Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (dr_panther, 1 invisible), 620 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 4
Page 3 of 3 1 2 3
Re: knights on wheels beta [Re: ventilator] #207360
05/19/08 10:27
05/19/08 10:27
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
i can't wait to play the final version laugh it's very cool, and a very strong candidate for winning the competition.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: knights on wheels beta [Re: JibbSmart] #209490
06/03/08 12:47
06/03/08 12:47
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441


i have uploaded a new version. it takes 9723 bytes and 98 semicolons without using tricks like i=f1()+f2()+f3()+(a=b); to save semicolons.

i also have a version with particle and sound effects but after the discussion in the contest thread it seems like working on it was in vain. particles and sounds only were possible with some code shortening (no spaces, tabs, line breaks,...) and semicolon tricks.

i also wanted to add light mapping and decal shadows but the new engine version won't be released in time. maybe i will continue to work on this after the contest.

Re: knights on wheels beta [Re: ventilator] #209495
06/03/08 13:12
06/03/08 13:12
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline
Senior Member
kasimir  Offline
Senior Member

Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
Very nice - i like the car-physic, but i don't think that "enegry" is requiet!
It would by nice if you include some engine-sounds!

Re: knights on wheels beta [Re: ventilator] #209499
06/03/08 14:18
06/03/08 14:18
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Originally Posted By: ventilator
i also have a version with particle and sound effects [...]
i also wanted to add light mapping and decal shadows but the new engine version won't be released in time. maybe i will continue to work on this after the contest.

Finish it as a second version! Don't wait until the contest ends. wink

As far as I understand, you did the maps in blender. How do you make the streets? Is there a way to build and uv map a small piece and then extrude it with the texture layout already copied from the initial piece?

Re: knights on wheels beta [Re: Pappenheimer] #209500
06/03/08 14:25
06/03/08 14:25
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
yes, i did the tracks in blender. this works great. you create a mesh tile and then use the curve and array modifiers to clone the mesh tile along a curve. the curve stays editable. i used separate segments for the asphalt road, the gravel road, the bridges and so on and at the end i modeled some connection pieces.

by the way, i originally did the tracks for the http://supertuxkart.sourceforge.net/ project a few months ago. i wanted to test the blender workflow for creating race tracks and taking part in open source projects is kind of fun. they reach a huge audience with being part of linux repositories and distributions.

Re: knights on wheels beta [Re: ventilator] #209506
06/03/08 16:01
06/03/08 16:01
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Thanks for the explanation and for the link. I'm making my daily progress with blender. Still switching between MED and blender, because I'm faster with MED in several respects.

What about the programming side of the supertuxcart?
As a market the linux fraction might be good choice for a small developer, but I'm not sure whether they would pay a single coin for a game, because they emphasis the open source thing! wink

Re: knights on wheels beta [Re: Pappenheimer] #211149
06/15/08 09:17
06/15/08 09:17
Joined: Jun 2008
Posts: 8
Turkiye
L
LaQroix Offline
Newbie
LaQroix  Offline
Newbie
L

Joined: Jun 2008
Posts: 8
Turkiye
Wow its really cool. Thats the script i am lookin forward to code laugh ... I really wonder the technique for avoidin ODE bugs. My car goes mad when i try to drive over a wood block or similar objects. :S

Re: knights on wheels beta [Re: LaQroix] #211151
06/15/08 09:22
06/15/08 09:22
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
yay for supertux kart!

Re: knights on wheels beta [Re: ventilator] #340588
09/05/10 21:11
09/05/10 21:11
Joined: Dec 2009
Posts: 1
M
mekktroniko Offline
Guest
mekktroniko  Offline
Guest
M

Joined: Dec 2009
Posts: 1
Hi...
I´m trying to use the knights on wheels demo that came with free 3dgs a8...
can you help me a little bit? I need to make the car invisible...

i already did this woth the car.. but not with the wheels...
Can anyone help me?

Page 3 of 3 1 2 3

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1