Jungle_07 in the dropbox in the jungleWIN folder, I tweaked the car a bit, it doesn't seem to tip on one side as much anymore, but i left the collider on the car just in case.
Adjusted the script to reset the car on the track when it falls into the tunnel hole.
Added physic materials to the car, cones and ramp.
Tried to get AI working, gunna have another look a bit later on, had some issues with a nullreference and need to tweak settings on the AI car, place all the waypoints etc.
Monday, 23 May 2011
Thursday, 19 May 2011
Scoreboard
Found this: http://www.unifycommunity.com/wiki/index.php?title=Server_Side_Highscores
Don't know anything about mysql or php, but this was the best tutorial I could find, there was another but it used c#. It looks like this this would do what we want.
I'll try and edit the restart and timer scripts so that the timer resets when the level is reloaded.
Don't know anything about mysql or php, but this was the best tutorial I could find, there was another but it used c#. It looks like this this would do what we want.
I'll try and edit the restart and timer scripts so that the timer resets when the level is reloaded.
Scoreboard shit
So has anyone emailed patrick? Apparently he doesn't like me email address. I'm gonna do a bit of research into it today see if i an get any sort of idea on how to run it.
Monday, 16 May 2011
Tomorrow's presentation
So we're finally here, our last deadline before we go out into the 'real world', we present at 2 in prg05 with patrick and bal, each member has a 10 min slot, try to be in around 9/10 so we can practice before hand like we did last year.
Meet up in priestley!!
Toby try to come in early!!
Meet up in priestley!!
Toby try to come in early!!
Sunday, 15 May 2011
Jungle_05
Project Jungle_05 in the dropbox, working scene file is Jungle_05 also.
The project contains a working car copied straight from a demo project, all we need to do is tweak the settings and stop it from rolling over, and swap out the mesh for our cars.
For the rolling problem, I'm not sure if there is anything in the script or not to keep the car grounded. Two solutions I can think of are putting a rigidbody way below the car and adding mass to it, lowering the center of gravity. The other thing would be to adjust the collider shape so the car can"t land on its side, then use a script to say if the top collider of the car touches the terrain, turn the car back over.
The project contains a working car copied straight from a demo project, all we need to do is tweak the settings and stop it from rolling over, and swap out the mesh for our cars.
For the rolling problem, I'm not sure if there is anything in the script or not to keep the car grounded. Two solutions I can think of are putting a rigidbody way below the car and adding mass to it, lowering the center of gravity. The other thing would be to adjust the collider shape so the car can"t land on its side, then use a script to say if the top collider of the car touches the terrain, turn the car back over.
Saturday, 14 May 2011
New stuff
Used that tutorial project and copied the car and that works but its really small and would still need to change the mesh.
Lap triggers didn't work with the small car, I think the colliders were becoming active before it got a chance to pass fully through them, so I added an extra one and changed the way they turn on and off and that works now.
Tweaked the UI scaling but still can't find a proper way to scale the pivot point of the needle with the screen. If I can't get it to work I'll change the speedo to a bar and have that scale with the speed. The rest of the UI now scales properly but only at 16:10 aspect ratio. We can limit the aspect ratio to that in the build settings.
Need to put rigidbodies on the cones, and then either set up for splitscreen,AI or timer, or both/all 3. I'll try and remember to bring ps3 controllers tomorrow to map keys and test.
Lap triggers didn't work with the small car, I think the colliders were becoming active before it got a chance to pass fully through them, so I added an extra one and changed the way they turn on and off and that works now.
Tweaked the UI scaling but still can't find a proper way to scale the pivot point of the needle with the screen. If I can't get it to work I'll change the speedo to a bar and have that scale with the speed. The rest of the UI now scales properly but only at 16:10 aspect ratio. We can limit the aspect ratio to that in the build settings.
Need to put rigidbodies on the cones, and then either set up for splitscreen,AI or timer, or both/all 3. I'll try and remember to bring ps3 controllers tomorrow to map keys and test.
Wednesday, 11 May 2011
Tuesday, 10 May 2011
Wednesday
Try to be in for 9 in 103 so we can get everything sorted for the presentation which is on tuesday for an 1 n 30 mins :O
10 mins each n setup and 15 mins for Q n A
10 mins each n setup and 15 mins for Q n A
Monday, 9 May 2011
Documentation
Putting together all our documentation into one long PDF.
