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Author Topic: Ninkeo Kart - Why so long? Nevermind, we're back  (Read 12362 times)

« Reply #120 on: August 03, 2013, 02:16:45 AM »
Those trees look preety good :)
I used the modified vegetation shader to get the trees to look good. The one included with the system shaders 1 addon wasn't cutting it because the trees went black. (get the modified one here: http://www.3drad.com/forum/index.php?topic=5297.msg56130#msg56130)
« Reply #121 on: August 03, 2013, 09:38:04 PM »
Looking nice! I bet it would be a huge benefit to learn blender and use it for track design. That's also how fourdee does it now.
« Reply #122 on: August 04, 2013, 03:14:37 AM »
Looking nice! I bet it would be a huge benefit to learn blender and use it for track design. That's also how fourdee does it now.
One day if I've got time, I should learn how to use it. I'm using Sketchup because I haven't got much time to work on this at the moment (and because my skills with it are pretty good).

Also, I'm going to make the car selection work like the virtual car showroom addon, except that it shows more than just the car name and additional cars.
« Last Edit: August 04, 2013, 03:18:55 AM by Dr. Ninkeo »
« Reply #123 on: August 04, 2013, 01:13:49 PM »
Ahh.. I know what you mean. Well, don't be afraid to give blender a try someday. Take the time to learn the mesh and modifiers. It's very hard to learn, but also very rewarding. :)
« Reply #124 on: August 27, 2013, 03:15:21 AM »
Today I found the Ninkeo Kart II files for the screenshots on the other page (the old source), and it doesn't look anywhere near as good as the new source. Still, I'll put in the cars from the old one eventually.
« Reply #125 on: September 16, 2013, 04:22:51 AM »
Today marks 2 years since the first Ninkeo Kart demo came to be. It was called Forrest Racing at the time and was for a school project originally, until it matured into the early releases of this game (NK-II is based on the old releases). As part of the anniversary, a very whacked up special edition will soon be available to play.

What you do in this special version of Ninkeo Kart is race, but with 4x the amount of racers on the track! The other racers have a few tricks up their sleeves, going to any sort of measures to stop you from winning. There's only going to be 4 tracks and 4 cars to choose from, but the choice of cars is from earlier releases and from the unused models box (I don't know where some of the unused cars came from, I got them from a friend who probably downloads them from the warehouse). More to come soon.  ;)

EDIT:
The AI won't drive really wonky and crap like in Ninkeo Kart 1 anymore. I switched the PCars (except the player car) over to the old Car and they followed the path perfectly.  ;D
« Last Edit: September 20, 2013, 02:50:10 AM by Dr. Ninkeo »
« Reply #126 on: December 27, 2013, 01:18:37 AM »
A little bit late I know, but I have finally found some time to start rebuilding the old game!
I rebuilt one track completely from scratch, and now most of it runs on scripting instead of using event objects. I cut the loading time down to around 6 secs on my gaming desktop at the moment, and runs a hell of a lot smoother than my old, chunky version. Have 2 screenshots for all your trouble:

« Reply #127 on: December 31, 2013, 03:07:12 AM »
Here's some of the features I've been able to slip into this game:
-Dynamic video changing via button press (F2)
-Changing the time of day in the middle of a race(accessed via pause menu). This setting stays the same even if you move to another track!
-Cheat modes via button press (I'm not telling you the buttons, that's where you find out yourself :P)
-All cars now have shadows under them.

I gave the dashboard a bit of a touch-up as well.

« Reply #128 on: December 31, 2013, 04:44:15 AM »
I think you should change the car skinmeshes...
« Reply #129 on: December 31, 2013, 06:13:12 AM »
I think you should change the car skinmeshes...
I've made up new ones to replace the old buggy, just haven't gotten around to applying them yet  ;)
« Reply #130 on: December 31, 2013, 10:29:20 AM »
the scenery looks much better...

are those trees billboards with transparencies?
hows the performance?

--Mike
« Reply #131 on: December 31, 2013, 05:48:05 PM »
the scenery looks much better...

are those trees billboards with transparencies?
hows the performance?

--Mike
The trees are all just one mesh with the vegetation shader applied (it's quite low in polys). They were originally just billboards, but I changed them into X trees and merged them together. I haven't tested it on other PC's yet but the performance here is solid 60fps.
« Reply #132 on: January 01, 2014, 07:21:59 AM »
Is using 3DRad tree pack an bad idea? Ive been learning alot about modellig in past year (thats mostly the reason i havent been makin my game projects but now im starting again) and making a 3d tree that looks good is pretty hard and it pretty much depends on how close you want to but the treeto the track. My point here is: put some more nicer (3d or hd textured) models right near the track, because player sees then most and then add 2d or low textured trees a lil more farther. It would add alot to the scene and will not take much resources. Same thing goes to houses and other stuff, no need to make highpoly trees or houses and put them somwhere where player cant even see them. :) But yes, youve done good work!! :) When is the next update coming?
« Reply #133 on: January 03, 2014, 05:00:56 AM »
Is using 3DRad tree pack an bad idea? Ive been learning alot about modellig in past year (thats mostly the reason i havent been makin my game projects but now im starting again) and making a 3d tree that looks good is pretty hard and it pretty much depends on how close you want to but the treeto the track. My point here is: put some more nicer (3d or hd textured) models right near the track, because player sees then most and then add 2d or low textured trees a lil more farther. It would add alot to the scene and will not take much resources. Same thing goes to houses and other stuff, no need to make highpoly trees or houses and put them somwhere where player cant even see them. :) But yes, youve done good work!! :) When is the next update coming?
Thanks for the feedback! I'll see if I can get better trees in close to the track, although it will probably only be HD textures added to the existing ones. The next update should be out in around 6-8 weeks (depending on school and other stuff, of course), since I completely rebuilt everything from scratch.
« Reply #134 on: January 16, 2014, 09:02:16 PM »

The first pre-alpha test release will be released soon! This release only has 4 tracks in it, the other 4 I haven't implemented yet.
Changelist:
  • Rebuilt the game from scratch
  • Redesigned the karts
  • Video options implemented for those with slow PC's (or fast ones)
  • The time of day can now be changed
  • All AI karts drive better
  • Reduced loading times and performed optimisations
  • In-game cheats!*
    *Cheats are disabled in GP mode.
  • All new tracks!
  • HD Textures
NOTE: the game starts a mini-project (nkr_loader) and then it loads the main menu. I've set the mini project to create/reset the kart and track counter files, to make sure it doesn't break the track loader (nkr_trackloader) since the counter objects don't seem to want to reset when the main menu loads.

EDIT: GP Mode (now called Champion Mode) won't be in this release, because I haven't built it yet! It probably won't come until the v0.30 update.
News: Regarding the original game's rebuild, I won't be able to do it until after the new game is out, since I'm going to rebuild it with the new game's core (all I have to do is simply remove the r in the nkr project file suffix!).
« Last Edit: January 18, 2014, 04:05:10 AM by Dr. Ninkeo »
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