Started with the lowpoly model.. i have done some tweaking on all of the parts. And it's now reduced from 1 437 264 polygons to 1616 polygons. Still need to work more on some of the parts though.
For those of you having trouble getting past the ASCII graphics... http://www.bay12games.com/forum/index.php?topic=43260.0 Basically it runs beside your game window and renders everything you're doing in isometric 16 bit (Ithink) graphics, and you just use the actual game window as basically your control console. It's…
It's coming along nicely thanks to CB. I've created a very simple rollout UI, and it sets the active time segment to the track you click on, this will be very handy when it comes time to use it. But I hit a snag, I'm trying to sequence the sound files but I can't figure out how to get a loop going that will find the end…
http://img444.imageshack.us/img444/4302/walltexturedz6.jpg wall texture http://img444.imageshack.us/img444/6900/pottexture2ua8.jpg urn texture http://img251.imageshack.us/img251/6884/ricesackxv5.jpg barrel/drum texture lots of yellow, which is also the sun's color
I'm not a fan of any of the characters; there are some serious anatomy issues, the colors are uninspired, they lack personaility. Are your models hi-poly or low-poly? If they are low-poly meshes then they are way too high in polycounts... the Desert Demon is 18,786 polys but looks as if it's comprised of 1/3 that number.…
hey, post up a picture of your car, so we can see what we have to work with. If its a real life care, how about photo textures? like this:http://www.smcars.net/forums/attachments/work-progress-video-game-real-time/93936d1242924934-my-low-poly-real-time-no-lights-3d-flash-cars-suprastreetracing.jpg Ultimatley once wesee ur…