There's a bit in the brief that says each member needs a production diary. SO if everyone can write a couple of pages about what they've done and any problems they've had or opinions about Unity or any shit like that then just whack it in a word document and put it in dropbox and i'l put them all in the final PDF.
There's a bit in the brief that says each member needs a production diary. SO if everyone can write a couple of pages about what they've done and any problems they've had or opinions about Unity or any shit like that then just whack it in a word document and put it in dropbox and i'l put them all in the final PDF.
Tomorrow
try to be in tomorrow for 9 so we can talk to bal in 103 and get everything sorted for presentation
cheers guys
cheers guys
Wednesday, 4 May 2011
Tuesday, 3 May 2011
User Testing
Need to do some user testing, complete with surveys, or get people to write what they think.
Would be good if we could get the working car into the main game level this week
Would be good if we could get the working car into the main game level this week
HUD scripts
Got the needle to appear infront of the speedo.
I can get it to rotate, but the pivot messes up when the resolution is changed.
The HUD texture script is the one to use, I have no idea to get a colour on the text when using the label script, so will have to make the labels in photoshop or something and use them as textures I guess.
I can get it to rotate, but the pivot messes up when the resolution is changed.
The HUD texture script is the one to use, I have no idea to get a colour on the text when using the label script, so will have to make the labels in photoshop or something and use them as textures I guess.
Friday, 29 April 2011
Crunch Time inc?
Ok so, Easter almost done and we still don't have a working car lol. The next two weeks we need to get this shit sorted. I'm working from now until Wednesday so from then on i'll be in uni pretty much all day every day until it's finished - I think you all should be too so we can really get cracking and hopefully get some help from Bal.
Deadlines:
09 May Portfolio/Showreel
16th May is Final Presentation
Following week is games republic and showcase event.
Let's fricking do iittt.
Deadlines:
09 May Portfolio/Showreel
16th May is Final Presentation
Following week is games republic and showcase event.
Let's fricking do iittt.
Tuesday, 26 April 2011
Sunday, 24 April 2011
HUD
Done the scripts to get the hud to scale properly, changed the native resolution to 1440 x 900 (15" MacBook Pro).
Need to find out how to change the colour of the text (or might just use a texture), then add some nice looking elements to it.
Need to find out how to change the colour of the text (or might just use a texture), then add some nice looking elements to it.
Wednesday, 20 April 2011
just the back wheels now
Tuesday, 19 April 2011
Pivot points
As you know bal was telling us to change the pivot points for the car so that the wheel rotate correctly, i tried to do it on sam''s model but wasn't able to so if sam and toby can adjust the pivot points and upload them onto the dropbox i'll be able to add the script to the car and test it.
Monday, 18 April 2011
Main Menu
Ok Jungle_03 has a main menu in it, Quit button working and single player button working. I think we need to decide on a resolution so we can properly scale the HUD because at 1650x1080 it's all randomly placed on the screen. shall we use the macbook resolution whatever res that is to work from?
Gonna spice the menu up a bit. also need to replace the cars there with the textured versions and get some music on it.
Gonna spice the menu up a bit. also need to replace the cars there with the textured versions and get some music on it.
Sunday, 17 April 2011
Jungle_03
Just added the ambient music and it loops perfectly, the tunnel is and and terrain fitting properly, working on a main menu at the moment - the fonts are being a bit gay, will do more tomoz. Just a note reminder really not to overwrite that shiz but feel free to work from it.
Saturday, 16 April 2011
Order of importance
So I reckon these are the things left to do, most important first.
