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podracer2 #81821
07/16/06 13:05
07/16/06 13:05
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Posts: 4,875
hi all, i recently bought the ancient SW:episode1 Racers game (2nd hand) and couldn't stop playin it... it was my favourite game back in the old N64 days. to distract me a lil from my adventure game project, i modelled a podracer a month ago and made it free to download (still to find in user contibution forum). i thought i wouldn't follow this idea... but i was wrong, i cold't resist modelling a new podracer





the shot is without the cables etc.

well i PMed dennis_fantasy, because he was in possession of a podracer physics script, but unfortunately he lost it (HDD crash).

i'd love to see these in action (though i gotta texture em before, of course), unfortunately i just own Comm edition (only one physics obj), so i cannot use the build-in a6 physics. plus, i have almost no experience with newton (yeah, i managed to set up a car that moved rather well, but a podracer seems to me a bit more difficult).
So, if anyone wants to contribute in this project (esp. scripts)--> you are welcome!

PS: hope this doesn't distract me so much that i won't be able to finish my adventure game...

Re: podracer2 [Re: broozar] #81822
07/16/06 16:08
07/16/06 16:08
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
I know the game, I liked it to in the old days
of Nintendo, in fact, it was one of my favourite games
The podracer is looking amazing, just looking at it makes
me wanna play it again
Now it's time to skin it, a tricky job but I think you will
do just fine

Cheers

Frazzle


Antec® Case
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Re: podracer2 [Re: frazzle] #81823
07/16/06 17:43
07/16/06 17:43
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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The Netherlands
as i said, i'll contribute an easy way car physics, no problem, should take like 5 minutes to implement

looking nice though

regards and keep it up,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: podracer2 [Re: Helghast] #81824
07/16/06 19:24
07/16/06 19:24
Joined: Aug 2005
Posts: 218
Z
ZZZgames Offline
Member
ZZZgames  Offline
Member
Z

Joined: Aug 2005
Posts: 218
Nice


Its a pleasure to play around with A6. zzzgames.ifrance.com : go try & buy Streetkicker
Re: podracer2 [Re: ZZZgames] #81825
07/20/06 08:42
07/20/06 08:42
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Joined: Jun 2005
Posts: 4,875
comin along, half-way textured:


keep in mind that it's only diffuse mapped yet (bump mapping/cube mapping will follow later) and it's the standard wings3d-openGL render.

Re: podracer2 [Re: broozar] #81826
07/20/06 09:31
07/20/06 09:31
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Looking good DaBro0zar !!
Can you also tell us which podracer you are trying to
make, Anakin Skywalker's podracer, Sebulba's Podracer ??
Or maybe you're own podracer ?? Why this question, well most of
the podracer have bright colors like this one:



But if you're trying to make a podracer of you own, I agree the rusty color, it's looking quite nice
Keep it up !!!!

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: podracer2 [Re: frazzle] #81827
07/20/06 12:03
07/20/06 12:03
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Joined: Jun 2005
Posts: 4,875
an own one. i played with the thought of implementing a career game mod, so this might be one of the first, quite worn-down old jalopies.
but first, i need to finish texturing this one and try some physics code on it.

i am still searching for helping hands for this in near (~month) future, mostly scripting work and a rece track designer.

Re: podracer2 [Re: broozar] #81828
07/20/06 16:46
07/20/06 16:46
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Pm me with some scripting work. Ill try and help you out to my best.


A8 Pro 8.45.4
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Re: podracer2 [Re: broozar] #81829
07/20/06 17:18
07/20/06 17:18
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Posts: 3,023
The Netherlands
Quote:

an own one. i played with the thought of implementing a career game mod, so this might be one of the first, quite worn-down old jalopies.
but first, i need to finish texturing this one and try some physics code on it.

i am still searching for helping hands for this in near (~month) future, mostly scripting work and a rece track designer.




AGAAAIINNN...
i got some old work lying around, shouldnt be too hard to get this working.
I might also have a code that works with A6 commercial (using 1 physics object, but less realistic offcourse, though for a podracer it might even look way better )

regards,

EDIT:
here it is, wiki link:
WIKI link to physics (single object)
and here is the original thread:
http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/651873/an/0/page/0#Post651873

Last edited by dennis_fantasy; 07/20/06 17:23.

Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: podracer2 [Re: Helghast] #81830
07/20/06 17:27
07/20/06 17:27
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Joined: Jun 2005
Posts: 4,875
yeah, thanks, i didn't mean you, just some others who want to contribute eg. some tracks.
and scripting does not only refer to physics, but to enemy racer ki/pahtfinding, career mod, effects, and much more.

i will call you all as soon as the test racer is fully textured.

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