I might be able to do music for you, I might need to see some gameplay footage, or play it myself for inspiration though.
I'd happily welcome those guitar samples.
[227] U-Racer
- SteadZ
- Skaarj Warlord
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- Z-enzyme
- White Tusk
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Subject: Re: [227] U-Racer - Music / Sound artist needed
Post Posted: 18 Feb 2013, 19:14
Well, Shivaxi is helping me a lot with the music, seems he's got everything I need, but still, if you're willing to help and do some awesome electronic tracks for that I could send you the actual 'thing' and some Guitar samples.
Thanks!
Thanks!
- []KAOS[]Casey
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Subject: Re: [227] U-Racer - Music / Sound artist needed
Post Posted: 19 Feb 2013, 08:31
Z-enzyme wrote:[]KAOS[]Casey wrote:Z-enzyme wrote:Cue C&D
Needs more cleanpassé.
"Clean passe turns (ballet term)"... What?
Call me a stupid but I have no idea what does all that mean.
lol I just loaded up a thesaurus for "wipe" and "out"
Basically don't use the name or claim it's wipeout and it's just a racer or you'll get cease and desisted if any lawyer goes anywhere near you
- Z-enzyme
- White Tusk
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Subject: Re: [227] U-Racer - Music / Sound artist needed
Post Posted: 03 Mar 2013, 02:40
New Physics Engine.
https://www.youtube.com/watch?v=tIdSN59pSVM
Still quite buggy, no 'falling' script is done or camera movement, can't tell if it works online or whether I'm be able to make an AI with that. But still, looks cool.
https://www.youtube.com/watch?v=tIdSN59pSVM
Still quite buggy, no 'falling' script is done or camera movement, can't tell if it works online or whether I'm be able to make an AI with that. But still, looks cool.
- diamond
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 03 Mar 2013, 07:22
Cool. How is it implemented?
BTW, where did you take that skybox from?
BTW, where did you take that skybox from?
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
- Z-enzyme
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 03 Mar 2013, 10:07
4 traces to the ground, start at +12X, -12X, +12Y, -12Y, then calculates pitch from +X to -X, and roll from +Y to -Y. Pretty simple really.
There is actually quite big problem with that. As I am using Phys_None and thus can't use acceleration or velocity the position is calculated through SetLocation. That's why the ship sometimes flies through the ground or the walls. I can't use any other cause it is a playerpawn class. The PHYS_projectile won't let me set the acceleration but the velocity only. It would be good if it didn't entirely stop on any collision. The PHYS_Flying would be ideal if it didn't have freaking Roll lock - like something that keeps the rotation up. I have no idea if it's native, and if it's not I can't find this fragment of the script.
In other words - if a player has PHYS_Fying it can't rotate upside down - the roll lock doesn't let it. Any idea why?
Oh, and the skybox is of my own. I used it once in the clouds map for U-Racer. I can share it if you have a need of that kind of thing.
There is actually quite big problem with that. As I am using Phys_None and thus can't use acceleration or velocity the position is calculated through SetLocation. That's why the ship sometimes flies through the ground or the walls. I can't use any other cause it is a playerpawn class. The PHYS_projectile won't let me set the acceleration but the velocity only. It would be good if it didn't entirely stop on any collision. The PHYS_Flying would be ideal if it didn't have freaking Roll lock - like something that keeps the rotation up. I have no idea if it's native, and if it's not I can't find this fragment of the script.
In other words - if a player has PHYS_Fying it can't rotate upside down - the roll lock doesn't let it. Any idea why?
Oh, and the skybox is of my own. I used it once in the clouds map for U-Racer. I can share it if you have a need of that kind of thing.
- diamond
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 03 Mar 2013, 14:03
Weren't there branches on the track? 4 traces can't handle that sort of things now, right?
According to skybox - I would like to know the technique you've used to make it. Is it based on photos or is it some kind of render?
According to skybox - I would like to know the technique you've used to make it. Is it based on photos or is it some kind of render?
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
- Z-enzyme
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 03 Mar 2013, 14:32
LOL! I have built a suspension.
First, I've made 4 traces: A is the ship, + is where the trace starts (top view)
The distance between substracted location of 0 point of the trace, that is where it should be, and the actual HitLocation defines me the FORCE added to pitch and roll. Then I do the Integrations magic quaternion thingy:
and it just works.
I'm thinking that this would be great way to create a car suspension in Uscript, though it's hard to limit and control sometimes.
Want more details? PM me
As it comes to the skybox - I despise the pre-rendered skyboxes:
Texture source: Google Maps (it's a mixture of different terrains I did in Mudbox, quite high res) - I can share.
Edit: Oh, one more thing. I'll keep asking same question over and over again.
Why, in player pawn, and probably in pawn as well, if I'm using any physics except PHYS_None the ROLL is locked?