Car script working, cars are nicely drivable with no issues
Menu screen with various options, + loads levels
HUD
Sound
Split screen setup/AI/both
Weapons and powerups working
Other small scripts and tweaks, controller setup for 2 player, instantiating cars and cameras based on menu selection etc
Car script working, cars are nicely drivable with no issues
Menu screen with various options, + loads levels
HUD
Sound
Split screen setup/AI/both
Weapons and powerups working
Other small scripts and tweaks, controller setup for 2 player, instantiating cars and cameras based on menu selection etc
Thursday, 14 April 2011
Logo
What logo are we going with for the main title? Once we have that design I can have a go and doing some similar graphics for the HUD text
Wednesday, 13 April 2011
Tuesday, 12 April 2011
car script
var frontOffSideCollider : WheelCollider;
var frontNearSideCollider : WheelCollider;
var rearNearSideCollider : WheelCollider;
var rearOffSideCollider : WheelCollider;
var frontNearSideTyre : Transform;
var frontOffSideTyre : Transform;
var rearNearSideTyre : Transform;
var rearOffSideTyre : Transform;
var steer_max = 20;
var motor_max = 10;
var brake_max = 100;
private var steer = 0;
private var forward = 0;
private var back = 0;
private var motor = 0;
private var brake = 0;
private var reverse = false;
private var speed = 0;
function Start() {
rigidbody.centerOfMass = Vector3(0, -0.05, 0);
}
function FixedUpdate () {
speed = rigidbody.velocity.sqrMagnitude;
steer = Mathf.Clamp(Input.GetAxis("Horizontal"), -1, 1);
motor = Mathf.Clamp(Input.GetAxis("Vertical"), 0, 1);
back = -1 * Mathf.Clamp(Input.GetAxis("Vertical"), -1, 0);
if(speed ==0) {
if (back > 0) { reverse = true; }
if (forward > 0) { reverse = false; }
}
if (reverse) {
motor = -1 * back;
brake = forward;
} else {
motor = forward;
brake = back;
}
rearOffSideCollider.motorTorque = motor_max * motor;
rearNearSideCollider.motorTorque = motor_max * motor;
rearOffSideCollider.brakeTorque = brake_max * brake;
rearNearSideCollider.brakeTorque = brake_max * brake;
frontOffSideCollider.steerAngle = steer_max * steer;
frontNearSideCollider.steerAngle = steer_max * steer;
frontOffSideTyre.localEulerAngles.y = steer_max * steer;
frontNearSideTyre.localEulerAngles.y = steer_max * steer;
frontOffSideTyre.Rotate (0, 0, frontOffSideCollider.rpm * -6 * Time.deltaTime);
frontNearSideTyre.Rotate (0, 0, frontNearSideCollider.rpm * -6 * Time.deltaTime);
rearOffSideTyre.Rotate (0, 0, rearOffSideCollider.rpm * -6 * Time.deltaTime);
rearNearSideTyre.Rotate (0, 0, rearNearSideCollider.rpm * -6 * Time.deltaTime);
}
var frontNearSideCollider : WheelCollider;
var rearNearSideCollider : WheelCollider;
var rearOffSideCollider : WheelCollider;
var frontNearSideTyre : Transform;
var frontOffSideTyre : Transform;
var rearNearSideTyre : Transform;
var rearOffSideTyre : Transform;
var steer_max = 20;
var motor_max = 10;
var brake_max = 100;
private var steer = 0;
private var forward = 0;
private var back = 0;
private var motor = 0;
private var brake = 0;
private var reverse = false;
private var speed = 0;
function Start() {
rigidbody.centerOfMass = Vector3(0, -0.05, 0);
}
function FixedUpdate () {
speed = rigidbody.velocity.sqrMagnitude;
steer = Mathf.Clamp(Input.GetAxis("Horizontal"), -1, 1);
motor = Mathf.Clamp(Input.GetAxis("Vertical"), 0, 1);
back = -1 * Mathf.Clamp(Input.GetAxis("Vertical"), -1, 0);
if(speed ==0) {
if (back > 0) { reverse = true; }
if (forward > 0) { reverse = false; }
}
if (reverse) {
motor = -1 * back;
brake = forward;
} else {
motor = forward;
brake = back;
}
rearOffSideCollider.motorTorque = motor_max * motor;
rearNearSideCollider.motorTorque = motor_max * motor;
rearOffSideCollider.brakeTorque = brake_max * brake;
rearNearSideCollider.brakeTorque = brake_max * brake;
frontOffSideCollider.steerAngle = steer_max * steer;
frontNearSideCollider.steerAngle = steer_max * steer;
frontOffSideTyre.localEulerAngles.y = steer_max * steer;
frontNearSideTyre.localEulerAngles.y = steer_max * steer;
frontOffSideTyre.Rotate (0, 0, frontOffSideCollider.rpm * -6 * Time.deltaTime);
frontNearSideTyre.Rotate (0, 0, frontNearSideCollider.rpm * -6 * Time.deltaTime);
rearOffSideTyre.Rotate (0, 0, rearOffSideCollider.rpm * -6 * Time.deltaTime);
rearNearSideTyre.Rotate (0, 0, rearNearSideCollider.rpm * -6 * Time.deltaTime);
}
Monday, 11 April 2011
Versioning in Dropbox
Think we need to save new versions of the project everytime any of us makes a change, that way everyone can work from the latest version.
