mtrxl
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Posts: 59
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Post by mtrxl on Jun 10, 2016 18:51:34 GMT
"You are never ready, you go when you ready enough." Hi, guys. I think i'm ready enough to start making a game. So, I have started a project, a racing game project. Code name_I gnition. As this is my first game I will try to make things as simple as possible. As for now my goal is to have 1 looped track ,5 cars, single player mechanism, and UI. And this game will be realised same date next month! (finished or not) I will keep posting my progress in this post. You guys are more then wellcome to give tips, suggstions. Happy game devloping. This is day 1 progression, terrain and road rigidbody_ insert code here
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Post by Power Supersport on Jun 10, 2016 20:08:17 GMT
Really good start, mtrxl... I see you at least UV-mapped the road... Good luck during the development process...
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Post by Das Uberstein on Jun 10, 2016 20:50:24 GMT
Well, first I saw it, I was like . Project Ignition is also a name of this game. Using ripped models (the other Project Ignition, not mtrxl's) and was panned by people.
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 11, 2016 19:10:57 GMT
Well, that games gfx is really good. I dont know how much eyecandy gfx I can achive. And "project ignition" is actually is its code name, it's not the cover name.
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 11, 2016 19:12:26 GMT
Progress: A little prop modeling and texturing, gaurd rail.
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Post by Power Supersport on Jun 11, 2016 19:32:28 GMT
Nice modelling skills, dude... I am really looking forward to see some model progress...
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Post by WhyNot on Jun 12, 2016 2:24:17 GMT
cool mtrxl bro It reminds me of my old project about a year ago keep it up
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 13, 2016 19:24:47 GMT
Day 3 log: Phew! Major remodeling.... had to remodel the whole terrain. Those colorfull hills are actually for debuging. And few prop modeling, texturing like this one....
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 13, 2016 19:27:37 GMT
Oh, and a little LOD design. Can u tell the difference? From the right.... First one is actual mesh, with 512px texture. Second one is same mesh, but 256 px tex. Third one's face count is reduced. And tex is 128 px.
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Post by WhyNot on Jun 14, 2016 2:00:07 GMT
Looks even better.
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Post by NicusorN5 on Jun 14, 2016 7:10:20 GMT
@mtrlx I see no difference .
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hawk
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Posts: 69
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Post by hawk on Jun 14, 2016 7:53:23 GMT
That's pretty good LODs, can't tell the difference at all, maybe you can save on some polygons too for the most distant one. How are you going to implement the LOD system tho?
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Post by NicusorN5 on Jun 14, 2016 8:40:46 GMT
I think using if(iVectorLenght(VecA-VecB)>x){
}
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 14, 2016 20:07:27 GMT
Yes NicusorN5 the script will be something like that. And here's the diffenrence between those 3 mesh....
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mtrxl
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Posts: 59
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Post by mtrxl on Jun 14, 2016 20:10:59 GMT
Day 4 log:
All veg in todays menu Here's a ss of whats cooking.....
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Post by WhyNot on Jun 15, 2016 2:03:39 GMT
Vegetation looks cool bro
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hawk
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Posts: 69
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Post by hawk on Jun 15, 2016 5:21:50 GMT
I was thinking about this as well, will you be using impostors? I mean for the guard rails and LOD?
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Post by Das Uberstein on Jun 15, 2016 6:48:51 GMT
Are you using the vanilla cars from 3DRad that Fernando created? I noticed the Porsche 911 and the Smart.
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Post by NicusorN5 on Jun 15, 2016 7:38:41 GMT
Uhh, yeah ...( lol)
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Post by TinSoldier on Jun 15, 2016 14:35:44 GMT
Are you using the vanilla cars from 3DRad that Fernando created? I noticed the Porsche 911 and the Smart. PS fernando didn't create all the vehicle models included with 3drad... I cant remember who ( maybe MIC ) created the vehicle collection ( all of which have the black & white basic textures ) and were donated to 3drad, now included by default.
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