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Work in Progress / F-Zero X Style Game - Track editor in progress

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Hamish McHaggis
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Posted: 19th Apr 2004 18:06 Edited at: 2nd May 2004 23:07
SCROLL DOWN FOR MORE SCREENS AND DEMO

As some people on the IRC chatroom will know, I'm working on an F-Zero X style track editor for my (wait for it...) planned F-Zero X style game (I know I've got several projects running now, so don't point that out ). Here are a few screenies of my experiment with a textured track piece (linked as they are quite high res )...

http://www.dbforums.co.uk/~hamish/contents/screens/cooltrack1.jpg

http://www.dbforums.co.uk/~hamish/contents/screens/cooltrack2.jpg

http://www.dbforums.co.uk/~hamish/contents/screens/cooltrack3.jpg

and...

http://www.dbforums.co.uk/~hamish/contents/screens/cylindertrack.jpg

And 12 isn't the FPS .

Trying is the first step towards faliure.
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Mussi
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Posted: 19th Apr 2004 18:50
Lookin good hamish , we have a lot in common you know, I also enjoy doing multiple projects at the same time, keeps programming interesting



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Posted: 19th Apr 2004 19:04 Edited at: 19th Apr 2004 19:05
What are you doing the tracks in ? If only I could design tracks, my F-Eight racing game may have got somewhere...

Ah well..

Anyway, dont forget to add weapons...


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Wik
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Posted: 19th Apr 2004 19:32
Umm...I think he made the editor

Quote: "WIP / F-Zero X Style Game - Track editor in progress"



Hamish McHaggis
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Posted: 19th Apr 2004 19:33 Edited at: 19th Apr 2004 19:34
Thanks Mussi. Chances are I will get my particles editor done so I can use it in this .

TCA - I build the track pieces in wings3D, textured in lithunwrap and photoshop, then I load them into a section editor, where I assign a group number to all the verts, at the moment all the track pieces have 2 groups, one for each end of the track piece, future ones may have 3 or 4 for branches or crossroads.

Then I load the sections into a track editor which places and rotates the wireframe planes you see in the screens, using a spline calculation. The the track pieces have their grouped verts 'stuck' onto the planes, linking them up in a big long curving track. It took a bit of brain power to code, but now that it's working you can make track really easily .

My track editor at the moment can just make multiple long strings of track, I need to add the ability to link strings up and add junctions etc.

Weapons are last on my list of things to do, but I'm very sure they'll be added in the end .

EDIT

Indeed I did Wik .

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Posted: 19th Apr 2004 19:34
Should be good...


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adr
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Posted: 19th Apr 2004 19:43
Son of a bitch... you did it Well done! It's come a long way from a collection of red spheres.

Am I right in thinking that you have a stock 3d object and you contruct the tracks from placing those 3d objects next to each other.

stop();
hammertime();
Hamish McHaggis
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Posted: 19th Apr 2004 19:48
Quote: "Son of a bitch... you did it"


I did what ? If you're talking about the loops, no I haven't, but I think I'll just not have any vertical loops.

Quote: "Am I right in thinking that you have a stock 3d object and you contruct the tracks from placing those 3d objects next to each other."


Yep, that's exactly how. It seemed to be the easiest way. I just have to make sure that linking sections are the same size so that they line up.

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adr
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Posted: 19th Apr 2004 22:28
Quote: "I did what ?"

I meant that it looks good - it's visually appealing, with or without loops...

Well done

stop();
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Hamish McHaggis
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Posted: 19th Apr 2004 23:20
Ah oui, thanks you.

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Posted: 19th Apr 2004 23:53
Hamish, you're a my God now.



----------------
On a more serious note I think this is awesome. I've always loved racing games, and especially arcade ones like Mario kart and F-Zero.

I'll be checking this post to see what updates you have.


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Hamish McHaggis
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Posted: 20th Apr 2004 00:35
Quote: "Hamish, you're a my God now."


Well, I wasn't planning on starting a new religion but....

Thanks anyway, I hope I get further with this than I have with other projects.

Trying is the first step towards faliure.
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Mussi
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Posted: 20th Apr 2004 00:39
Quote: "I hope I get further with this than I have with other projects"

lol, me to



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Hamish McHaggis
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Posted: 20th Apr 2004 23:30
OK, today I've built a basic driving program, that drives along one of my tracks, and sticks to it. The only problem is that I'm not sure what type of steering would be best. I have thought up two options...

1. You can turn left and right, then the craft travels forwards. The problem with this is that if you turn too hard you end up flying off the track at super speed, or if on a cylinder you fly around it.