I just lost a load of previous work, locator, HUD etc
Also, copy the latest project to your hard drives to work on it, if you are currently working on the project folder in Dropbox and hit save it can automatically overwrite what someone else is currently working on and prevent unity from being able to save anything without a restart.
I just lost a load of previous work, locator, HUD etc
Also, copy the latest project to your hard drives to work on it, if you are currently working on the project folder in Dropbox and hit save it can automatically overwrite what someone else is currently working on and prevent unity from being able to save anything without a restart.
Friday, 8 April 2011
Poster W.I.P
Just a test render of the poster hardeep designed, still got a few things need to add in. tire tracks/other car/sand spray from tires/make the car dirty
Thursday, 7 April 2011
Tunnel
If we're making the tunnel above the water now, the terrain that it sits on will have to be risen. Also, it makes no sense to make it out of glass if its going to be above the ground, may as well have it a brick work with some pillars or something on the outside so you can see out of it. Something like this maybe:
Wednesday, 6 April 2011
Start line
http://img694.imageshack.us/i/startn.jpg/
Also aded some background hills around the hangar so it's not just infinite sea.
Also aded some background hills around the hangar so it's not just infinite sea.
Tuesday, 5 April 2011
Monday, 4 April 2011
Aspect Ratio
We need to decide on an aspect ratio to build the game for. The HUD will only really work with one setting so we should pick it soon and then adjust for that. 16:9? or 4:3? or something else?
HUD
Added speedo, but cant get the needle to turn, may have to import as a 3d object and parent to the camera in the right position.
The damage bar can be adjusted via the left border option (0 to 400)
I put the big tree on a different layer for the minimap, and then used a culling mask for the camera looking down to exclude it. The red locator is parented to the 1st person controller currently, and again, has its own layer, which is masked in the 1st person camera (so when you look up you dont see a massive red circle).
The damage bar can be adjusted via the left border option (0 to 400)
I put the big tree on a different layer for the minimap, and then used a culling mask for the camera looking down to exclude it. The red locator is parented to the 1st person controller currently, and again, has its own layer, which is masked in the 1st person camera (so when you look up you dont see a massive red circle).
Friday, 1 April 2011
Terrain finished
Thursday, 31 March 2011
Texture for falcon
Tuesday, 29 March 2011
Targets
Ok so we've been at the same stage with the project for a good while now and I reckon we need to get a shifty on.
As far as I know Toby is making a garage and shit for the game menu to be layed on (initial menu on the side of a garage then car selection in front of all the cars etc), Hardeep is making the Tree, Gagan scripting some cars and Sam making some assets. I'm still trying to figure out how to make a decent canopy.
So by the time Easter hits we pretty much need to have the game menu in and working. (18th April) Which means we need Toby's garage to be finished asap so we can start figuring it out. As soon as you get it done can you upload it into Dropbox? I've found some decent tutorials on how to make the game menu so I'll have a crack at it then.
So By 11th April:
Sam D - Terrain completely finished, canopy in and trees fixed
Gagan - Cars working and controllable
Hardeep - Tree finished and some promotional concepts? (Poster/box art) - Do we need a manual?
Toby - Car garage.
Also can you put all the textured cars and assets into dropbox?
Cheers niggaz
xxx
p.s let me know if there are any problems with the dates etc.
As far as I know Toby is making a garage and shit for the game menu to be layed on (initial menu on the side of a garage then car selection in front of all the cars etc), Hardeep is making the Tree, Gagan scripting some cars and Sam making some assets. I'm still trying to figure out how to make a decent canopy.
So by the time Easter hits we pretty much need to have the game menu in and working. (18th April) Which means we need Toby's garage to be finished asap so we can start figuring it out. As soon as you get it done can you upload it into Dropbox? I've found some decent tutorials on how to make the game menu so I'll have a crack at it then.
So By 11th April:
Sam D - Terrain completely finished, canopy in and trees fixed
Gagan - Cars working and controllable
Hardeep - Tree finished and some promotional concepts? (Poster/box art) - Do we need a manual?
Toby - Car garage.
Also can you put all the textured cars and assets into dropbox?
Cheers niggaz
xxx
p.s let me know if there are any problems with the dates etc.
Thursday, 24 March 2011
Tuesday, 22 March 2011
Start Menu Screen
Basic menu with single player, multiplayer, controls and exit buttons
For single player, provide a car selection screen (cars with some sort of garage background, car stats on images), pan or rotate camera in 3D to display cars.
