Plan for Frank Bignone
by Frank Bignone · 01/20/2002 (12:19 pm) · 7 comments
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.

- 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.

About the author
Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.
#2
01/20/2002 (4:10 pm)
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?
#3
Just wondered, cus I dont see any weapons on your planes.
Phil.
01/21/2002 (3:25 am)
Frank, do the planes actually fire at each other?Just wondered, cus I dont see any weapons on your planes.
Phil.
#4
01/21/2002 (4:54 am)
They fire, weapons are using stealth technology so they are invisible at the moment :)
#6
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.
01/21/2002 (8:22 am)
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.
#7
Thanks!
-Evan
01/22/2002 (3:53 pm)
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
Evan Hamilton
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