1 registered members (AndrewAMD),
831
guests, and 5
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Silas
#217423
07/23/08 02:04
07/23/08 02:04
|
|
Silas
Silas Official Trailer: http://youtu.be/5fO_ZGc-dOg Silas will be releasing September 14th 2011! You will be able to buy it digitally from Desura, Direct2Drive, Gamersgate, Beamdog, and my own website. It will cost $9.95! There will be a demo on the day of release. http://www.moddb.com/games/silas/news/silas-releasing-september-14th-new-launch-trailer Welcome to planet Silas. Every year warriors from around the galaxy compete here for fortune and fame. You have been selected as one of these elite warriors.
Features:- 12 Racetracks, separated into 3 cups - 4 Deathmatch Arenas - 4 Capture the Flag Levels - 18 Weapons, with 32 different functions total - 12 Characters and Karts - 30 Original Song Soundtrack - A full featured audio system containing hundreds of unique sound effects, Uses FMOD, and 25 original songs of the best quality. Silas also contains a robust single player mode with Grand Prix, VS, Quickplay, and Time Trail options. The multiplayer contains both LAN and online play for up to 12 players. Modes include, Grand Prix, V.S, Deathmatch, Survival, Capture the Flag, Battle, and Capture the Pipes. Teams are supported, with up to 4 teams. You connect through a fully featured lobby system. SCREENSHOTS FORUMS SILAS PORTAL COMPANY WEBSITE SILAS FACEBOOK PAGE I want to say thanks to the entire community and all the hard workers at Conitec. This project wouldn't have grown so large without the years of support, resources, and inspiration offered by all of you. Especially to the old timers who have been around since the beginning. Keep it up! Thanks for looking! Please join the Facebook page and forums and help spread the news of the game. And please tell me what you think.
Last edited by William; 09/12/11 03:05.
|
|
|
Re: Silas
[Re: Superku]
#349555
12/08/10 22:04
12/08/10 22:04
|
Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
OP
Expert
|
OP
Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
|
Your right that this level looks difficult, hehe. But the main path is fairly easy(island crossing), and the other parts are very hard but will get you across the water much quicker. And thanks for the suggestions! I will darken the skycube(yep there 2d, rendered in Max, then photoshopped on the skycube+6) islands, your definitely right on that they are too bright and detract from the scene. As for the extra cannon ball tricks, some splinter damage may be added, but the ball rolling on the ground may take the physics engine. I'm not 100% sure if I'd have the time to implement and debug that properly, but I will mark it on my list of future todo's incase I do. As it's a really cool idea and I can see the fun it would create.
|
|
|
Re: Silas
[Re: ShoreVietam]
#361199
03/01/11 17:40
03/01/11 17:40
|
Joined: Oct 2010
Posts: 59 Internet
Memorix101
Junior Member
|
Junior Member
Joined: Oct 2010
Posts: 59
Internet
|
William the game is awesome !!! I will buy it soon. ... and i've got a question, i'm interested in to make arcade racing games with 3DGS and an important question for me is what is about the tires. I mean are the tires in Silas animated by MED or 3D Max etc. or are the seperat and added to the car model by WED or script like in the carlevel demo from 3DGS in the project folder. Thx Dear greetings Memorix_101
|
|
|
Re: Silas
[Re: Memorix101]
#361271
03/02/11 06:31
03/02/11 06:31
|
Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
OP
Expert
|
OP
Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
|
Hey Memorix, Thanks again for the support. The tires are actually part of the model. So you just want to make your entire vehicle model as one. Then what you do is use bones to animate them. For example, if you want shocks, you would put a bone for the cars body, and a bone on each tire. You rotate the tire bones real-time for the movement(only apply tire bones to tires verticies). Then for the body, you have a bone for everything above the bottom of the shocks. And you move this bone up and down through script as well. This way you do no animation, and everything is calculated in real-time. In Silas the karts have independant suspension, I do this by utilizing four c_trace calls, one from each tire to get ground position, and apply the .z of the tires bones to this. Have fun, and good luck! Do your race tracks in 3ds Max and import with .fbx.
|
|
|
|