For multiplayer instantiate another camera and change the settings for split screen layout, then have the same car selection screen as for single player in each normalized viewport rectangle.
Controls can display volume (sound fx and music separate), graphics detail level with adjustable sliders, along with an image/text listing the controls for the game
And and exit button which is obvious. All of the above controls should also have back/exit buttons for each section.
One the player(s) has selected a car, show a start game button. When clicked, load the game level scene.
For single player, load GUI, do a 3,2,1 countdown and start the timer and allow the player to move.
For multiplayer do the same but instantiate another car with camera at the starting position, and change the normalized viewport rectangles to split screen settings
For single player, provide a car selection screen (cars with some sort of garage background, car stats on images), pan or rotate camera in 3D to display cars.
For multiplayer instantiate another camera and change the settings for split screen layout, then have the same car selection screen as for single player in each normalized viewport rectangle.
Controls can display volume (sound fx and music separate), graphics detail level with adjustable sliders, along with an image/text listing the controls for the game
And and exit button which is obvious. All of the above controls should also have back/exit buttons for each section.
One the player(s) has selected a car, show a start game button. When clicked, load the game level scene.
For single player, load GUI, do a 3,2,1 countdown and start the timer and allow the player to move.
For multiplayer do the same but instantiate another car with camera at the starting position, and change the normalized viewport rectangles to split screen settings
Thursday, 17 March 2011
Power ups
Monday, 14 March 2011
Particles In Maya
Messing about with particles in Maya, could do something similar for the start of the game with the logo?
Tuesday, 8 March 2011
Monday, 7 March 2011
unity scripting
this script doesn't want to work for me when i put it on sam's car (epic script and errors BTW):
the jist of it - get the car to move, rotate, move the wheels, theres more but it going to make the post even longer but i'll keep working on it to get it fully working by the weekend hopefully.
using UnityEngine;
using System.Collections;
private var wheelRadius : float = 0.4;
var suspensionRange : float = 0.1;
var suspensionDamper : float = 50;
var suspensionSpringFront : float = 18500;
var suspensionSpringRear : float = 9000;
public var brakeLights : Material;
var dragMultiplier : Vector3 = new Vector3(2, 5, 1);
var throttle : float = 0;
private var steer : float = 0;
private var handbrake : boolean = false;
var centerOfMass : Transform;
var frontWheels : Transform[];
var rearWheels : Transform[];
private var wheels : Wheel[];
wheels = new Wheel[frontWheels.Length + rearWheels.Length];
private var wfc : WheelFrictionCurve;
var topSpeed : float = 160;
var numberOfGears : int = 5;
var maximumTurn : int = 15;
var minimumTurn : int = 10;
var resetTime : float = 5.0;
private var resetTimer : float = 0.0;
private var engineForceValues : float[];
private var gearSpeeds : float[];
private var currentGear : int;
private var currentEnginePower : float = 0.0;
the jist of it - get the car to move, rotate, move the wheels, theres more but it going to make the post even longer but i'll keep working on it to get it fully working by the weekend hopefully.
using UnityEngine;
using System.Collections;
private var wheelRadius : float = 0.4;
var suspensionRange : float = 0.1;
var suspensionDamper : float = 50;
var suspensionSpringFront : float = 18500;
var suspensionSpringRear : float = 9000;
public var brakeLights : Material;
var dragMultiplier : Vector3 = new Vector3(2, 5, 1);
var throttle : float = 0;
private var steer : float = 0;
private var handbrake : boolean = false;
var centerOfMass : Transform;
var frontWheels : Transform[];
var rearWheels : Transform[];
private var wheels : Wheel[];
wheels = new Wheel[frontWheels.Length + rearWheels.Length];
private var wfc : WheelFrictionCurve;
var topSpeed : float = 160;
var numberOfGears : int = 5;
var maximumTurn : int = 15;
var minimumTurn : int = 10;
var resetTime : float = 5.0;
private var resetTimer : float = 0.0;
private var engineForceValues : float[];
private var gearSpeeds : float[];
private var currentGear : int;
private var currentEnginePower : float = 0.0;
Sunday, 6 March 2011
Car interior
Are we having two camera view for the cars or not? (One outside - 3rd person, one inside - 1st person). And are we having the windows blacked out or transparent?
I don't think it makes a lot of sense to have the windows transparent and not have the two camera views, as the interior will still have to be UV mapped and textured either way. If we have the windows blacked out we could save some geometry space.
