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Post by Deleted on Feb 16, 2018 22:52:05 GMT -5
Here's the beginning of Night Terror. I decided to do this one first because it requires less terrain modeling. It's a good way to shake off the rust. I have question for you guys. On your opinion do you think it would be better to have a wall on the outside of the suicide corner or leave it as is? Kinda wish I could play test it. (On a sidenote the scale is more than likely too big for Jet Moto. I decided to just free form the scale since I don't have to worry about it.) Ended up doing a lot more tonight. The big banked circle needs some fine tuning and the other broken up suicide bridge is proving to be annoying, if only I have to math out some of the angles. I'm done tinkering for tonight, but I will mess with it some more tomorrow.
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Post by OskyCMK on Feb 17, 2018 14:03:17 GMT -5
Uhh, I think maybe a wall would be good. Keep people from falling off too much there randomly.
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Enigma
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What the fuck is this?
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Post by Enigma on Feb 17, 2018 15:24:32 GMT -5
Level design wise, it seems very good, a bit short, but even then, I have no idea the scale you've intended for this track. If I consider the scale to be about that of Nightmare, then yeah, it seems short but I've seen shorter JM tracks. In the turn you showed there, I agree with Osky, a wall there would be good considering the other end of the track won't have one Hey, this actually looks pretty good, however, I've taken a lot of time analyzing JM2 levels, and noticed that they're actually incredibly high poly. If this was a JM2 level, it'd have about twice or three times the amount of polygons. The secret with that is that there are multiple versions of the track, the one from far away is very low poly with low resolution textures and the one up front is very high poly (a lot of times it's actually useless to have that much detail, it's just to help with the texture distortion) with high resolution textures. Which leads me to the play-testing aspect. My project, Jet Moto Galaxy, is kind of dead, I've scrapped every single thing that was featured in there... But! I have been very fortunate to meet someone who is both a programmer and was interested in making a Jet Moto fan game with me. He had never played a JM before, but had been kind enough to make a mock up of what he thought could be Jet Moto physics based on the knowledge he had on the Tony Hawk games. Long story short, the project started getting some traction, he played the Jet Moto games and continued coding the physics based on both that and my feedback. I started working on two tracks (a remake of Slickrock Gorge and a brand new track on Mars) and here we are now. I should mention that the style of the game isn't modern, rather we're aiming for PS1 graphics, maybe a mix of PS1-PS2, we even have the polygon shakiness and the texture distortion! The physics resemble a mix of Jet Moto 2, Jet Moto 2124 and Jet Moto 3 to some extent. We weren't sure when or how we would announce that we were working on this game, but seeing you starting to work on these tracks, I thought now would be a good idea. I expect you'll be able to do some playtesting fairly soon with your track if you want to, but tracks that are this low poly are usually way less smooth in-game and might not play as well.
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Jet Moto R
Feb 17, 2018 15:39:57 GMT -5
via mobile
Post by Deleted on Feb 17, 2018 15:39:57 GMT -5
1. It's in early design. My work flow is to start with a simple layout and add cuts and ploys as I go. Think of it as a sculptor who starts with a rough shape and molds it slowly overtime.
2. Scale doesn't have to do with the length of a track. It has to do with the translation of the size of an objects from the real world onto a computer screen.
I.E. I'm 6 foot. So if 1 inch = 1 Foot I would technically be 6 inches in the computer program. If I want to keep everything on scale I would build from that. So if I'm 6 feet which is 6 inches and I'm basing it off of a room that's 12.5 feet high, I need to make that room 12.5 inches to keep everything proportionate to one another.
This isn't exactly accurate but I'm explaining it in lamens terms.
For all we know about jet moto is the track could possibly be 3 foot = 1 inch. Which if joyride was 8 inches across that would make it 24 feet wide.
If you made a game and you don't know how to scale items to your modeling program/game you'll get some funky results. This is basic knowledge you need as a modeler enigma.
So it could be as weird as blender translates 1 Foot as .5 inches,but jet moto translates it as 1 inch. Everything would have to be double sized in blender, though when you are making your own game it doesn't matter.
Let's put this simple. Scale is the size of the WHOLE WORLD. Not the length of the track that's irrelevant
Short suicide track anyway was what I was aiming for.
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Enigma
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What the fuck is this?
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Post by Enigma on Feb 17, 2018 15:53:18 GMT -5
1 - I see, I used to do things this way, but over time I've changed. Now, I find it easier to think of an object, fully model it and then make the texture for it and incorporate it into the track, repeating that process every time I need a new asset.
2 - I know everything you just explained about scale lmao, I'm talking about the scale of the track relative to the bike. For example, if the platforms are just as big as the ones in Nightmare, of course the rest of the tracks scales with it, I'm not mentally retarded.
I'm giving that as an example, if they are as big as the ones in Nightmare, then it gives me an idea about how big the rest of the track is, how wide the gaps between each platforms are, etc. which all contribute to how much time it takes to complete a lap.
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Post by Deleted on Feb 19, 2018 9:46:07 GMT -5
Ah I just miss understood.
Reason I prefer going for a basic shape and then adding more polys later on, is it's easier to adjust and recover from mistakes or make small tweaks. I find it a lot easier that way.
And since I'm doing this all by hand and no reference there's going to need to be quite a few tweaks made here and there.
Plus there's another reason I'm keeping everything as low poly as possible, but I'm keeping that to myself for now.
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Enigma
Insane
What the fuck is this?
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Post by Enigma on Feb 19, 2018 16:55:37 GMT -5
Alright, good luck with your tracks! As you can see from the Mars track, my textures used to all be hand drawn, but next month I'll start using photos to make them. I'm buying an IPS monitor as well, because the monitor I'm stuck with right now makes working on bright colors impossible.
I don't even know if I'll keep Mars in the final game, but yeah, it's there nonetheless and has been very useful to test out the physics. I'll probably make a new JM2 style level soon. Good luck with your tracks!
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Post by Deleted on Mar 8, 2018 10:26:58 GMT -5
I'll be picking up some more work on this, this weekend. I'm also going to talk to a buddy of mine who does art and see if he wouldn't mind doing up some character portraits.
I'd ask Toxic but he seems to be gone lately.
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Post by toxik87 on Mar 8, 2018 15:20:48 GMT -5
huh what now? haha- i'm right here man- yeah i didn't want to talk about it but i think i got some form of tendinitis so i've been resting,stretching,icing,heating, my arm-- it sucks but what keeps me calm is i know i'm at the cusp- i'm sure l'll be rolling with the best one day-- but uh what did you have in mind?
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Post by Deleted on Mar 8, 2018 15:54:10 GMT -5
So you do still log on Haha. That sucks though.
I was thinking of doing some art work for my little project here Jet Moto R. For a bit of fun. I'll send you a PM on a few details, but man, you are gonna have to give that arm a break.
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Post by toxik87 on Mar 8, 2018 20:19:34 GMT -5
yeah just need some time to rest i'm typing with my left hand-- at least i've caught up on some reading-- oh yeah i forgot to mention do you guys watch freeman's mind Ross scott rules- i can't believe i didn't run into this guy sooner- i just looked up deus ex and there he was
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Post by Deleted on Mar 20, 2018 9:27:50 GMT -5
Just to give you guys a heads up, progress here is going to slow down for a bit. I've recently started prototyping a project that, unfortunately, doesn't have anything to do with Jet Moto.
But when I do have a bit of free time and doodle about, I will post it here.
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