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Work in Progress / Classic Greyhound Racing

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Pincho Paxton
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Posted: 17th May 2006 15:59 Edited at: 17th May 2006 16:06
Classic Greyhound Racing is in its early stages of development, but I thought it was time to post some pictures. Maybe get some ideas of you folks before it is too late to put them in. This game started off as a question....

What would happen if you made scale dogs, on a scale track, using their actual race times, and accurate physics?

Would you be able to predict Greyhound Races?

So I thought I would give it a try.

Then I decided that I wanted skinned dogs, but I only have DB Classic, and skinned animations are only possible in 2D. I watched a dog race, and noticed that they have fixed cameras, and panning cameras. The dog angles barely change. I figured that I could possibly load 2000 dog animations, and they would look great. So I am going to do that. Then I decided that if DB Classic was going to look like DB Pro, I may as well attempt to simulate other DB Pro features. So now I want to simulate glass, and reflections, and metal effects, and realistic shadows that can pass over each other without going darker. Plus flags waving, and realistic cloth on the woman that waves the flag. I know how to do all of those things, I don't know how fast it will run though. I think I can do all that for an average 5200 card. The hardest part is making the Manga style woman that will walk on and wave the flag. I haven't made a realistic human model yet.

Here are the first pictures....

This is the track. It is the exact scale of Perry Barr stadium. I had the great idea of using Google Earth to get accurate pictures of all of the tracks. Then just draw over them. This will be tiled of course, and the game will be 3D.



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Pincho Paxton
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Posted: 17th May 2006 15:59 Edited at: 17th May 2006 16:07
This is the stadium in its early stages. It should have a glass dome, and more detail in the final version.



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Pincho Paxton
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Posted: 17th May 2006 15:59 Edited at: 17th May 2006 16:16
The track texture has a fair amount of detail. That is the tractor raking on the sand.



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Pincho Paxton
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Posted: 17th May 2006 16:00 Edited at: 17th May 2006 16:19
The dogs are skinned, and have shader effects (Pre-shaded of course), which is the first achievement for DB Classic that I was aiming for.



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dark coder
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Posted: 17th May 2006 16:58
so uhm, why dont you just make it using dbp and use the actual greyhound models?

Hallowed are the ori.
Pincho Paxton
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Posted: 17th May 2006 18:47
I don't have DB Pro. Waiting for the sprite collision fix.

dark coder
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Posted: 17th May 2006 19:14
is there ever going to be one? because dbp sprites are just d3d plains and so the current collision works as it should, just not pixel perfect.

Hallowed are the ori.
Seppuku Arts
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Posted: 17th May 2006 19:44
I was wondering when this would come up in the wip board, the greyhound model and animation looks good. Can't wait to see more

Yey! I removed the sig...
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Pincho Paxton
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Posted: 17th May 2006 21:06 Edited at: 17th May 2006 21:42
Quote: "is there ever going to be one? because dbp sprites are just d3d plains and so the current collision works as it should, just not pixel perfect."


There will be one one day. I have already waited 2 years I can wait longer. Anyway it is fun to make DB Classic do these things. I couldn't use Anim8or animations in DB Pro either, so I would also have to buy Character FX to have 3D dogs.

zzz
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Posted: 17th May 2006 22:38
Nice dog model, but the animation is kinda wierd, it looks like it´s elastic.

Drew G
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Posted: 18th May 2006 00:14
Teh dog modelz needz to be suckier, cos my dog model suxxors
Chris Franklin
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Posted: 18th May 2006 00:16
Can we cut with the leet already please thanks

@Pincho
Can't wait to see where this goes

Theme park simulator wip boards

Pincho Paxton
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Posted: 18th May 2006 00:59
Thanks for the replies!!!

Quote: "Nice dog model, but the animation is kinda wierd, it looks like it´s elastic."


I can't tell if it looks elastic, maybe that's because it's slowed down a lot from what it will look like in the game.

Pincho Paxton
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Posted: 18th May 2006 04:33
Got glass working with reflections, but have a problem with my models becoming unwelded. Look at the sky!!!

What program can weld my sky, and export X or 3DS, and is Free!!!



dark coder
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Posted: 18th May 2006 09:33
@pinch, why dont you just remove any light from the skydome? as being the sky it shouldent ever need to be effected by scene lights.

Hallowed are the ori.
Pincho Paxton
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Posted: 18th May 2006 14:01
Oh yeah good idea. I will probably need to smooth something later though. Like the oval walls of the stadium.

Pincho Paxton
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Posted: 19th May 2006 01:56 Edited at: 19th May 2006 02:50
It is gradually getting there. Here is a temporary setup of the scenery. This image will be converted gradually to a 3D landscape. Some roads will be removed (The ones under the stadium) Some of the jaginess is due to the Prt Scr button not grabbing what you see in the game. I am hoping to have flags on the stadium. I need to find a 3D flag routine that I once saw that uses some sort of Sin routine.

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Heckno
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Posted: 19th May 2006 02:44
my money is on number 1 dog, "Pincho's Pup" to win... Just like the start of this wip, it's a winner...
Pincho Paxton
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Posted: 19th May 2006 02:49 Edited at: 19th May 2006 02:50
Thanks!!! Scaled the stadium down a bit, I think it was too big before.



