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go-kart model

  • zaphod
  • May 15, 2007 at 6:34 AM
  • Rick_D
    • November 7, 2007 at 10:44 AM
    • #181

    Two things:

    Quote from ginger_lord

    Looks ace.Minor nitpick:

    Tyre tread is going the wrong way, if it hit water it would force all the water into the tyre, rather than out of it.

    Edit: Well on the front view it is...the rear view is right...

    A game where realism is of the utmost importance amirite lulz?!

    Also you will spend 90% of the game looking at the vehicles from the rear, as it's a racing game right?

    Not saying it's a good thing not to pay attention to the smaller details, and not saying it's a big job to flip the uv's - but I am syaing it's an incredibly low level crit that is frankly, in my eyes anyway, rather pointless.

    Quote from seir

    great I only suggest tu put antialiasing to rendered stuff

    Zap has already said this, but I will say it again, he wrote some "words" in the "post" accompanying the "pic-char" that explained the lack of AA. Instead of just scrolling through looking for coloured pixels it might be nice to read the rest of the post as well. Saves you making rather silly posts that are null and voided by the original post. :roll:

    Sorry for the rant but it's things like this that make mapcore rather painful to browse at times.

    As for the latest models - very nice stuff, fits the theme perfectly and the textures are really well executed.

    A+ ;D

  • Ginger Lord
    • November 7, 2007 at 12:49 PM
    • #182
    Quote from Rick_D

    Two things:A game where realism is of the utmost importance amirite lulz?!

    Obviously its not a realistic game, but its got objects based on real things so they should at least be vaguely feasible?

    Then again I like cars and mechanics so stuff like that screams out at me. Sure you wont see them 95% of the time but I'm just a stickler for doing things proper.

  • zaphod
    • November 7, 2007 at 3:08 PM
    • #183

    I don't mind any crits, some are useful and some aren't. The wheel tread might stay backwards since right now in the game the wheel is only one model that get duplicated and flipped 3 times in code.

    Thanks for all the positive words, they really help to keep me motivated which is why I keep sharing. You guys are a pretty good sounding board and not afraid to be honest if you see something you don't like.


    There is also a growing possibility that I may start working on this game full time in the coming months, which is very exciting and something of the sort I have been wanting to do for some years now. I have become a very large proponent of Independent games and I would love to put my money where my mouth is! It would mean a lot more updates for sure, probably on a separate development blog or something.

  • Furyo
    • November 7, 2007 at 3:47 PM
    • #184

    I can just see it....on Steam in June 08...Zaphod's first game for 9,95 and all of Mapcore bumping into each other remembering the glorious days of Super Mario Kart

  • zaphod
    • November 10, 2007 at 6:35 AM
    • #185

    [Blocked Image: http://marshmonkey.com/kart4wire.png]

    should be able to wrap this one up tomorrow, it's all done except for the texture. I was having issues with baking an ambient occlusion map from within maya so I tried out this tool that someone posted on devbump:

    http://devbump.com/story.php?title=xNor ... aping_tool

    it's actually a pretty sweet little tool apart from it's UI being strange. I'm probably going to be using it for all my AO from now on.

  • Tailgunner
    • November 10, 2007 at 10:32 AM
    • #186

    Awesome Zaph

    The only thing I dont like about it is that the head and taillights are basically the same, but its just a taste thing I guess. And if you realese the game I will be driving that badass!

    Nicely done.

  • zaphod
    • November 11, 2007 at 2:06 AM
    • #187

    ok, took the time to do some pretty renders this time:

    [Blocked Image: http://marshmonkey.com/kart4a.png][Blocked Image: http://marshmonkey.com/kart4b.png]

    [Blocked Image: http://marshmonkey.com/kart5a.png][Blocked Image: http://marshmonkey.com/kart5b.png]

    and hey why not a texture sheet

    [Blocked Image: http://marshmonkey.com/kart5sheet.png]

  • dissonance
    • November 11, 2007 at 2:30 AM
    • #188
    Quote from st0lve

    I'd buy this if it was a game.

    QFTThis is fucking phenomenal.

  • General Vivi
    • November 11, 2007 at 12:05 PM
    • #189

    Zaph purchase a small engine then pitch ur game to the people that handle the xbox live arcade shit. I wanna play this against mapcore!

    And I second " I WOULD BUY THIS! "

  • Zeta
    • November 11, 2007 at 4:24 PM
    • #190

    excellent work

  • zaphod
    • November 15, 2007 at 8:02 AM
    • #191

    so after playing super mario galaxy I wanted to try adding rim lighting to an entire environment and see how it looks. This was probably the wrong level to try it on since it's already so bright, but here it is anyway. I'm trying this vimeo site to host videos, not too sure about the quality:

    http://www.vimeo.com/387045

    so far my impression is that the rim lighting works especially well in super mario becuase of how rounded all the environment elements are.

  • Defrag
    • November 15, 2007 at 11:24 AM
    • #192

    Awesome stuff, Zaphod. My only criticism is that the frozen section (where the road looks like it's iced over) blends in with the snow on the side of the tracks quite a bit making it hard to see where the track is.

  • ⌐■_■
    • November 15, 2007 at 11:25 AM
    • #193

    well, for the purpose of showcasing rimlighting on your level it seems sufficient imo but shoot me if there aren't better alternatives

    also, since ill own a creditcard in a few days i'd also buy your game when it comes out! this looks like true fun!

  • madcow
    • November 15, 2007 at 11:37 AM
    • #194

    I love it zaph

    All the work i have seen so far is amazing! I'm jealous

    My only crit, and its probably very picky.. i think the lines on the road at too wide. When I watch the video, all i see is those lines. Just me though

  • st0lve
    • November 15, 2007 at 2:12 PM
    • #195

    we now have a name, and I fucking love that logo, it really looks like some awesome indie game.

  • dux
    • November 15, 2007 at 3:19 PM
    • #196
    Quote from Defrag

    Awesome stuff, Zaphod. My only criticism is that the frozen section (where the road looks like it's iced over) blends in with the snow on the side of the tracks quite a bit making it hard to see where the track is.

    Yeah same here!

  • zaphod
    • November 15, 2007 at 4:13 PM
    • #197

    totally, the ice lake is way too bright, it gets blown out. When I get to driving around on this one I will probably have to make a higher rez road texture and will probably end up scaling down the lines in the process.

  • D3ads
    • November 15, 2007 at 8:09 PM
    • #198

    Oh I love it

  • zaphod
    • November 15, 2007 at 8:15 PM
    • #199

    there should be a lot more updates in the near future, I just quit my day job! Gonna have a LOT more time to work on ZeroGear.

  • st0lve
    • November 15, 2007 at 10:22 PM
    • #200

    Great news, now I have a reason to check this thread daily!

    Are there any ingame things working yet?

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