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3 Dimensional Chat / Mountain bike for Stoked2

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Van B
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Posted: 7th Jul 2003 17:25
Hi all,

Made a mountain bike for a sequel to Stoked, 2000 polys and rendered in DB. Not finished texturing yet. It's all limbed, so the suspension, brakes and pedals will work.




Van-B
My cats breath smells of cat food.
Porl
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Posted: 7th Jul 2003 17:29
Thats a really nice model!!! ...very nice indeed! ..

What is Stoked? ...is it a game you made? ..

also, are you going to make any downhill bikes for the game? ..some big brooklyn machines or intense? ...that would be ace!!

good job dude!

Porl''
Van B
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Posted: 7th Jul 2003 17:42
Thanks .

Yep Stoked was my first game (on my website) - it's snowboarding, but I always wanted to make a mountainbiking game. Stoked2 will be mountain bikes

There will be loads of different bikes to choose from, that is a sorta middle road £400 job, there will be bog standard no suspension solid frames as well as top of the range hardcore bikes.


Van-B

My cats breath smells of cat food.
MikeS
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Posted: 7th Jul 2003 21:40
Looks nice




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lcfcfan
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Posted: 7th Jul 2003 22:25
Excellent model, can i ask what program you use to texture your models.

John H
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Posted: 7th Jul 2003 23:11
Woo Stoked2! Go Van! Nice model Cant wait 2 see S2

RPGamer

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Shadow Robert
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Posted: 8th Jul 2003 03:52
will look forward to seeing the new version
its gotta be better than Mountain SuperCross that was such a lame Mountainbike title

TeePee
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Posted: 8th Jul 2003 04:09
HOLY COW!!

Van B! me and a mate of mine have been planning to make a downhill mountain biking game and weve just started making some models for the bikes...but these models are AWESOME! probably better then i could hope to make so if your interested maybe you could make some models for us?!?? lol i expect the answer to be no considering i wont be able to pay you or anything but if you could find it in your heart to chuck us a couple of models, just to give us a hand that would be great!! good luck with your game

Van B
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Posted: 8th Jul 2003 12:16
Thanks guys,

lcfcfan,
I used 3DS-Max to UV map and PSP6 to draw the textures, it was modelled in Rhino. It's all plain mapped or cylinder mapped - except the wheels, which were a nightmare and have been improved since that pic.

Raven,
I know, they never get it right, I mean Tony Hawks is the best extreme sports game because the man himself worked on it. I mountain bike myself, so I'll be doing my best to get the feel and the controls just right. It won't be a 'Left and Right' arrow keys to turn type game, probably gonna employ the mouse to lean the rider rather than just turning the handlebars because most of the time, handlebars are just there to hold onto!.

Teepee,
Let me rig do a little more to that model and I'll let you have it - I'll be using it too, but I need to draw most of the textures again - you can have it as-is. It's a fairly standard bike, so using a variation of textures on it would give you a number of possibilities. Plus, it's easy enough to mesh edit the frame and keep the other details to make different bikes.

Stoked2 will have a similar random landscape style, but it'll have a career mode too with designed levels, I was thinking about a level designer inside it - like a muddy back yard that you can dig out into a practice track and add obstacles to.


Van-B

My cats breath smells of cat food.
Shadow Robert
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Posted: 8th Jul 2003 13:02
sounds good... i know i liked Stoked so this should hopefully be a great improvement taking advantage of pro's speed.

i think brian hoeffman's BMX was a fun title, but it kinda lacked the realism you'd have hoped - but then realism would've killed that, like it would kill tony hawks.

i think if you can make the controls similar to Motocross Madness, then that'll make it pretty awesome to control - i know that uses dirtbikes rather than moutains but should give soem nice controls.

you gonna put in anything like bunny hopping? think that'd be fun. god i really want a new mountain bike now ... (^_^) hope they've got a specialized shop here, they're bound to

Van B
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Posted: 8th Jul 2003 13:19
You mean Matt Hoffman's - It was based on the Tony Hawks engine and was very cool - I've completed all the Tony games, the first Matt game, and the slightly dissapointing and monotonous Dave Mirra.

