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Author Topic: Race promo game team  (Read 17897 times)

ninkeon58

« Reply #45 on: February 01, 2011, 09:35:17 PM »
And remember next month we will have the PCar as well!  :D
« Reply #46 on: February 02, 2011, 02:17:48 AM »
I can provide some music. Here is a little pack of Ogg audioloops. There are differents tracks, one for each instrument, and they can be mixed in 3Drad to produce a complete soundtrack. In the main folder are the stereo versions , and in the subfolder you will find the mono versions (for both SoundSource and SoundEffect). You can also download the Miniskalooper (4 track player), to have a preview of the differents tracks. The other SoundPacks on the download page are not intended to be part of a game, however you may try...

https://sites.google.com/site/skalooper/Home/telechargement-download

I wrote a sample about 3D soundloops.
http://www.3drad.com/forum/index.php?topic=6033.0
In a race configuration, SoundSource could be attached to waypoints, and the main loops played as SoundEffect. I can work for a more specific music, if needed, but have to see something before...
« Reply #47 on: February 02, 2011, 09:17:39 AM »
@ Rush3

Quote
You are just going to have to trust me, because I know what I'm doing.

ok... i will...  :)  and i'm sure that you do know what you're doing...


--Mike
 

« Reply #48 on: February 02, 2011, 05:06:51 PM »
Quote
I can provide some music.
Yea, that would help. I'm not a real sound expert, but whatever you see that fits the game, just upload it. But we might not be at that stage in development yet.
Probably best to wait for the game to start taking shape.

Some things I know well need are:
Car Engine loop
Skidding on pavement loop
Skidding on dirt or sand loop
Rocket boosters loop
Some kind of Air Hydraulics
Random crash Fx




« Reply #49 on: February 03, 2011, 10:35:59 AM »
skarabee... do you write music for games?

--Mike
« Reply #50 on: February 03, 2011, 09:43:15 PM »
Not yet, but i am interested to. I play (well or bad) many instruments and I compose, arrange for other artists.
« Reply #51 on: February 04, 2011, 02:38:27 AM »
I make music too, in case it is forgotten (page 2).  ;)

Can of course also make sound effects if needed.
« Reply #52 on: February 04, 2011, 03:16:29 PM »
I'm making for now my first video game to sell,
seeing that you'll see what I can do with driving games, ok? I know practically everything on the development, modeling cars, etc.,
 and just finished this, you can ask me anything about any subject relating to the race cars
for any help, I will be happy to work with you!!
« Last Edit: February 04, 2011, 03:18:10 PM by GLID3R80 »
« Reply #53 on: February 06, 2011, 04:36:18 PM »
Dreamer, Sharabee... i'll pm you in a few days about some music... so i don't hijack the thread...

--Mike

Mic

« Reply #54 on: February 07, 2011, 10:01:35 AM »
@ Rush3

Quote
You are just going to have to trust me, because I know what I'm doing.

ok... i will...  :)  and i'm sure that you do know what you're doing...


--Mike
Ha, I love that! "Trust me!" :)


It was that, or this second image
« Reply #55 on: February 07, 2011, 10:07:42 AM »
lol.. :D I like the second one best. ;D
« Reply #56 on: February 07, 2011, 10:44:23 AM »
Anyway.. I am going to be working on the supercar this week.

Does anyone want to work on modeling the disk brake, tire, and rim?

I am looking at around 450-700 polygons w/ max 256x256 pixel texture, so that means you can use as many textures as you want, but they all have to add up to less or equal to 65536 total pixels.

Preferably a 5 spoke rim, modeled with nurbs surfaces. (similar to pic)
Tire treaded w/ texture
Disk brake w/ caliper and mechanical assembly

Basically, something that looks like in the picture. (model from warehouse)
but hey, if you cant meet the requirements perfectly, thats ok, it's just a guideline.
« Reply #57 on: February 07, 2011, 05:16:29 PM »
i could give an attempt on that part, but not much accuracy for the brakes, i usually don't pay attention much to that in cars.

so would it be entirely 1 piece? or 4 separate parts?

Currently using 7.22
« Reply #58 on: February 07, 2011, 09:49:42 PM »
Quote
so would it be entirely 1 piece? or 4 separate parts?
Dart:
It would be a few separate parts..
We just need the caliper separate because it doesn't spin..
Chrome parts separate for rendering..
Don't forget, the caliper's model center should be where the axle is for easy scripting..

If you just want to do the rim, that would be alright.
Just whatever you do, do your best and make this rim look awesome. :)

It never hurts to scrap models either..
I actually started modeling the super car a week ago and quit because it was just not the right design.

Anyway, I'm going to see what I can come up with tomorrow so stay tuned, if I don't post pics, it will be because my model turned to a complete failure. lol ::)

« Last Edit: February 07, 2011, 09:52:18 PM by Rush3Fan »
« Reply #59 on: February 08, 2011, 12:09:10 PM »
well, i got a decent looking rim, but one smooth and triangulation made it exactly 2300 polygons

a tire probably wont be as hard depending on tread/no tread/ how i do the tread

Currently using 7.22
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