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Plan for Frank Bignone

Plan for Frank Bignone
Name:Frank Bignone
Date Posted:Jan 20, 2002
Rating:Not Rated
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Blog post
Dog of Prey : Proto 3.1 release
We have just release the 3.1 version of our proto (available on our private CVS for team members only). The major improvments are :
- stable plane physics
- ground plane physics (take-off / landing)
- collision system working (but not perfectly, I should still make some tweaking)
- we have a map with an airfield ;)
- ten 3D plane models done (two of them skinned)
- two buildings done

And now, we can do the funny things as the weapons management, hud and other GUI, special fx, items, ...

We are aiming an alpha test short in order to test the game with many players.

Here is a screenshot of the new map.

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Evan Hamilton   (Jan 20, 2002 at 20:58 GMT)
Looking good!
I'm curious, how'd you do those runways?
Are those worldcraft models, or did you get the spot-texturing tool to work?
Thanks!

-Evan

James Lupiani   (Jan 21, 2002 at 00:10 GMT)
What sort of changes did you make to the vehicle system to get physics working well? I've updated my DInput code for (working) joystick support and put in roll, but I haven't done too much tweaking with movement yet. Any tips?

Phil Carlisle   (Jan 21, 2002 at 11:25 GMT)
Frank, do the planes actually fire at each other?

Just wondered, cus I dont see any weapons on your planes.

Phil.

Nermin Maximo   (Jan 21, 2002 at 12:54 GMT)
They fire, weapons are using stealth technology so they are invisible at the moment :)

Xavier "eXoDuS" Amado   (Jan 21, 2002 at 16:02 GMT)
lol
look good guys :)

Frank Bignone   (Jan 21, 2002 at 16:22 GMT)
Concerning the runways, it's a model with airfield-like texture on it. I didn't use the spot - texturing tool. By the way, what is the spot-texturing tool ? Is it the paint texture tool ?

Concerning the planes & weapons, all planes (except one class) will have a machine-gun not modeled on the plane. Then we will add some weapons like rockets / missile / bombs ..., and they will all be modeled in 3D and attached to the plane. It's on my todo list with a high priority. We will have very funny weapon : the big umbrella rocket, the shark rocket, the screaming bomb, ...

For the plane physics, I rewrote completly the player class by looking at the actual player class & the vehicule class. The plane physics modeled the 4 'classic' forces on a plane : lift, drag, thrust & weight + the impulse induced by the plane command : elevator, rudder & aileron. Then I added some 'extra' forces in order to tweak the model.

Evan Hamilton   (Jan 22, 2002 at 23:53 GMT)
Not sure if that's exactly what it's called, but the broken tool in the torque editor that allows you to texture a specific spot on the map.

Thanks!

-Evan

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