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Author Topic: Game Assets - What should the vehicles look like?  (Read 240583 times)

seppen

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Re: Game Assets - What should the vehicles look like?
« Reply #210 on: October 05, 2012, 06:57:33 am »

I´m curious of what will happen when collision is possible, but tested this 2,7million poly model in one large import, and it´s smooth. So perhaps time to test something insanely large/complex  ;D

...that means just one thing - to build an actuall starship 3D Building Blueprint ! Lets go get the wires right there and they alone will make some hardware collapse ..  ;D ... doe, would be interesting try to import some Skoda or Lockheed tech 3D modells from developement.

We must not stop before the dust on the wires are physically correct  ;D

"All your base are belong to us"

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PytonPago

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Re: Game Assets - What should the vehicles look like?
« Reply #211 on: October 07, 2012, 07:05:23 am »


"All your base are belong to us"


Well, thats what Im talking about !  ;D Than just the engines to work properly :

« Last Edit: October 07, 2012, 07:07:03 am by PytonPago »
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flightvision

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Re: Game Assets - What should the vehicles look like?
« Reply #212 on: October 09, 2012, 12:44:54 pm »

I always liked the firefly roughness of ships. Well the rebel/transport ones at least. Nothing too slick. We should be down there as miners and developers. Not Rich Playboys.


Wow, I didn't even know this design was known outside of the wondergreat Serenity/Firefly TV series!!

Oh yes, this is slick and gorgeous!
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Anarkist

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Re: Game Assets - What should the vehicles look like?
« Reply #213 on: November 04, 2012, 11:24:48 am »

I imagine a maglev train will fit the theme of the game. What does everyone else think? Once a certain level of infrastructure is built a maglev will be the fastest and efficient method of transporting people and material long distances, just like today.

http://science.howstuffworks.com/transport/engines-equipment/maglev-train.htm

Is it likely that a railroad track editor be developed, so scenario makers will be able to lay down railroad tracks as well as just plain roads?
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PytonPago

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Re: Game Assets - What should the vehicles look like?
« Reply #214 on: November 07, 2012, 03:06:38 am »

I imagine a maglev train will fit the theme of the game. What does everyone else think? Once a certain level of infrastructure is built a maglev will be the fastest and efficient method of transporting people and material long distances, just like today.

http://science.howstuffworks.com/transport/engines-equipment/maglev-train.htm

Is it likely that a railroad track editor be developed, so scenario makers will be able to lay down railroad tracks as well as just plain roads?

Could be quite interesting to change the already known way of getting stuff out of mines by such powered mining equipement and transporters on an either flexible magnetic tracks or fast layable and modulable ones .... maybe something werry sofisticated like an great multi-role mining train, witch would hawe the bore unit combined whyte wawe-optic ore detection system, and mine structural pillars and magnetic track laying part under and around it, folowing an ore/rubble filler for little transporters behind them(would take it outside, or ewen to the separation/rafining plant and on the way back to the miner, they could fill it whyte pillars and tracks before loaded whyte ore)  ...
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cameni

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Re: Game Assets - What should the vehicles look like?
« Reply #215 on: November 07, 2012, 03:26:59 am »

Is it likely that a railroad track editor be developed, so scenario makers will be able to lay down railroad tracks as well as just plain roads?
Yes I wanted to make a railroad track generator a long time ago, the vector road system was designed to expand to it as well. It needs another component generating the repeated geometry for tracks, that will be then reused for other things as well, like milestones and bridge segments.
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Anarkist

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Re: Game Assets - What should the vehicles look like?
« Reply #216 on: November 17, 2012, 11:25:42 pm »

Great. It would be a fantastic addition to the game and furthermore for the engine.

It was a bit of a self interested suggestion, because I would like to incorporate a functional railway system in my own game which I hope to employ the Outerra engine.
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Peca

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Re: Game Assets - What should the vehicles look like?
« Reply #217 on: November 18, 2012, 06:47:09 am »

...functional railway system in my own game which I hope to employ the Outerra engine.
You bought me to the idea of OpenTTD on Outerra engine - that would be really awesome  :D
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ZeosPantera

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Bartolomeus

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Re: Game Assets - What should the vehicles look like?
« Reply #219 on: January 18, 2013, 12:56:33 am »

Well designed vehicles. The quad looks awesome! ;)

Marko

John514

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Re: Game Assets - What should the vehicles look like?
« Reply #220 on: January 28, 2013, 02:40:30 pm »

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Jagerbomber

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Re: Game Assets - What should the vehicles look like?
« Reply #221 on: January 28, 2013, 05:44:09 pm »

Nah... Needs to be more like Axel from Twisted Metal.  8)

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John514

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Re: Game Assets - What should the vehicles look like?
« Reply #222 on: January 29, 2013, 06:48:01 am »

                       Seriously though, something like that

                                                   +
                   hovering could produce something neat!
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ZeosPantera

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Re: Game Assets - What should the vehicles look like?
« Reply #223 on: January 29, 2013, 03:50:31 pm »

We are so close to having this now.. I need it.
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John514

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Re: Game Assets - What should the vehicles look like?
« Reply #224 on: January 29, 2013, 03:51:43 pm »

Its prety close to the Tretra though!
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You mustn't be afraid to dream a little bigger, darling

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