First, I've made 4 traces: A is the ship, + is where the trace starts (top view)
Code: Select all
+
+ A +
+
The distance between substracted location of 0 point of the trace, that is where it should be, and the actual HitLocation defines me the FORCE added to pitch and roll. Then I do the Integrations magic quaternion thingy:
Code: Select all
// Epic Rotation Thingy by Integration
function rotator qCalcRotation(rotator heading, rotator turn)
{
local vector X1,X2,X3,Y1,Y2,Y3,Z1,Z2,Z3;
GetAxes(turn, X1,Y1,Z1);
GetUnAxes(heading,X2,Y2,Z2);
X3.x = X2 dot X1;
X3.y = Y2 dot X1;
X3.z = Z2 dot X1;
Y3.x = X2 dot Y1;
Y3.y = Y2 dot Y1;
Y3.z = Z2 dot Y1;
Z3.x = X2 dot Z1;
Z3.y = Y2 dot Z1;
Z3.z = Z2 dot Z1;
return orthorotation(X3, Y3, Z3);
}
and it just works.
I'm thinking that this would be great way to create a car suspension in Uscript, though it's hard to limit and control sometimes.
Want more details? PM me
As it comes to the skybox - I despise the pre-rendered skyboxes:
Texture source: Google Maps (it's a mixture of different terrains I did in Mudbox, quite high res) - I can share.
Edit: Oh, one more thing. I'll keep asking same question over and over again.
Why, in player pawn, and probably in pawn as well, if I'm using any physics except PHYS_None the ROLL is locked?
- integration
- Skaarj Berserker
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 03 Mar 2013, 22:58
Z-enzyme wrote:Why, in player pawn, and probably in pawn as well, if I'm using any physics except PHYS_None the ROLL is locked?
This must be the native code. If role == role_authority, The only setrotation call is done in updaterotation. If you use a not-0-roll there, nothing happens. The weird thing is that, if you enter a positive value for RotationRate.roll, the roll won't be 0 instantly but it will rotate to 0 very fast. This is illustrated in the following video.
https://www.youtube.com/watch?v=4BDQ7Uwlhlw
The rotation was set to viewrotation. In the first part of the video, it's reset every second, in second part it's reset every frame. This is pretty useless information. Even, in second part the real rotation is very different from the assumed rotation.
- Z-enzyme
- White Tusk
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 03 Mar 2013, 23:17
So, basically, I'm stuck with PHYS_None here. That means there's pretty big chance that all the WallHit functions and Bump functions will be useless in controlling collision.
At the time being if I fly too fast to a wall the ship will just flu through.
Or... Smirftsch. Maybe Dots he may add a bool to that rotation thingy?
At the time being if I fly too fast to a wall the ship will just flu through.
Or... Smirftsch. Maybe Dots he may add a bool to that rotation thingy?
- Z-enzyme
- White Tusk
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 05 Mar 2013, 23:15
Okay, Dots said it's possible to create a bool that would overwrite that roll thingy, so I can keep working on the project
And, I've been playing with Unreal PhysX by .:..: and what came of it is quite interesting. Though the collisions with static meshes are still too buggy to test it on a static mesh map...
https://www.youtube.com/watch?v=fUBD9USo50o
And, I've been playing with Unreal PhysX by .:..: and what came of it is quite interesting. Though the collisions with static meshes are still too buggy to test it on a static mesh map...
https://www.youtube.com/watch?v=fUBD9USo50o
- Z-enzyme
- White Tusk
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 27 Mar 2013, 19:31
All right - thanks to []KAOS[]Casey and his pro haxin' abilities I've managed to create working flight physics which just work beautifully, and what's more the old Pathfinding script works with that perfectly! I don't even have to create new AI for racing ships! Omg, that's just awesome.
Thanks again!
Thanks again!
- Z-enzyme
- White Tusk
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 26 Apr 2013, 01:05
Haven't been posting here in a long time. been busy with things I do for other people and... well, life.
A little update then.
Online code is broken. Can't replicate the rotation of the ship now so no online gameplay for now.
First map is almost ready - Sivia Canyons - gameplay video soon... Maybe.
Name of the ships has been introduced - U-pods.
3 new ships on the way. Won't tell you their names yet.
That's it for now. I'm not showing anything on screenshots till it's 100% ready. And then I'm not sure if I show anything at all.
Cheers.
A little update then.
Online code is broken. Can't replicate the rotation of the ship now so no online gameplay for now.
First map is almost ready - Sivia Canyons - gameplay video soon... Maybe.
Name of the ships has been introduced - U-pods.
3 new ships on the way. Won't tell you their names yet.
That's it for now. I'm not showing anything on screenshots till it's 100% ready. And then I'm not sure if I show anything at all.
Cheers.
- Shivaxi
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 26 Apr 2013, 05:43
don't worry guys...if enzyme doesnt show, i will XD *grins evily* mwahahah :3
http://img836.imageshack.us/img836/9950/shivavatar2.jpg
Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.
Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.
- Z-enzyme
- White Tusk
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Subject: Re: [227] U-Racer - Sound artist needed
Post Posted: 26 Apr 2013, 06:42
Well then, you won't see the stuff either then. Hah!
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