| Home | Forums | What's new | Resources | |
| making a 3D racing game for SEGA Saturn |
| RockinB - Feb 23, 2005 |
| Prev | 1 | 2 | 3 | Next |
| RockinB | Mar 15, 2005 | ||
| I'm having strange problems. Just wanted to add display of some part of the car(front wheels) to see where I'm actually driving. It turns out that I can't do: slPushMatrix; slPutPolygon(); slPopMatrix(); It's wierd, because it works for track display. slPush/Pop alone is OK, as well as slPutPolygon alone. Satourne says unknown opcode when reaching the code. I hate these kind of problems, where you never know what the problem is. | |||
| RockinB | Mar 15, 2005 | |||
| Yes! I had my first drive on a new course I made last week, with collision detection actually doing some kind of job: driving: [attachmentid=1127] [attachmentid=1128] debug: [attachmentid=1129] [attachmentid=1130]
Problem were the missing braces: slPushMatrix(); The compiler doesn't give a warning(as in a couple of other cases, too). | ||||
| vreuzon | Mar 16, 2005 | ||
| There is a limit in the number of nested slPushmatrix/slPopMatrix: you may have reached reached it. You might also check your push/pop balancing. I've had such problems with my "lespin". | |||
| vreuzon | Mar 16, 2005 | ||
| Oh, didn't notice it was already resolved... | |||
| RockinB | Mar 29, 2005 | ||
| I kind of lost motivation doing this project alone. !!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!! ! If I can't find at least one other person to team up with me, I will most likely discontinue the project. Everyone is invited to join this racing game project, as long as you really want to do it. :thumbs-up: You don't need to have Saturn coding skills to help, because track and car creation would become very importand in the future. !!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!! ! Some weeks ago I pushed the 2 player stuff forward: (real TV shots, Satourne emu doesn't display the scrolls and doesn't perform window clipping) (split screen for polygons only, scrolls are different) 1 player: [attachmentid=1183] [attachmentid=1184] 2 player - horizontal split screen: [attachmentid=1185] 2 player - vertical split screen: [attachmentid=1186] [attachmentid=1187] | |||
| vbt | Mar 29, 2005 | ||
| I searched for tracks but found nothing good I have only the jerez track which can be converted to SG3. The pb is that the file is too big so I have to use agan 3DS Max 1.2 and optimize polys. I'm still interested by this project I'd love to play a new racing game. You have to add my car in the game, I own the 3D model http://www.bauplanung-fulda.de/htmsites/dxf-mod.ht... some DXF links are also available : http://www.bauplanung-fulda.de/htmsites/dxf-link.h... About texture, I saw (not sure) the next Satourne will be abble to get/replace textures. STCC and Sega rally have the best track textures. (PS : I played with cz80 and still doesnt work with smsplus/DSL for PC) Please keep your motivation, we are all behind you | |||
| RockinB | Mar 31, 2005 | ||
| Thanks for your support, VBT. I've downloaded some of the cars. But I need someone to really join the project. (coding...) My last work was to implement a correction to the track border collision data. The collision border is an approximation and might differ from the real border, depending on face size differences. Maybe I should make a track conversion tutorial. (but currently it makes only sense for project members) - apply correct size, position and orientation to the whole track vertices (size still to find out) - break the track appart into smaller pieces of similar material (for easing material editing and avoiding size problems in 3DEditor) - export each piece seperately to DXF, convert to 3DFACEs with 3Dto3D, convert to SG3 with quad option(+ maybe invert normal) with DXF2SG3 - apply material properties in 3DEditor - export each piece to .MDL C source - feed the sources into my map creation tool | |||
| link343 | Mar 31, 2005 | ||
| Wow! 3D in a homebrew. Nice. Lookin good. I guess I could help with Car design. On paper only; if you could design the cars in 3D then that would be fine. | |||
| vreuzon | Mar 31, 2005 | |||
My multiplayer tank game is progressing slowly because I don't have the time by now... It would be sad to stop now. I'm not interested in 1/2 players games, but your program is full of things I don't know how to code. A complete 3d engine with collisions would be great for all coders (and then ss players). Great, that is if you give sources. | ||||
| RockinB | Mar 31, 2005 | |||
I very look forward to this tank game. You shouldn't expect too much from the sources. I wouldn't describe it as 3D engine, it's only a very simple and specific type of space partitioning with a Saturn-friendly ground following system. For a game much more is needed. Your right, I don't see a reason to keep sources closed (only that people could find evidence of me being a bad coder Next week, I will release the Saturn sources of the 4 emus, the SoundPlayer and the racing game stuff. Maybe I find time to release some Saturn libs(not low level) that I used. Hopefully I won't regret opening the racing game sources. But I can't finish it like I wanted it to be, so it doesn't matter. | ||||
| vbt | Mar 31, 2005 | |||
Maybe I could help on developping for your project but each day I loose my old skills on C/C++ I have attached two versions of the Jerez track, I have also the textures for this track somewhere (it comes from sports cars gt). I give it to you as I see there is a way to split it and use it with the 3Deditor | ||||
| vreuzon | Apr 2, 2005 | |||
Good. Thanks, rockin'b. | ||||
| RockinB | Apr 3, 2005 | |||
There is a guide for blender to model a car from 2D drawings: Modeling a Toyota Celica.... Sorry but this method wouldn't pay the effort. For the start it's far easier to rip/convert existing tracks and cars from other racing games or 3D model website. But car drawings could be very fine for some background gfx. Is it a hobby of you? | ||||
| it290 | Apr 3, 2005 | ||
| You might want to look at the cars from the original Quake Rally. They ought to be low-poly enough to be usable. | |||
| vbt | Apr 4, 2005 | ||
| 3 DXF tracks + textures EDIT : Arg I can't upload my 7.7mo | |||
| mal | Apr 5, 2005 | |||
Maybe give it another try now. | ||||
| vbt | Apr 8, 2005 | |||
It still doesn't work and also nobody took the files I have uploaded Thanks anyway for your help | ||||
| RockinB | Apr 9, 2005 | ||
| I couldn't access the board for a couple of days. The downloads work now, I got them all. Thanks. | |||
| vbt | Apr 14, 2005 | |||
Any news progress ? I saw you have released your source code of all(or almost all) of your work. :cheers Let's hope you'll continue to animate the saturn dev. | ||||
| Prev | 1 | 2 | 3 | Next |