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It'd be cool if someone made Big Rigs online
 
Gamefreak
#61 02-01-2008, 02:59:41 AM
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or truck racer until we find out who rightfully owns the big rigs name. And trust me, we better keep it safe.


Driver1: will you make a truck model? You can make it in max, but I will need to figure out how to get it into md3 format :) keep in mind, there will be unwrapping involved ;) there are two files for a model: tris.md3 and skin.jpg :D
It's not like we're going to distribute this thing commercially. Who cares if we use Big Rigs in the title?


#62 02-01-2008, 09:29:20 AM
Driver1: will you make a truck model? You can make it in max, but I will need to figure out how to get it into md3 format :) keep in mind, there will be unwrapping involved ;) there are two files for a model: tris.md3 and skin.jpg :D

Can do, and will get started asap!  Any polygon count threshold I should worry about?  I mean, I could use just standard primitives for ultimate WINNERness, but I'd like to try a "real" model first :P.  I'm good at working to a budget in poly count.  And by what I mean, here are 2 examples of my work:

The "Professional" way (1500 Poly Female Model)

  :stamp:

or the "WINNER" way (Craptastic Robot-Thingy)

  :loser:


animatino BROTTR
That typo made my day, lol... animatino ftw!


THE KILLER JAPANESE SEIZURE ROBOTS!!!
#63 02-01-2008, 09:42:21 AM
You know, I don't know the exact poly count that would be good, keep in mind, md3 has a max


Was it like 1500 polys or so? idk.

I suppose you can make one kind of high poly, and if it ran bad, it could be reduced. There is a point where even if you have an 8800GTX, then fps drops, because sometimes the engine can't handle alot of polys. But that is the same with most engines, cept like all the ID Tech engines :D


#64 02-01-2008, 09:53:17 AM
I'll keep it low poly to start, conorkirk.  And, instead of flooding the forums just send me PMs (check your inbox btw) or we can e-mail eachother as well.  Anyone with ideas or contributions to the project are encouraged to contact everyone involved in this project.  Feel free to e-mail me as well; that is my REAL address in my profile... fyi.


THE KILLER JAPANESE SEIZURE ROBOTS!!!
ZIGS_ARE_WINNER
#65 02-01-2008, 11:27:55 AM
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I'm too lazy to read through all these posts (I might later) so can anyone give me a quick update on the project's status?


#66 02-01-2008, 11:53:10 AM
I'm too lazy to read through all these posts (I might later) so can anyone give me a quick update on the project's status?
It's awesome.


ZIGS_ARE_WINNER
#67 02-01-2008, 12:00:28 PM
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I'm too lazy to read through all these posts (I might later) so can anyone give me a quick update on the project's status?
It's awesome.

I meant it's development status


#68 02-01-2008, 12:12:23 PM
I'm too lazy to read through all these posts (I might later) so can anyone give me a quick update on the project's status?
It's awesome.

I meant it's development status

It's developing to become very awesome.


#69 02-01-2008, 14:05:45 PM
I'm too lazy to read through all these posts (I might later) so can anyone give me a quick update on the project's status?
It's awesome.

I meant it's development status

Driver is working on the 3D models
Kirk is doing everything else


First day we set up the online server thing. Its running off of my router but i have no clue actually. Better wait for a more detailed response.





X23
#70 02-01-2008, 15:23:04 PM
This program could help the development alot

http://tortoisesvn.tigris.org/


#71 02-01-2008, 16:06:45 PM
It appears to me, depending on the SCO file of each individual Big Rig, that the models are low poly (faces), around 1000-1500ish.  I will make a model as close to these specs as possible in accordance to "Keepin' it WINNER."  I also discovered the UV Maps for each rig (512x512 BMPs) within the Data file, and so I believe I will begin by modeling my favorite rig, MEGAONE... but this time with a trailer!  I will try to start this week, for I am too busy enjoying what little break I have left and working on next semester's project for college.

On a side note, there appears to be a lot of residual files pertaining to other playable Big Rigs (such as the ones discussed in the Mod topic) but some of them are very... interesting.  Apparently Sunrise W12 has a driver named Durik and the motorcycles (Midnight Club Racer Supercharged! perhaps?) have faces, too:

  :stamp:

   :stamp:

We are tapping into the pure  :stamp: that makes BROTTR here... must be careful not to delve too far for fear of 'asplodin.


THE KILLER JAPANESE SEIZURE ROBOTS!!!
#72 03-01-2008, 02:40:25 AM
- Last Edit: 03-01-2008, 10:18:31 AM
Well, it looks like we got something going!
 :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair: :belair:


#73 03-01-2008, 02:47:44 AM
- Last Edit: 03-01-2008, 02:51:11 AM
I didnt think it was possible to have a half page of  :belair:'s but you proved me wrong.

How about a verbal update on our status? Whats going.. :achievement cuber:


Dont forget





#74 03-01-2008, 06:15:58 AM
I could not have said it better myself conorkirk.  The project's status is exactly  :belair::stamp:!

Seriously though, conorkirk and I have established contact outside the forums and are discussing pre-development mumbo jumbo.  The project is going to be a slow start but we will hopefully pick up momentum sometime soon... unfortunately we cannot devote 99.99% of our time to the project and have normal "lives" outside of here :P

The map editor looks very different from anything I've used in the past but I am reading up on it and willing to learn it.  As for the modeling in Max, I have a very primitive low-poly Big Rig that I plan to flesh out and add detail to soon, but in the meantime here's a look at it (at least it's something!):

  :stamp:


THE KILLER JAPANESE SEIZURE ROBOTS!!!
#75 03-01-2008, 14:22:04 PM
I could not have said it better myself conorkirk.  The project's status is exactly  :belair::stamp:!

Seriously though, conorkirk and I have established contact outside the forums and are discussing pre-development mumbo jumbo.  The project is going to be a slow start but we will hopefully pick up momentum sometime soon... unfortunately we cannot devote 99.99% of our time to the project and have normal "lives" outside of here :P

The map editor looks very different from anything I've used in the past but I am reading up on it and willing to learn it.  As for the modeling in Max, I have a very primitive low-poly Big Rig that I plan to flesh out and add detail to soon, but in the meantime here's a look at it (at least it's something!):

  :stamp:

OMGASM  :roddy: :roddy: :roddy: :roddy: :roddy: :roddy: :roddy: :roddy: :roddy: :roddy: :stamp: :stamp: :stamp: :stamp: :stamp: :stamp: :stamp: :stamp: :stamp: :stamp:





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