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zzz
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Posted: 19th May 2006 10:27
That stadium looks really, really nice!


Pincho Paxton
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Posted: 19th May 2006 12:19 Edited at: 19th May 2006 12:21
Thanks!! I've blended the ground into the sky, and made the contrast match the stadium better. The hole under the stadium is where the track tiles will go.



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gamedude
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Posted: 19th May 2006 14:00
looks good i think il follow this thread

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on the moon im a.... forget it
NeX the Fairly Fast Ferret
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Posted: 19th May 2006 18:34
The flat buildings look WEIRD.

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Chris Franklin
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Posted: 19th May 2006 18:42
hehe get some buildings on vertical plains and texture each plain then rotate it to follow the camera

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Pincho Paxton
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Posted: 20th May 2006 02:25 Edited at: 20th May 2006 02:28
I'll gradually put 3D models over the 2D landscape. Probably do that last though. The camera will travel towards the stadium, and then inside. There will not be many changes in angles, so I can get away with half-sided buildings.

Pincho Paxton
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Posted: 20th May 2006 14:34 Edited at: 26th May 2006 01:02
Got a waving flag routine of Phaelax.

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Roxas
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Posted: 20th May 2006 17:28
Nice flag.. And nice game.. oops "Simulator" idea .. lol

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Pincho Paxton
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Posted: 22nd May 2006 12:08 Edited at: 23rd May 2006 17:15
Thanks!!!

Now I have this.....




But I can't seem to scale the flag in size without it ruining it.

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adr
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Posted: 22nd May 2006 13:31
Run from the giant FLAG! It will kill us allllll!

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iv tryed everything!!!!!!!!!! could u please just add The gun and shooting Code thats All!!!!!!!!!
Pincho Paxton
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Posted: 22nd May 2006 17:47
Ha, managed to scale it down, but leaning it to the side could be even harder.

Pincho Paxton
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Posted: 23rd May 2006 17:14 Edited at: 23rd May 2006 17:15
Ok so here are the flags...



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Roxas
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Posted: 23rd May 2006 17:33
Nice...

You singature was removed by mod because it was too cool..
Pincho Paxton
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Posted: 24th May 2006 14:02 Edited at: 24th May 2006 14:03
Cheers!!

Put the track inside the stadium now.



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Pincho Paxton
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Posted: 25th May 2006 13:02 Edited at: 25th May 2006 13:03
Improved the sand texture, and culled the stadium window frames.



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Pincho Paxton
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Posted: 26th May 2006 01:01 Edited at: 26th May 2006 01:02
Started making the traps now....



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Pincho Paxton
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Posted: 26th May 2006 15:13 Edited at: 26th May 2006 15:14
Lenseflare.............



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Roxas
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Posted: 28th May 2006 03:41
Beatiful..

You singature was removed by mod because it was too cool..
MikeS
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Posted: 28th May 2006 04:02
That's looking quite nice Pincho.



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code master
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Posted: 28th May 2006 05:35
That's really sweet!

Weapon Creator EA for sale soon!

Crit
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Posted: 6th Jun 2006 21:30
I found this thread after you posted on my WIP thread. Your game is looking really good, Pincho. Are you doing this all yourself?


Pincho Paxton
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Posted: 8th Jun 2006 16:59 Edited at: 8th Jun 2006 17:00
Thanks! Well I am making the game by myself, but get plenty of advice off others, and will probably need some music.

I have made the trap doors now.



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Alvarus
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Posted: 8th Jun 2006 18:33
Wow, looking good! What are programs are you using to create models and textures?

Pincho Paxton
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Posted: 8th Jun 2006 21:03
Thanks!!

Anim8or for models, and 2D renders....

http://www.Anim8or.com

Lithunwrap for UV mapping

Photoshop for 2D

Pincho Paxton
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Posted: 9th Jun 2006 14:03
Update: Got the trap door opening with a nice little bounce. looks like the real thing.

zzz
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Posted: 10th Jun 2006 14:20
This is looking really nice now!
I like that sun effect.

Pincho Paxton
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Posted: 13th Jun 2006 14:12 Edited at: 13th Jun 2006 14:13
Thanks!!!

Here I have added the fences. Quite pleased, because they were modelled to follow the outline of the track precisely.



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LordoFire
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Posted: 14th Jun 2006 06:17
My my, this game is looking quite beautiful! Keep up the great work pinch!

Saikoro
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Posted: 14th Jun 2006 13:59
For music, I think it might be really neat if you used ambient sounds like audience chatter, overhead radios, and the like to create a sense of realism in the game, sort of the way EA sports games do. I always found that rather attractive and appealing, over blasting some track over everything.

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Pincho Paxton
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Posted: 14th Jun 2006 14:50 Edited at: 14th Jun 2006 14:51
Thanks for the replies! Live and let die is just for the Trailer Video.

Bizar Guy
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Posted: 15th Jun 2006 05:08
This is looking quite awesome.

Prehaps I missed this, but how will this be played?

Are you saying though that Anim8tor can get animated models with sceletons to work in dbc?? If so, that would totaly make my day... I would be willing to make a new version of BlockVerse with bug fixes and increased speed and better models and heck even a suped up re-drawn story if that were so... I might even build some new levels for it if I could add sceletal animations...

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