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Wipeout Racing MP???

The general place to discuss MOD''ing Freelancer!

Post Sun Dec 05, 2004 10:21 am

Wipeout Racing MP???

A series of interconnecting hollowed out torus tunnels created into a racetrack similiar to that found in the famous Wipe-out games.

linky
The Basics of racing circuit (Horizontle S-Bend followed by Verticle S-Bend)


If it was possible, it would need to be MP enabled, the course would really need to be optimized in terms of poly count and there would also need to be some ground rules.

No Shields would have to be one of them.
Cruise disrupters allowed
Guns not allowed
Referee to start the race and verify the winner



Just a fun idea

Materials free to use
Free Materials


Edited by - Freedom9 on 12/5/2004 3:12:40 PM

Post Sun Dec 05, 2004 1:50 pm

thats a bit far out there - maybe cut down on a hundred or so spirals....
great idea though

Post Sun Dec 05, 2004 1:57 pm

The presented image was there simply to give a visual idea as to what I was talking about. There is absolutly no way in hell that you could use the above model in the game purely because of the sheer polygon counts, it would torture your average vid card.

Much simpler ones can equally be created using 4/5 or ,maybe 6 sided tunnels which could be much less demanding on the vid card.

I would very much like to see an attempt at this made by somebody. Try to picture chasing your friends through the tunnels while blasting them with cruise disrupters lol

Jolly good fun if ya ask me

[Edit / Continued

If 3DS MAX objects can be exported in a format usable by freelancer, then I will consider spending a great deal of time and effort, creating a circut that will be functional with the game.

I have still to establish wether its possible or not though so if somebody would like to tell me the realities then that would be great.



Edited by - Freedom9 on 12/5/2004 2:06:08 PM

Post Mon Dec 06, 2004 12:54 am

i've already done a wipeout in SP. just one problem is with the tracks.

i've gotten all the sleek ships, new guns, blanke out systems, waypoints, objectives, everything but track rings. the best i've gotten is thousands of rings, but it lags BIGTIME. but i want that hit-the-edge-and-bounce feature. not a modeler either.

look for my post cardamine racing haste or something like that.

Post Mon Dec 06, 2004 1:01 am

Ok well I would dissagree with using thousands of gates, I havent looked at one up-close in a while but from what I can recall, the poly-count on them is not exactly tiny, not when your thinking of adding thousands of them.

I am not much of a scripter but I can model in 3DS Max.

If you wanna give it a shot with my example S-Bend model then please do, I have provided it in multiple formats but it is "just" a small section of a track and it can still be optimized further to ensure lesser lag.

Freedom9

Post Mon Dec 06, 2004 3:38 am

If I create a track using the method demonstrated in the second picture (S-bends) is there anyone out there that would consider testing it out in freelancer? I dont know how to do the scripting very well, as I am only good at Max'ing.

If anyone would be prepared to give it a shot, I would appreciate it alot

[EDIT / CONTINED

I have decided to do something super cool, Im going to make the very famous Suzuka race circuit in japan for the Kusari system ))

Suzuka

I'll ask in the help forum for somebody to help me implement it. I could in fact create all the different circuits of the world for all the different systems in the game but thats a serious task.

I'll stick to this track for the mean-time though.






Edited by - Freedom9 on 12/6/2004 5:30:32 AM

Post Mon Dec 06, 2004 11:20 am

i'm pretty much a .ini and .dll man when it comes to FL. i can model, but my transformationingizaitions to freelancer fail.

after a couple of weeks i failed to find anyone at all who would do this simple 1-2day modeling task (building 5-6 track pieces) so i abandoned the mod for UT2004 again.

gotta love that game

Post Mon Dec 06, 2004 11:44 am

If I can be of any help with your modelling tasks then I would happily give it a shot, by the way, I have now created a replica of the Suzuka track in Japan, for use in this game, if only I can find somebody to stick it in the game for me.

Suzuka Tunnel Track
Overhead Shot

I dont think im going to be able to find anybody to insert this for me so I might need to bite the bullet and learn to code >.<

It only took about 1hr30mins with 1005 polygons.

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