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Author Topic: Game Assets - What should the vehicles look like?  (Read 260367 times)

ZeosPantera

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Re: Game Assets - What should the vehicles look like?
« Reply #225 on: January 29, 2013, 03:55:18 pm »

I know. But that is still WHAT VEHICLES SHOULD LOOK LIKE.. There should be a road only tatra, the current one that is 50/50 road and offroad and that thing which is pure offroad sex.
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John514

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Re: Game Assets - What should the vehicles look like?
« Reply #226 on: January 29, 2013, 04:02:06 pm »

Deal!(I must buy the game...NAO!!)
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Bartolomeus

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Re: Game Assets - What should the vehicles look like?
« Reply #227 on: January 30, 2013, 12:47:08 am »

Should be no problem to build one. After my Finnstar ferry project. ;)

Marko

Midviki

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Re: Game Assets - What should the vehicles look like?
« Reply #228 on: January 31, 2013, 05:09:37 pm »

After like 5 hours of work on it, I really got bored... It isn't finished but you can have a peak. ;D
I was going for something like a flying car / mini spaceship.But I think it looks like a flying car that batman would use in one of his crazy movies.Anyway I just needed something to start learning and gain some scripting skills.But I have some problems.Like Alt+E how Cameni said in that youtube video, doesn't work to open the scripting window.
Anyway... enjoy, have a laugh and maybe get inspired from some crazy future Sci-Fi vehicles.












As you can see I tried to give it a very aerodynamic look, as if the air would flow and the body of the vehicle would glide.It has 4 "rocket" thrusters or of some kind.(I decided already on what sound I think they would make, and it is something similar to the sound of jet planes).Anyway I need to start scripting and stuff. ;D
Anyone can point me in to a direction where I can ask about the problems that I have? ( for ex my scripting editor is not opening with Alt+E like the video said ).  :(

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cameni

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Re: Game Assets - What should the vehicles look like?
« Reply #229 on: February 01, 2013, 01:39:46 am »

alt+E works for aircraft and vehicles that have script file assigned. Static object don't have it.
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Midviki

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Re: Game Assets - What should the vehicles look like?
« Reply #230 on: February 01, 2013, 04:34:33 am »

Oh!!!.. impcfg!
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ZeosPantera

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Re: Game Assets - What should the vehicles look like?
« Reply #231 on: February 19, 2013, 04:12:23 am »

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GHAO

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Re: Game Assets - What should the vehicles look like?
« Reply #232 on: February 19, 2013, 02:04:33 pm »

If that's a Berieyev, I love them. Somehow though I don't think the aircraft will be particularly recognizable, except for a Chinook perhaps.
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DarkDXZ

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Re: Game Assets - What should the vehicles look like?
« Reply #233 on: February 20, 2013, 11:43:42 am »

Again about the absolutely epic ETF trucks.
Are we going to see them happen? (also, are they just, like, concepts or anything? because all the photos so far seem to only use models and not actual real-life machines)
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John514

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Re: Game Assets - What should the vehicles look like?
« Reply #234 on: February 20, 2013, 01:34:41 pm »

Again about the absolutely epic ETF trucks....
...because all the photos so far seem to only use models and not actual real-life machines)

That`s better for us here! Lets try speaking with the company if they have these 3D models available for us!
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DarkDXZ

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Re: Game Assets - What should the vehicles look like?
« Reply #235 on: February 20, 2013, 04:41:18 pm »

Again about the absolutely epic ETF trucks....
...because all the photos so far seem to only use models and not actual real-life machines)

That`s better for us here! Lets try speaking with the company if they have these 3D models available for us!

They were mentioned a bit ago in this thread. (page 9 iirc)
If we put their product in Anteworld, it would be a win-win scenario - we both get to advertise "stuff of the future", plus we get huge potential for Anteworld itself, whichever direction it is going to go in.
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John514

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Re: Game Assets - What should the vehicles look like?
« Reply #236 on: February 20, 2013, 04:44:49 pm »

Although these models would require a hell of a lot of polygon trimming!
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DarkDXZ

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Re: Game Assets - What should the vehicles look like?
« Reply #237 on: February 20, 2013, 05:01:14 pm »

Although these models would require a hell of a lot of polygon trimming!

And here I wish I knew what polygon trimming meant...
I suppose it's like the triangulation?

(polycount is not a problem here, since someone pointed out that 2.7 million polygon models could be imported into the game and yet it would still run at a decent rate)
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John514

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Re: Game Assets - What should the vehicles look like?
« Reply #238 on: February 20, 2013, 05:34:49 pm »

With polygon trimming I mean reducing the number of polygons but I still do not know how outerra handles poly-heavy models....
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DarkDXZ

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Re: Game Assets - What should the vehicles look like?
« Reply #239 on: February 20, 2013, 05:37:18 pm »

As far as I am concerned, it handles them fine.
Anyone matter correcting me?
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