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Re: What are you working on?
[Re: MasterQ32]
#408462
10/01/12 19:12
10/01/12 19:12
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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@HeelX: Great Fzero circuit It was one of my favourite SNES Racer If you keep adding details, you can finish with some awesome track. Your beginning is top, just keep adding stuff. Fzero Gamecube Desert Level canion race video
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Re: What are you working on?
[Re: HeelX]
#408473
10/01/12 23:47
10/01/12 23:47
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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@ratchet: F-Zero GX was the worst installment of the series imho. And no, I won't go for retro textures.Have you really played it ? it was incredibly fast, really fun nad the challenges and cups were hard on the last ... I mean it's more some sort of personnal taste onec again I didn't say anything about retro textures ... you use what you like I bet very well choosen or made textures and detailled enought for the track are the most important thing. And with some shaders (Glowing like night cricuit, reflective for futurist parts , specular for circuit outdoor in the sun etc ... ) you can obtain some great result. Be inspired : (Ogre 3D game !) TrackVerse circuit ( quality texturing) city circuit screenshot jungle circuot screenshot TrackVerse in game video : City But i htink you target more simpler and more accessible graphics specially if you won't make it in a team or won't recruit or adress level work to some skilled 3D artist freelance ? Keep it up
Last edited by ratchet; 10/01/12 23:49.
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Re: What are you working on?
[Re: HeelX]
#408517
10/02/12 19:39
10/02/12 19:39
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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Yep the Circuit screenshots are the better. The jungle is oot much like some Rally circuit or Star Wars flying motorbike circuit , not too much futurist circuit ! I think you target F Zero style or some Wipeout style ? You have a solid base, adding 3D models around the circuit shouldn't be so hard !
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Re: What are you working on?
[Re: ratchet]
#408538
10/03/12 14:01
10/03/12 14:01
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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You have a solid base, adding 3D models around the circuit shouldn't be so hard! The prototype was more a workflow test (Cinema 4D -> Gamestrudio), I fulfilled all requirements I wrote down and, no, it won't be recycled. I intend to make several prototypes for some key elements and then I will built the game from scratch, if I am convinced. That is the important thing for me.
Last edited by HeelX; 10/03/12 14:01.
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Re: What are you working on?
[Re: HeelX]
#408582
10/03/12 21:18
10/03/12 21:18
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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Working on an easy-to-use UI for Gamestudio based on default panel elements
editWindowEditorSettings = g_window_create(128, 128, 256, "Editor Settings", GWINDOW_MOVE | GWINDOW_HIDE);
g_window_addtext(editWindowEditorSettings, "Model Files:");
PANEL *panList = g_window_addlist(editWindowEditorSettings, 192);
TEXT *txtFiles = txt_create(99999, -1);
int fileCnt = txt_for_dir(txtFiles, "Models\\*.mdl");
int i;
for(i = 0; i < fileCnt; i++)
{
g_listbox_add(panList, (txtFiles->pstring)[i]);
}
ptr_remove(txtFiles);
gWriteY = 0; // Prevent buttons from writing to y information
g_window_addbutton(editWindowEditorSettings, "Create", 64, GALIGN_LEFT, 0, NULL);
g_window_addbutton(editWindowEditorSettings, "Morph", 64, GALIGN_LEFT, 64, NULL);
g_window_addbutton(editWindowEditorSettings, "Clone", 64, GALIGN_RIGHT, -64, NULL);
gWriteY = 1; // Enable it for the last button again
g_window_addbutton(editWindowEditorSettings, "Delete", 64, GALIGN_RIGHT, 0, NULL);
g_window_addblank(editWindowEditorSettings);
g_window_adddigits(editWindowEditorSettings, "Grid Snap: %3.0f", &editGridsize);
g_window_addslider(editWindowEditorSettings, &editRawGridsize, 0, 7);
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