Quote: "How did you make the tracks?"
Milkshape and LithUnwrap. I've been using some primitives but mainly I've been placing each vertex and making each face MANUALLY so theres as few polys as possible, that's why its take ages to make the first level.
Quote: "Did you make the hover model? It's cool."
Yes, indeedy. I can model now. I've put a fair amount of effort into learning to model and as limiting as milkshape is, it has all the key features needed to make nice meshes, and lith unwrap helps with texturing.
Quote: "I think you should put a shadow under the racer... "
A shadow would be nice, but there's the big problem that the floor beneath the racer will rarely be one poly, so the shadow would have to be multiple polys and lots of code so it fits snuggly to the track. I might have a play around and see what I can do though. I agree, a shadow is important.
Quote: "And can I help?"
No!
But that's nothing to do with you, that's because (A) I work better when I only have to rely on myself, (B) I have all areas covered myself (models, textures, code, sound, music, menus etc) and (C) I'm back on dial-up, so file transferring is an absolute bitch. Thanks for the offer though.
Other updates:
-Added collision sound and added crash friction, so when wing tips touch walls now, instead of glancing off them they grip on and put you into a spin (for full contacts). Nice sound effects. Scraping sound effects for running down walls or sliding down hills after turning upsidedown.
-Also added a righting mechanism which is a jet on the nose of the ship which fires upwards. Now when you crash and end up upsidedown, you just fire that jet and it'll flip you back up. In the final game, you'll have received damage for the crash, so it's not a get out of jail free card.
Off to do more to the test track model.