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Author Topic: Racing game project - open wheel cars?  (Read 24465 times)

BorekS

« on: August 16, 2011, 03:28:34 AM »
EDIT: game demo released!



Old post text
/some time already I am thinking about the racing game project... eee... without much work :-)

my daring idea is use help of some experienced 3D rad user, who have done final racing game where I change the basic project with new my mesh. cheeky, isnt?

I like old racing cars (30. - 60. era) , I wanna see it ingame. I can try make some easy model + track + track objects. inspiration by Grand Prix Legends.

the basic idea is just use the 3d rad physics in some nice, but not too much sofisticated "coat".

I am not sure about the race game yet, just driving for fun, with AI (or network players), to be the first...

the basics should be:

* 1 car for player + cca 5 AI racing cars (same model, different colors / skins)
* simple non-moving driver mesh - well, it could be great have a ragdoll pilot, but it must be hard to script it...
* car engine sounds (check this: http://www.youtube.com/watch?v=RBKUQPjQ16I)
* camera - 3rd person camera, 1st person from hood or near wheels, mirror camera
* one terrain - can be flat or modeled hills on horizont
* one track - can be protected with rigidbody track corridor, but also can be protected with trees and similar track objects (barriers, hauses).

* the player should drive the car with keyboard, the car can hit another car, damage can be visible (debris wheels would be nice ). cars should have limited area around the track, if they will be out from track. if the terrain will be 3d, the car can jump little but over the track, when bigger speed.

is there somebody, who have interrest?]
« Last Edit: February 26, 2012, 03:52:08 AM by BorekS »

BorekS

« Reply #1 on: August 16, 2011, 03:55:25 AM »
some inspiration...

Grand Prix Legends 2004 and Golden Age of Racing game pictures.


 

BorekS

« Reply #2 on: August 16, 2011, 08:48:07 AM »
... and the winner of the basic car source tender is... tadadaa... brabham bt 24 repco!  ;)


first shot of something like:
« Reply #3 on: August 16, 2011, 10:46:12 AM »
cool I'd play that  :)

BorekS

« Reply #4 on: August 16, 2011, 01:40:01 PM »
playing with test objects.
hmm, shame, simple repaint of default terrain with road isnt optimal. ugly, even 4096x4096 pixel size. wrong idea... ok. but the self made tree library objects looks fine for me. usable...

« Reply #5 on: August 16, 2011, 01:53:12 PM »
the car kind of looks like a kayak.
how did u change the texture to have a road for the land?

BorekS

« Reply #6 on: August 16, 2011, 03:06:09 PM »
actually people call such old race cars "cigars"  ;)

the texture is simple replace of the original default terrain texture. I canged the color and add the road. the road is made with few mouse clicks, to make curve. I am Inkscape user. vector based editor. I use it for all new texture paints.

attached pictures show the steps.
« Reply #7 on: August 16, 2011, 05:34:04 PM »
that's cool!

BorekS

« Reply #8 on: August 16, 2011, 06:01:41 PM »
thanks for interrest  ;)

the basic car can now to the track. nothing is done or finished yet, just quick made test objects. but I must it put to the scene  ;)

11Dogs

« Reply #9 on: August 16, 2011, 06:03:25 PM »
Looking forward to seeing more. Keep up the good work.  :)

BorekS

« Reply #10 on: August 17, 2011, 05:00:22 PM »
ok,
here is render gallery of same model above. I like reytracer, the actual unfinished model isnt very much polycount, so I can play with the mesh and take some time for player and five AI car color tests. not textured model yet, just different material properities.

pictures of car color set was made with freeware: PoseRay for scene parameters + POV-ray to render the image. well, you can see some unsmoothed parts bugs here, but I know about it.

BorekS

« Reply #11 on: August 17, 2011, 05:07:47 PM »
and here are first steps of some track objects. straw crash barriers. I think, I leave some of boxes static and some dynamic rigidbody.

 
« Reply #12 on: August 17, 2011, 05:50:30 PM »
keep it up man!
« Reply #13 on: August 18, 2011, 01:07:36 AM »
The wheels seem to be floating! With one model and some scripting you can make something between the wheels and the car body. I can help you with this, if you like.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0

BorekS

« Reply #14 on: August 18, 2011, 02:06:15 AM »
that would be nice, Robertoo!  :)

to make the project alive to a game I thought, using the default 3Drad SUVdemo can be enough for basic template, to make the game working, in short time. If nobody give me help-hand...

the vision of the game collision strategy should be:

* car model body + detachable wheels, working together with Joint function.

* 6 cars should be collidable each other

* near the track should be some objects static (solid objects - trees, crash barriers...)
- trees will be simply generated with meshmap imposters. collision will be simple invisible easy model, covering the tree area

* near the track should be some objects dynamic (not heavy weight objects - straw barrier boxes) - if you hit them with car, they will moving / jumping. 

rest of game strategy can be same like the SUVdemo. there I did test with the reworked path, but the recorded new track path was totaly different to the pathm, what I did with my car as parrent object. the two AI cars did very strange things.
« Last Edit: August 18, 2011, 02:08:34 AM by BorekS »
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