2. You can drift left and right, and the craft always points down the track. I'm not exactly sure how I'd detect which way is down the track , but this seems to me the better option, except for flat track pieces which you can't really bank on, you have to turn :S.

I played F-Zero X a long time ago so I can't remember it's steering system, or much else about it for that matter, so if anyone has any ideas then it would help, bearing in mind I'm not making a clone of F-Zero .

Trying is the first step towards faliure.
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Red
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Posted: 21st Apr 2004 00:44
I played F-Zero X not that long ago and I can tell you that the controls were a mix of both your options. The craft travel so fast that they just kind of drift most of the time with a little bit of the other left/right direction changing thrown in. I don't want to throw a spanner in the works because I can see that your game is still in early development but before you get too far into the way your data is stored it might be worth giving a thought to how you may store some scenery data in there as well. The one thing I notice in playing F-Zero X is that it's the scenery that gives it that incredible feeling speed. Oh and your tracks look fantastic by the way
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Posted: 21st Apr 2004 10:54 Edited at: 21st Apr 2004 10:54
Lookin good

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Hamish McHaggis
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Posted: 21st Apr 2004 10:55
Ah so both at the same time, I'll try that, maybe if you hold down the turning button for longer it does more of the turning and less of the drifting, but if you just tap it it's mostly drift?

Yep scenery, at the moment I'm just using a simple memblock written file to transfer the track pieces, this will not be the way I will store data in the end. I will make sure to make effort on the scenery .

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Cavex
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Posted: 21st Apr 2004 14:39
Looking real cool. I hope your game not hard of F-Zero X!!!
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Posted: 21st Apr 2004 15:07
Looks great Hamish, keep up the good work, racing games are a real challenge

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Posted: 21st Apr 2004 19:52
I just thought I should add something to my previous message just to clarify what I said. Remember that the control system for F-Zero X uses an analogue joystick so the way the craft turns seems to be directly linked to how far you push the stick. So if you move it a little the craft drifts, but once you start pushing the stick beyond half way to the limit then the craft's front end starts to turn as well. I suspect you will spend a very VERY long time fine tuning the control because in F-Zero X it was a difficult system to master but once you got there it was very rewarding. I do feel that someone needs to make a good game of this kind on the PC because so far I haven't seen one worth playing.

If I change this line of code I could save 5 clock cycles..... what could possibly go wrong?
David T
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Posted: 22nd Apr 2004 19:55
I tried to do an F-zero style game a while ago - couldn't get the track or collision done though.

It looks incredible

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Hamish McHaggis
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Posted: 22nd Apr 2004 20:50
Thanks David .

I have got the turning (not drifting type) kind of how I would like it, but due to the triangulation of the track, the track is kind of bumpy, so I need some way to smooth out the path of the car (just the height really).

Trying is the first step towards faliure.
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Hamish McHaggis
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Posted: 24th Apr 2004 14:33
The movement is now pretty much smoothed and I'm working on barrier collisions.

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Mitchell
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Posted: 24th Apr 2004 15:35
I wanne see someting

http://www.cysteine.tk/
Hamish McHaggis
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Posted: 24th Apr 2004 15:56
There really isn't much to see, just a non-textured placeholder ship that I made on a track . I'll probably release a simple demo once it gets to a usable stage .

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Don Malone
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Posted: 24th Apr 2004 16:17
Well I am impressed with how you worked it out. It looks good and I am really respecting what you have accomplished so far. Good work.

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Hamish McHaggis
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Posted: 25th Apr 2004 17:21
Lol, thanks DBoy. I hope to get a small physics demo out once I'm fairly sure I have the basic physics working.

The barrier collision is getting there slowly but surely, although it isn't the smoothest it can be, high speed collisions now have a 100% success rate , although I have had a few through the barrier occasions with low speed collisions.

Trying is the first step towards faliure.
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Posted: 25th Apr 2004 19:49
Hi Hamish.

Looking good. I can't believe no-one has mentioned Wipeout yet because is also a similar style of game.

In wipeout the controls are: left/right turns the nose of the craft but only a small amount. left/right 'airbrakes' - or left/right with any other button pressed kicks out the back end - drift stylee.

Just thought it might help.



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David T
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Posted: 25th Apr 2004 19:57
Gah - I wish I wa as proficient as some of you with memblocks and meshes!

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Hamish McHaggis
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Posted: 29th Apr 2004 00:26
I haven't posted any screens yet so I may as well as I have one piece of eye candy (the engines ;D, which are a kind of mist when you arent accelerating, but quickly turn up as you accelerate into a blazing blue-white). It's quite surprising that the cylinder/tube tracks work better than the flat ones .







