that turret holder thing.
I mean, it's not necessarily streamline because of it's flat front... Also the back wheel looks a bit out of place?

But I like the car.
daan 79

model

Post by daan 79 »

ttp://members.home.nl/daanbijkerk/orcone.png misses a h in front

Maybe this could be in this mod. I need to texture it it my wings isnt cooperative at the moment. Maybe i can do it better with max. but yeah i also got one with a piro on it i am not sure all weapons should be fully functional.

Oh and i might need hella scripting
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Neddie
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Post by Neddie »

That does look rather cool...
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ianmac
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Post by ianmac »

Ok this is going to be hell trying to texture this but it looks cool. 2588 polies incloding the driver. Sespention and mufler smoke for efects and maby sparck blugs sparcking when I modle them.
Image
Image
And yes that is a v8 in the back :twisted:.
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KDR_11k
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Post by KDR_11k »

Lego Technic?
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rattle
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Post by rattle »

One crash can be lethal for the driver...
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