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The Pipeline [working title]
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Starnick
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Joined: 28 Jul 2007
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PostPosted: Tue Oct 20, 2009 8:17 pm    Post subject: Reply with quote

Very professional looking Very Happy
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sat Oct 24, 2009 9:30 pm    Post subject: Reply with quote

In the end I want my tunnels to have a little more detail. I should not put too much work in it though, because the polycount easily explodes with this kind of scenes. Smile

Check this out:


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trucker2000
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Joined: 11 May 2005
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PostPosted: Sun Oct 25, 2009 1:30 am    Post subject: Reply with quote

Wow. Now that's a tunnel to race in.
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Jeroen
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PostPosted: Sun Oct 25, 2009 7:47 am    Post subject: Reply with quote

Going at 200 mph I wouldn't want to see one of those bars up close... Laughing
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MeinenM
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Joined: 09 Mar 2008
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PostPosted: Sun Oct 25, 2009 12:40 pm    Post subject: Reply with quote

I really like the design, definitely alot more detail Smile But what happens when you slide up the side of the tube and slam into the bars?
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chronozphere
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Joined: 20 Jun 2006
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PostPosted: Sun Oct 25, 2009 10:50 pm    Post subject: Reply with quote

You can't.. Your racing vehicle is constrained. It can only move in the open area's and will crash and explode when you hit the any wall at full speed.
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chronozphere
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PostPosted: Mon Oct 26, 2009 6:47 pm    Post subject: Reply with quote

Raargh.. It seems like I have to ditch the entire scene (track with the pipes etc). Evil or Very Mad Crying or Very sad

I accidently pressed space when I was making the pipes. The pipe is actually cloned and merged (all pipe-polygons are 2X). Sad
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Jeroen
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PostPosted: Mon Oct 26, 2009 7:23 pm    Post subject: Reply with quote

chronozphere wrote:
Raargh.. It seems like I have to ditch the entire scene (track with the pipes etc). Evil or Very Mad Crying or Very sad

I accidently pressed space when I was making the pipes. The pipe is actually cloned and merged (all pipe-polygons are 2X). Sad


Ah, this is what I saw when reviewing the scene you wanted me to look at this weekend, right? The Optimize tool doesn't quite work on objects like that.

It doesn't seem that bad, though. Removing the polygons by selecting each polygon in the 3D view can take a bit of time, but it's doable.
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Mr.Fletcher
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PostPosted: Mon Oct 26, 2009 7:51 pm    Post subject: Reply with quote

I don't know how DeleD handles this internally, but dont you have a poly ID in the XML structure? If you assume that the double polys are all saved together after the first original polys, you can just delete the lower half of the polygons in the .dxs file I figure (don't exactly remember how the file is structured)
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chronozphere
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PostPosted: Mon Oct 26, 2009 8:40 pm    Post subject: Reply with quote

Never mind. I started over. But now there is this terrible bug (Display driver crash when i use merge). Mad
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chronozphere
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PostPosted: Sun Nov 08, 2009 11:57 am    Post subject: Reply with quote

Allthough I have lost alot of work while making this track. Here is a little preview of what it should look like in-game. Smile





I have a hard time motivating myself because I encounter alot of bugs (in my code) and DeleD crashes. But these results keep me at it. Razz
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trucker2000
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PostPosted: Sun Nov 08, 2009 2:34 pm    Post subject: Reply with quote

Those screen shots look fantastic. Smile
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granada
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PostPosted: Sun Nov 08, 2009 3:36 pm    Post subject: Reply with quote

Waiting for a demo Very Happy .

Dave
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chronozphere
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Joined: 20 Jun 2006
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PostPosted: Sun Nov 08, 2009 4:22 pm    Post subject: Reply with quote

Patience my friend. I'm working as hard as i can. Wink

Hopefully, I get collision checking working soon. Smile
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stuwk
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Joined: 03 Nov 2009
Posts: 22
Location: Canada

PostPosted: Sun Nov 08, 2009 5:10 pm    Post subject: Reply with quote

Wow that looks awesome can't wait to play that. What engine/program are you going to use for the actual coding and rendering?
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