I think I remember playing Motocross Madness, you used the mouse to lean and keys for accelerating yeah? - Thats the feeling I want, the controls were pretty cool on that. There will be 2 jump keys, one for the front and one for the back, press the front jump to pull a wheelie, the back jump to lift the back end, and both to bunny hop. There will be some extreme courses, like platforms 15 feet up etc - so control will have to be smooth and precise.

I plan to add some of my favourite runs too, there's one that you can't stop on because your going along a steep slope - if you stopped you just topple over and fall about 20 feet - never fell over myself, but it's fun to watch my mates disapear into the nettles. . Scotlands great for mountain biking, I have a massive park down the road with an insane course at the back, and about 100 yards up the road, there's a great forest course with some gut wrenching drops (i.e. buckled about 5 wheels up there in the last 2 years).


Van-B

My cats breath smells of cat food.
Shadow Robert
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Posted: 8th Jul 2003 13:22
yeah was something like that... i used the sidewinder motion for it... so i just had to wave my controller around in the air - was alot of fun

sounds like you've got this all planned pretty well, makes me really look forward to this (^_^)

TeePee
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Posted: 8th Jul 2003 13:40
heyhey

sounds like your games gonna be pretty cool. although it dont want to say all that much about my game im planning on making except that it sounds eerily similar to yours, especially with the controls. i suppose the main difference would be that mine is gonna be mainly downhill coz thats the best kind i reckon but i think you and i should keep in touch, share ideas for our games and what not ??

anyway thanks a billion for the model. i assure it will be greatly appreciated as i am new to modelling. good luck with the game!

Van B
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Posted: 8th Jul 2003 19:22
No probs Teepee, good luck with your game too . My mate suggested I make it downhill all the way, but I like the idea of doing freestyle moto-x transfers onto skinny little walls etc - this will be very difficult in the game though, the toughest part of mountain biking should logically be really tough in the game too. I want to go a different route than Hawks and racing games, the stunts are always spectacular, or the player is always the fastest - Stoked2 will be more about skill than anything, the stunts will be reasonably realistic.

My ideas are all just thoery right now, I'll just have to see how the engine turns out, although there's nothing too complicated, the most complex bits are gonna be sticking the rider to the bike and pedals and the collision detection (Linear interpolation and GET GROUND HEIGHT are fairly straightforward at least).


Van-B

My cats breath smells of cat food.
the_winch
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Posted: 9th Jul 2003 03:11 Edited at: 9th Jul 2003 03:14
Try and keep the two principles of bike riding (balence and momentum) central in the game. I would avoid a downhill game as I don't think it would play as well and would get boring quicker.

The most complicated bit may be making the rider move realistically on the bike. Not something I would want to do myself.

Not that it would be noticable in the game or by most people but the fork has no arch and the tyre is dangeriously close to the crown.

You proberly already know this but you can find side on photos of almost every mtb imaginable here http://www.pinkbike.com/modules/photo/
Van B
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Posted: 9th Jul 2003 03:12
Got those wheels fixed, and added some motion, turning wheels, pedals, and handlebars, not that you can see that from the pics .



Still to finish the frame texture, and touch up some bits.


Van-B

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Van B
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Posted: 9th Jul 2003 03:17 Edited at: 9th Jul 2003 03:28
Winch,

I was thinking that, and I'm probably gonna try a sorta ragdoll, like calculating the angles of a limbed character to suit where the hands, feet and bum should be - tricky to code but if it works then it'll be pretty damn cool.

EDIT: Thanks for the link, that'll come in very handy


Van-B

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TeePee
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Posted: 9th Jul 2003 03:33
hey van those models are looking really really nice!! yea with the game i totally agree with you...all those games like tonys and matt hoffmans are too unrealistic for me...i want to make my game as realistic as possible and the way i see it, thatll make the physics the hardest bit to code. If i code it just right, theoretically when your doing a wheelie, for example, it should be just like doing a real wheelie i.e. moving those mouse to shift your body weight to balance yourself etc. because as i see it thats the crucial thing to making a realistic game mtb game - perfect physics.

