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Big Rigs Over the Internet Racing (iBigRigs) Discussion.
 
Cirus
#151 07-07-2009, 18:30:24 PM
Getting the 3d models is great, but do we have anybody that can actually code the game?


Thunder
#152 07-07-2009, 18:32:45 PM
Getting the 3d models is great, but do we have anybody that can actually code the game?
I can. Programming is a second nature to me. I like to use DarkBASIC, which is definitely :stamp: enough for Big Rigs Online. I'll start by making a clone of BROTRR, then add online functionality.


yourethunder
O-ZONE
#153 07-07-2009, 18:34:15 PM
oh man is this really happening??


Thunder
#154 07-07-2009, 18:54:15 PM
oh man is this really happening??
Yes, this is happening. Welcome... TO THE FUTURE!


yourethunder
#155 07-07-2009, 22:25:43 PM
oh man is this really happening??
Yes, this is happening. Welcome... TO THE FUTURE!

Holy cock and balls. Cool Points were given all around.





ZIGS_ARE_WINNER
#156 08-07-2009, 03:51:27 AM
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#157 08-07-2009, 08:49:50 AM
Guys I just wanted to update you on some extremely WINNER discoveries I have been making. I now know how the sco models are placed within the maps and will soon be able to export the full maps into any format we want. Not sure what exactly big rigs online will need but I'm currently trying to get the heightmapped terrain into a 3d format. Then I will probably try and get the full maps into a .obj format for viewing, then into a 3d engine, maybe OGRE or the DOOM 3 engine as I have experience with both.

 :roddy: :bluerig:


ZIGS_ARE_WINNER
#158 08-07-2009, 09:48:51 AM
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I'm reading it but I can't believe it


#159 08-07-2009, 10:30:45 AM
This is the first day of the rest of my life.


Dissident
#160 08-07-2009, 11:48:46 AM
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Where have you been all my life ;~;

it's been so empty without you




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Grey Void
#161 09-07-2009, 01:29:04 AM
I have had to change my underwear a total of nine times after discovering this wondrous news.



You are a nigh-endless expanse of off-white nothingness that sexes clowns on camera.
bjorno the hedgehog
#162 09-07-2009, 01:41:20 AM
Unreal 2k4 has vehicle support, and so does the mod UHWHEEL which is already a truck driving game.
Modding the UnWheel mod and replacing the vehicles and maps would easily result in the best experience possible with the least amount of work.



 cheers m8
bjorno780 http://img444.imageshack.us/img444/2969/freesorfzl1.gif
#163 09-07-2009, 02:10:06 AM
I now have the full maps inside Ogre3d with textured objects but an untextured terrain. Currently working on a vertex shader that will use the alpha splat maps for rocks, grass and dirt.

Wait... you know how the models are placed? Incredible! We've been searching for this for a while but have had no luck. Now the possibility of custom maps is finally a reality!

Custom maps will only be possible with a .sco importer. All the positions for the models are stored in the .sco file itself. This is why you'll notice there's fourteen _CHK.sco files for devil's passage even though they are all the exact same model appearance-wise.

Unreal 2k4 has vehicle support, and so does the mod UHWHEEL which is already a truck driving game.
Modding the UnWheel mod and replacing the vehicles and maps would easily result in the best experience possible with the least amount of work.

Unfortunately I have never modded for Unreal so I'll probably stick with Ogre3d for now. Nice thing about Ogre is that it's open source so I'll be able to upload everything a person will need to use any of my programs. Once I've finished getting the maps sorted out I'll release a map viewer so people can fly around the levels and explore. Then maybe a map editor? Really the possibilities are endless.


#164 09-07-2009, 02:17:35 AM



scuzzyneighbour
Dissident
#165 09-07-2009, 13:34:39 PM
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wat




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