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Posted: 29th Apr 2004 01:03
looking good hamish



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walaber
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Posted: 29th Apr 2004 05:38
definately has sauce.

can't wait till this one gets a little further along!

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Posted: 29th Apr 2004 12:35
Looks very good indeed, Hamish! I was waiting for such a quality game down here at the DBPro forum.

Just one footnote: Maybe you could increase the resolution of the textures; I promise it`d look even 10 times better!

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Posted: 29th Apr 2004 15:13
WOW! This looks extremely playable. I forcast lots of players falling off their chairs because they are moving like the ship whilst playing..

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Hamish McHaggis
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Posted: 29th Apr 2004 18:21
Yeah, the textures are only 256x256 per section, I will probably supply 256x256 and 512x512 textures in the final version, since that many objects textured highly might run slow on some systems.

sMitch - Lol, yeah, like my little sister always does whe playing racing games.

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Posted: 29th Apr 2004 19:20
If you know C, you'll be able to get a lot of extra speed using IanM's DBPro interface...


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Hamish McHaggis
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Posted: 29th Apr 2004 20:00 Edited at: 29th Apr 2004 20:08
I'd like to learn C so I could do that, but I'd take a while. I already know the basics though (with a bit of reminding ).

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David T
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Posted: 30th Apr 2004 01:06
I am offically jealous. I could probably emulate all of that, except the tracks!

I MUST master vertex manipulation etc.

I WILL emulate that track collision!



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Hamish McHaggis
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Posted: 30th Apr 2004 21:40
I think collision is a lot better now (the only problems I've had is the ship getting stuck on the barrier, and I think that's to do with a value I changed), and my code is finally neat, gosubbed and remarked (gasp!). Will edit track editor now to get a better circuit for the small demo.

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Hamish McHaggis
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Posted: 2nd May 2004 00:23
UPDATE:

Totally re-coded the map editor as it was a mess before and it is now pretty much where it was before, except I can attach the ends to splines to the ends of other splines . Only I have two problems to fix to do with the track joining...

1. The twist in the track is measured as any value, it doesn't wrap around. This allows the track to twist either way, negative or positive. The problem is that if the twist in the track is say 540 degrees, so 1 and a half twists, and I join it to another piece of track that is 0 degrees, the 0 degrees track wraps around 540 degrees and I get a huge twist that I don't want. I want it to wrap around 180 degrees instead. This should be easy to fix when I've thought of a solution :S.

2. Something to do with the track rotating to match up. I know the solution, just it'll be messy to code, but what the heck .

Demo should be out soon after I've fixed those problems, maybe even tomorrow.

Trying is the first step towards faliure.
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Posted: 2nd May 2004 00:26
drool... What options are there for saving tracks ?


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Hamish McHaggis
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Posted: 2nd May 2004 00:52
Options? I don't really know what you mean. At the moment I'm just saving the raw object data (in sections), nothing else. If you expand on what you mean maybe I can answer. I also just fixed my first problem by putting in buttons that rotate the track by 90 degrees at a time, so I can manually adjust it. The easier option although not as user friendly.

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Posted: 2nd May 2004 01:02
Ooooh, cannie wait for the demo. Lookin fine is this, Hamish.

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I was wondering if you would be able to save the track as an .X object - but obviously its just raw data...


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Hamish McHaggis
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Posted: 2nd May 2004 01:29
I'm not promising it'll be tomorrow though .

TCA - Well, it doesn't really matter for anyone except me what the format is, but if I decide to make a map editor for the final thing it will probably just be my own format.

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Hamish McHaggis
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Posted: 2nd May 2004 03:19
Track linking is now working (aside from a few glitches that can be fixed by clicking on various things). I made these three circuits to demonstrate (although there is no way a ship would be able the get between them, but we'll ignore that little fact ).



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MikeS
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Posted: 2nd May 2004 04:22
That looks brilliant Hamish. This is indeed some excellent eye-candy and a great display of your programming skills.



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Posted: 2nd May 2004 06:18
beautiful screenshots!! just fantastic stuff!!

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Hamish McHaggis
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Posted: 2nd May 2004 23:02
Demo is here. Download below, read the read me please . I had to decrease the fps to 60 so the high speed collision mucked up a bit... oh well.

http://www.dbforums.co.uk/~hamish/contents/downloads/RacerDemo.rar (.RAR 1.93mb)

http://www.dbforums.co.uk/~hamish/contents/downloads/RacerDemo.zip (.ZIP 3.38mb)

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Posted: 2nd May 2004 23:37
Cant find the file


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