I've already got a camera animated going from inside the car to an outside view in my test project, and for the user testing I'm just using the first person character controller script attatched to the car. Just need a way to trigger the camera animation via script.
What do you guys think?
Also, I cloned the car and set up the normalized viewport rectangles for a split screen view. Using this method it should be pretty easy to set up 2 - 4 player matches, just need to work out the control mappings for each player.
I don't think it makes a lot of sense to have the windows transparent and not have the two camera views, as the interior will still have to be UV mapped and textured either way. If we have the windows blacked out we could save some geometry space.
I've already got a camera animated going from inside the car to an outside view in my test project, and for the user testing I'm just using the first person character controller script attatched to the car. Just need a way to trigger the camera animation via script.
What do you guys think?
Also, I cloned the car and set up the normalized viewport rectangles for a split screen view. Using this method it should be pretty easy to set up 2 - 4 player matches, just need to work out the control mappings for each player.
Saturday, 5 March 2011
Unity Update 3.3.0f4
There is a new Unity update out, I suggest that we don't update until after the WIP presentation in case it breaks anything. If anyone has already done it and everything still works, let us know
Work in Progress Presentation
The times are up on x-stream for the presentation, its in the lesson on Tuesday morning, so if we all get there for 9 we can have a quick run over of what to say. Meeting on Monday at 12 as well to sort some stuff.
Friday, 4 March 2011
I need a tree trunk
Check out this incredibly crude paint over. I reckon it would be cool to have some massive epic tree trunk right in the middle of the jungle:

Can someone knock out a quick model of one? don't think it should be too hard, just try and keep the textures quite dark and in keeping with the rest of the scene.
Some inspiration:
http://farm1.static.flickr.com/85/213549514_c05a9abb6e.jpg?v=0
http://www.worldoffilmcraft.com/wp-content/uploads/2010/06/wow_world_tree.jpg
http://media.growsonyou.com/photos/blog_photo/image/1348/main/trunk_of_wellingtonia.jpg

Can someone knock out a quick model of one? don't think it should be too hard, just try and keep the textures quite dark and in keeping with the rest of the scene.
Some inspiration:
http://farm1.static.flickr.com/85/213549514_c05a9abb6e.jpg?v=0
http://www.worldoffilmcraft.com/wp-content/uploads/2010/06/wow_world_tree.jpg
http://media.growsonyou.com/photos/blog_photo/image/1348/main/trunk_of_wellingtonia.jpg
Car Test
How close are we to getting a car being able to be controlled and moved bout in Unity? Even if it's not the finished car, are we able to get somethin in just to test this terrain out? I want to make sure the track isn't too narrow to be raced about because it looks a bit that way at the moment! GAGZ? do you know how to do this?
Barriers
So at the moment there is no way of stopping someone just cutting across the terrain an missing out massive chunks of the course which is pretty gay. Not sure of a way to prevent them doing this. could have some sort of barrier running around the track but i think it will be a a pain in the arse to model?
Thursday, 3 March 2011
Terrain Progress
Monday, 28 February 2011
Terrain WIP



Started creating the terrain last week and this is what i've got so far. Need to really test it out in Unity with a car as there are some pretty sttep slopes and i'd like to test if a car can get up them, if not ehn obviously they might need smoothing out or their altitude changing.
Gonna begin texturing it this week, the track will look a lot more obvious when it's textured - atm it looks a bit difficult to follow but once the dirt texture is on it should look a lot better:
Sunday, 27 February 2011
Ford Falcon
So this is what I've got so far its 6300 tris at the moment, but hopefully I can reduce that a bit. Is there anything I should add/change before finalizing and texturing?
Animation Settings
Unity uses 30fps for animations, so any other animations in Max/Maya should be made using 30fps as well, otherwise weird flickering can occur.
Also anything imported into Unity will retain its pivot position, but the position can't be edited once put into Unity, so make sure if you want the pivot of something to be in the center of the geometry (which in most cases, you do), center it before exporting.
Also anything imported into Unity will retain its pivot position, but the position can't be edited once put into Unity, so make sure if you want the pivot of something to be in the center of the geometry (which in most cases, you do), center it before exporting.
Friday, 25 February 2011
Sunday, 20 February 2011
Texture Size
Regarding Matt's lecture the other day where he said about keeping texture sizes as low as possible; Unity has the ability to scale and compress the textures depending on where you are pubishing to. That bottom part that says 'Default' controls the default size of the texture, then there are 2 buttons to the right of that that control the texture size overides if you are publishing to the web or standalone PC/Mac application.