Quote: "I would avoid a downhill game as I don't think it would play as well and would get boring quicker.
"


well a lot of games can get boring quickly and in my mind thats because there isnt enough to do...not enough challenges. thats why in my game there will be lots of modes - races, practices, trick contests, time trials, among others, so that there will always be something for the user to do for a long time. but basically ill play my game a lot too and as soon as i get bored, ill just add a new feature. i want my game to be chocablock full o features to make it the most addictive game ever!

cya

MikeS
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Posted: 9th Jul 2003 04:49
Nice one Van B, wheels look much better from your earlier screenshots.



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
Shadow Robert
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Posted: 9th Jul 2003 05:12
Ragdoll physics eh? ... i could send you the alpha of my Karma Interface - it's not quite got as much power as i'd like it too yet, but it still gives you enough control to produce simple soft/hard-body physics.

unless you'd prefer to work it all in dbp which is cool too

TeePee
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Posted: 9th Jul 2003 06:14
hmmm...raven tell me more about this karma interface. i gather that its not a dbp thing but id still be interested in it considering i dont really know where to start with my physics

Shadow Robert
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Posted: 9th Jul 2003 12:07
Karma itself isn't a DBP thing... however i've been tinkering with a DLL interface for DBP to make full use of it.

got enough of it done now to produce some basic geometric physics (rigid-body) and some of the dynamics are done, currently have a working not fast but working demo which allows you to shoot a ball at a stack of cubes with a curved surface, stair surface and sloped surface... and they bounce of quite realistically.

i'll talk about it more once the first version is released within the next month, best not to take over Vans post

Van B
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Posted: 9th Jul 2003 12:40
That sounds pretty cool Raven, but I reckon it'll have to be done inside pro. The idea is that I put lots of fake limbs on the mountain bike, and some on the character - then I'll use all those limbs for collision. I'll use the pedals and handle bars and seat as guides - then calculate the limb angles to put the hands and feet where they should be. My idea is that the body is moved with the mouse, so you'd move it to the left and the body leans left - but obviously I want him to keep pedalling, so it all has to be done in real time.

I've never looked into ragdoll physics, but I'm thinking that getting a limbed character together first, then set up my own data for it, like weight, rigidity, and movement limits is a good start.


Van-B

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Shadow Robert
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Posted: 9th Jul 2003 13:27
yeah thats cool (^_^) ... i'll have it up officially in a little while so you can download later at leisure anyways.

Arkheii
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Posted: 9th Jul 2003 14:07
2000 sounds like a lot for DB to handle. are those "grey lines" on the wheels really modelled or just transparent textures?

oh, and when you said limbed, were they limbed from db or limbed in the model already? sorry, i don't know much about modelling. are those separate objects or just one whole object?

TeePee
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Posted: 9th Jul 2003 16:53
ok well raven that karma thing sounds really really cool...it could definitely come in handy. one thing that i would like in my game ( but is definitely far beyond my capabilities) is to make stacks really realistic...i.e. you hit the front brakes at high speed, the bike flips a few times, you go flying forward and skid along the ground. although this would look really cool this is definitely impossible for me to do....much, much to complex physics lol. but i reckon i should be able to handle most of the rest of the physics for the game myself...if i cant i might just get some help from you raven considering you must know your stuff to make karma. but yea karma might come in handy yet....

cya

Van B
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Posted: 10th Jul 2003 03:20
The spokes are textured, and 2000 is a bit high, but there'll only be 1 bike on screen, so it should'nt be a problem.

Here's me bike with a sphere map, only 1.6mb.

http://www.realgametools.net/forums/attachments/VanB-SPHMAP_Bike.zip


Van-B

My cats breath smells of cat food.
lcfcfan
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Posted: 10th Jul 2003 05:45 Edited at: 10th Jul 2003 05:46
Van that demo is cool your bike looks excellent!

MikeS
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Posted: 10th Jul 2003 05:52
Wow, I d/l the sphere map, and that bike looks excellent.
Stoked2 is gonna be so much better than the first one, and will also be one of the standout projects if you keep up that progress.



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
Arkheii
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Posted: 13th Jul 2003 04:06
Downloading the sphere mapped demo made me download your Stoked! game. You're good, really good.

Oh yeah, I'm not sure if I was seeing things but I saw a bit of z-fighting somewhere in the front wheel, on its right side in the middle of the spokes. Maybe there was an extra face there or something but then again maybe just my imagination. Either way, the model is great.

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