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Author Topic: Race promo game team  (Read 17901 times)

« Reply #195 on: May 05, 2011, 08:20:29 PM »
Quote
I think you can use a monochrome sprite and use it as mask with "rendering mode" over your sprite. You can also use a mask color. Is this what you need?

And I just about forgot your post there..

I tried that, but the sprite 'mask' also masks off the 3D geometry.. or something isn't right... :-\ Here, I'll just post what it looks like.

The Image is a simple black to white gradient set to mask rendering mode.

Notice the black (where it cuts off) renders black when it should just be the skybox showing through.

I can't seem to find any way to mask it off.. :-\ - which is why I need a new HUD :P
« Reply #196 on: May 05, 2011, 09:30:06 PM »
« Reply #197 on: May 05, 2011, 10:25:59 PM »
that looks really fantastic Rush3Fan!  :)

I love how the car have so many acrobatic options with the turbine, and all the details. and the damage features really surprise me. very cool job!

about the hud, what do you pursue?
and what would be the colored circle?
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

psikoT

« Reply #198 on: May 05, 2011, 11:51:53 PM »
great job!!... I love the damage effects in action... very good...

I think you must consideer to make a really cool track & background, according to your car... for now it's a bit boring...

as for the HUD, you can make a rough scheme of what you need exactly... moonrats hud took me about one entire month to design it...

keep it up!
« Reply #200 on: May 06, 2011, 02:41:45 AM »
That looks great :)

ninkeon58

« Reply #201 on: May 06, 2011, 03:12:34 AM »
Awesome! My eyes nearly popped out of my head when I watched the video.  ;)
« Reply #202 on: May 06, 2011, 07:58:18 AM »
definitely HOT!!!

i especially liked the vectored thrust thingee...

--Mike
« Reply #203 on: May 06, 2011, 10:10:50 AM »
Quote
about the hud, what do you pursue?
and what would be the colored circle?
Right now:
The blue bar shows air pressure (car constantly adding more)
The Red bar displays how much rocket fuel you have left. (I also made rocket fuel constantly increase; not very realistic, but keeps the game going)

I was actually thinking of Goldeneye when I made it, since I am a huge goldeneye fanatic.


Ninkeo:
I'm going to upload the project source today. If you want to continue level design, you can now test the super car in the level and see what works, and what doesn't.

I tried the car in the nuclear facility you made, and the road is just not set up right, the car can drive on walls, but there needs to be a quarter pipe, or some kind of way to get the car on the wall or ceiling...

It's just a big puzzle, sort of like marble blast, where you start to play around with gravity, things can get confusing.

But don't get me wrong, I really like the artistic style and atmosphere you put into the nuclear facility, just needs a better driving model.


Quote
I think you must consideer to make a really cool track & background, according to your car... for now it's a bit boring...
Yes, for a level I put together in 15 minutes, not the best, but it's good for testing. :P





« Last Edit: May 06, 2011, 10:13:33 AM by Rush3Fan »
« Reply #204 on: May 06, 2011, 10:40:39 AM »
For those of you who do not have 3DRad 7.18b, I have uploaded a compilation of the super car.

For anyone interested in level testing or even modding the car, I have uploaded the source (note when merging the source, you will notice the sky 5X 04 being merged and might prompt overwriting if you already have the skybox, I left it in there because I didn't feel like going back to switch to a default skybox, it should be just fine overwriting)

As far as system requirements, which I was really unsure about since the script to run the car is huge, it ran 60 fps on my laptop, so not too high.. :D


Oh, and can't forget the controls:

Arrow keys to drive

X to activate vertical thrust

Tap X twice to activate forwards thrust

C to activate super-brakes

Tap C twice to activate super-jump

« Last Edit: May 06, 2011, 02:05:29 PM by Rush3Fan »
« Reply #205 on: May 06, 2011, 12:26:39 PM »
Realy nice project Rush :o  :o , but i cant run the source code because i have 6.50  :-\ ...how do you create that particle deformation(hot effect) at the engine or rocket  :D ?
Currently using 3d rad v7.12(hw)
pc specs:Core 2 duo e8600 @3.33 Ghz, 6mb cache
windows 7 32-bit
nvidia geforce 9500 gt 1024mb
4 gb of ram
160 hdd
« Reply #206 on: May 06, 2011, 12:37:06 PM »

Quote
...how do you create that particle deformation(hot effect) at the engine or rocket   ?
Just follow this link:

Shadmar helped make the heat waves effect.




« Reply #207 on: May 06, 2011, 12:49:40 PM »
Wow!  Excellent work!

The car is just fantastic - design, mechanics, details - everything!

One little problem I noticed in the video....does the car come in "Antique Rose"?

(just kidding :D)
« Reply #208 on: May 06, 2011, 01:20:06 PM »
Quote
does the car come in "Antique Rose"?
Why, yes it does..  ;D  :P

« Reply #209 on: May 06, 2011, 01:30:34 PM »
Wow very nice! Superb work there :)

Added some chrome wheel effect using the specular shader 0034_user_specmap_bumpy_glossy (had to re-UV the wheels but I think it looked cool :)
Also added a normalmap.

Refl factor 2


Reflfactor 4


Added the re-uv'd wheelmesh and textures (use if you want) :
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