So in theory we can make the textures a half decent size for everything, then just scale them down in Unity.
So in theory we can make the textures a half decent size for everything, then just scale them down in Unity.
Cool idea
If we have rain anywhere in the level, or possible puddles of water that could be splashed up on the windscreen, we could animate the windscreen wipers on the cars. I think it would look really cool, but have no idea how we could 1. Get the water to appear on the windscreen 2. Make it look as if the windscreen wiper was actually wiping it off.
Any ideas how to get this working?
Any ideas how to get this working?
Saturday, 19 February 2011
Weapons for car
Car Tutorial for Unity
This in-depth tutorial written by Morten Sommer, with graphics and coding by Unity Studios, will take you through all the necessary steps to create a fun arcade style race car mechanic.
- Section 1 - Assembling the Car
- How to assemble a Car Prefab from a 3D model, scripts and components.
- Section 2 - Tweaking the Car
- How to tweak the car to behave "better" or in different ways.
- Section 3 - Under the Hood
- A more in-depth look at the actual code that drives the car.
The tutorial project also includes a high-end physically accurate and realistic car model created by Jonas Echterhoff. Use this if you want to make more simulation-like games.
Thursday, 17 February 2011
Motorstorm Pacific Rift Environments
Since we're now racing in a jungle we can look at this game as it is similar
Track top down
So this is what i have in mind for the Environment so far. As you can see there is a section that goes underwater, dunno how to do that yet as from what i've seen in unity the water you create is just a plain, suppose if we can make some fish and shit swimming about it should look more real.
The general feel of the track itself will be kinda rugged, dirt track - like a rally track. Overhanging trees and lots of shrubbery. I'm still not convinced that I want to make the track, feel way more comfortable just painting the road texture and surround it with shizzle.
The track will take about 2 minutes to complete going at full whack which i think is a pretty good time for the length of any one game. By the hangar-straight there is an old derelict plane hangar which i'm working on at the moment. I'll also try and get some UI concepts up by the end of the week.
Wednesday, 16 February 2011
Low Poly inspiration/how its done
Check out the low-poly section at cg-cars.com
http://www.cg-cars.com/forumdisplay.php/49-3D-Work-in-Progress-Lowpoly-Game
Some good stuff there, you will need to register though.
http://www.cg-cars.com/forumdisplay.php/49-3D-Work-in-Progress-Lowpoly-Game
Some good stuff there, you will need to register though.
cars!!
just talked to matt and he's saying if we're doing the track on a remote island then rather modelling muscle cars, audi pretty much expensive cars. we should do buggy's
let me know
try to be in tomorrow as well so we can talk about what we're going to do
let me know
try to be in tomorrow as well so we can talk about what we're going to do
Tuesday, 15 February 2011
Animation and scripting
For everything a car does, we will need some sort of animation, sound, maybe particle effects, and way of triggering and scripting it all.
By making the wheels seperate objects, we can control the speed of them via scripting. Then the windows or materials with transparency will also have to be separate objects. We should be able to get away with making most of the animations within Unity
By making the wheels seperate objects, we can control the speed of them via scripting. Then the windows or materials with transparency will also have to be separate objects. We should be able to get away with making most of the animations within Unity
Game Name ideas. (again!!)
So we really need to get the game name sorted so all the logos and posters etc etc can start flowing in, i've been thinking and here's what i've got so far:
- Hot Rods Racing
- Old Muscle
- Jungle Muscle
- Max Torque
- Project Muscle
- Jungle Rally
- Jungle Rush
We should really get this name sorted today, anyone got any feedback on ones the think might work or any other suggestions?
- Hot Rods Racing
- Old Muscle
- Jungle Muscle
- Max Torque
- Project Muscle
- Jungle Rally
- Jungle Rush
We should really get this name sorted today, anyone got any feedback on ones the think might work or any other suggestions?
Friday, 11 February 2011
Unity 3.2 Update
Everyone good with installing the update and all working on that version? errrrm so yeah, I did it anyway, broke first person controller mouse look in my test project, just need to delete the character controllers from the project view and reimport from the Unity 3.2 folder. I think the new version of the script deals with both x and y axis in one go, before it was split into two scripts. Anyway I can always download the old version again if you guys wanna stick with that.
