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Posted: 10 Oct 2007, 05:24
by rattle
Make it a giant bowl á la destruction derby... :P

Posted: 10 Oct 2007, 05:49
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.

Posted: 14 Oct 2007, 01:03
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.

Posted: 14 Oct 2007, 01:20
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

Posted: 14 Oct 2007, 01:27
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.

Posted: 14 Oct 2007, 13:39
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

Posted: 25 Oct 2007, 00:58
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

bah

Posted: 25 Oct 2007, 01:21
by rcdraco
Cool, almost makes this mod seem interesting.

Posted: 25 Oct 2007, 07:19
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.

Posted: 25 Oct 2007, 10:53
by KDR_11k
Agorm, the texture is nice but some parts of the mesh look seriously ugly.

Posted: 25 Oct 2007, 12:40
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

well

Posted: 25 Oct 2007, 18:52
by rcdraco
He probably means headlights or grill, and the exhaust.

Posted: 25 Oct 2007, 19:04
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

Posted: 25 Oct 2007, 19:18
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.

Posted: 26 Oct 2007, 11:18
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.

model

Posted: 12 Nov 2007, 03:32
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

Posted: 12 Nov 2007, 05:21
by Neddie
That does look rather cool...

Posted: 12 Nov 2007, 21:47
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:.

Posted: 12 Nov 2007, 22:04
by KDR_11k
Lego Technic?

Posted: 12 Nov 2007, 22:12
by rattle
One crash can be lethal for the driver...