Thursday, 10 February 2011
Car Blueprints
If we are now doing cars instead, then you can find tonnes of blueprints for vehicles at http://www.the-blueprints.com/ so no need to trace over pictures or anything
I have been using this site to build my cars and its pretty good. But check the blue prints before you start building them because some are inaccurate and dont match up.
this is a good example of a good blueprint Audi R8
this is a good example of a bad blueprint Audi R8 2
I already have a half built Ford Mustang (although it includes lots of high poly detail but wouldnt take long to remove) if anyone wants to carry on that.
I'm doing my own custom car which I will be uploading the concept/blueprints once Ive finished.
I have been using this site to build my cars and its pretty good. But check the blue prints before you start building them because some are inaccurate and dont match up.
this is a good example of a good blueprint Audi R8
this is a good example of a bad blueprint Audi R8 2
I already have a half built Ford Mustang (although it includes lots of high poly detail but wouldnt take long to remove) if anyone wants to carry on that.
I'm doing my own custom car which I will be uploading the concept/blueprints once Ive finished.
Something to think about
We wouldn't need to think about this till right near the end of the project, but.....
http://forum.unity3d.com/threads/11775-Stereo-Anagylph-Rendering-HELP!!!-%29
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/Unitystereo/
http://unity3d.com/support/documentation/Components/class-RenderTexture.html
http://forum.unity3d.com/threads/11775-Stereo-Anagylph-Rendering-HELP!!!-%29
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/Unitystereo/
http://unity3d.com/support/documentation/Components/class-RenderTexture.html
Cars
Ok if we're changing the cars to, well, actual cars we need to pick 2, then Hardeep can outline in photoshop and add guns, boosters etc. So what cars do you guys reckon? I'd quite like to do something like the top photo, and then have the middle photo (black beauty from the green hornet film) as a good reference for guns and attachments. Then Toby would need to do one aswell, Sam suggested the bottom photo for that, then could always make more to choose from when we've got some more of the game sorted. If anyone finds any better cars that would fit, post them
Environment/Car re-think
Just spoken to Matt about our game idea and he suggested that having the cars floating might look a bit random. He reckons having wheels would look better so you can create the kind of inertia around the car, springs and suspension etc, making the car look like it's getting moved by the Terrain. Obviously we'd need to re-think the game name if we took his advice so what do you all think? Need to get it clear what our idea will be sooner rather than later.
Secondly he suggested that the Environments I was thinking of creating sounded a bit same old same old (mainly the barren wasteland one) as well as expressing negative feelings for neon lights!
He said that I should come up with something completely different. Thinking of making just one sick level, racing around the jungle on a desert island and then having part of it going underwater, with sharks flying about and shit - almost like you're walking through an aquarium but instead you're racing about.
So to sum up, are you lot ok with creating wheels for the cars, i feel pretty OK about having to create this environment rather than a few average levels, just one sick one.
Let me know what you think
p.s think of game racing names!!!
Secondly he suggested that the Environments I was thinking of creating sounded a bit same old same old (mainly the barren wasteland one) as well as expressing negative feelings for neon lights!
He said that I should come up with something completely different. Thinking of making just one sick level, racing around the jungle on a desert island and then having part of it going underwater, with sharks flying about and shit - almost like you're walking through an aquarium but instead you're racing about.
So to sum up, are you lot ok with creating wheels for the cars, i feel pretty OK about having to create this environment rather than a few average levels, just one sick one.
Let me know what you think
p.s think of game racing names!!!
Wednesday, 9 February 2011
A few things that might help everyone
http://www.cgtextures.com - great texture site, get 15mb a day quota. I was thinking maybe we should buy a premium account, it costs £50 for the year and you get a 100mb daily limit. That would be £10 each which isnt much at all.
Real-Time shader for 3Ds Max and Maya It's how your model will look in a game engine without getting out of max. Looks pretty good, watch the video.
Ghost Town lite Max 11 only (sorry sam g!)
A city generator and tool for creating urban environments.
Real-Time shader for 3Ds Max and Maya It's how your model will look in a game engine without getting out of max. Looks pretty good, watch the video.
Ghost Town lite Max 11 only (sorry sam g!)
A city generator and tool for creating urban environments.
- Lopoly or highpoly buildings
- Roadtool for making basic road layouts
- Easy material system, add your textures and they will be randomly distributed
- Add details were needed with basic scripts for facades etc
Ship
Curve network for the ship, is there anything anyone wants to change before I start filling this out with polys?
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