design competition - a new set of wheel/s

Got something that makes Armagetron look shiny? Post it here.
Concord
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Re: design competition - a new set of wheel/s

Post by Concord »

2020 wrote:ed hasn't stepped in to front his own designs
he's still in contact and producing versions
and interestingly
looks like he's taken a player's design as inspiration
and i believe he's producing a model to play with

this is the most normal by far...

love those, I like the discs as well, but the little man in them is kinda weird to me
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pike
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Re: design competition - a new set of wheel/s

Post by pike »

Donut anyone?

I was experimenting with .mod files lately, and this is the best I can come up with so far. It's very simple, although at first it may feel a little "disabled", especially on nano maps. It's made of 96 triangles (well, 48 really). And it's spinning.

Have fun :)
And don't forget to make backups of original files, since it's not a moviepack.
donut.zip
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donut.jpg
Flex
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Re: design competition - a new set of wheel/s

Post by Flex »

That wall and floor looks really nice, pike! I'd really love to try them out. I saw your last post, which included pike.zip, but had part of the floor missing (couldn't get the same colour as yours..), cycle wall and I think some of the rest, missing also. Maybe you should make a moviepack? :P

P.S. People should really spend more time updating the wiki with new cockpits & moviepacks. Why is everyone not bothering to add their work there. Is there another place or something?
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pike
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Re: design competition - a new set of wheel/s

Post by pike »

Yup, this floor doesn't work well with Arma 0.3, but as I usually use 0.2.8 I just didn't inquire why ;)
I'll fix it and try to put everything into moviepack soon.
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Re: design competition - a new set of wheel/s

Post by Word »

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2020
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Re: design competition - a new set of wheel/s

Post by 2020 »

yup
it is amazing
surely have some deal with disney to be able to produce that...
and calling it neo too
weird weird weird
but cool :)
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2020
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Re: design competition - a new set of wheel/s

Post by 2020 »

is there a reason by the 3ds is non-standard?

how hard would it be to implement a standard 3ds with keyframe models?
should enable rotating wheels and other nice detailing...

btw
no idea how to convert the image/models ed came up with at the beginning of this post into maps
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Re: design competition - a new set of wheel/s

Post by Word »

i did that already for Destiny's moviepack, i'm going to send you a pm 2020 :)

edit: check your inbox
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Re: design competition - a new set of wheel/s

Post by Lackadaisical »

*bump*

So whatever happened with this? I thought edd's 'normal' cycle looked really nice. Any chance it could become the standard cycle the game ships with? Could look really slick with pikes walls for example.
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Re: design competition - a new set of wheel/s

Post by XzL.Smart »

I really like the icons on the bike idea that 2020 had. That would be pretty neat, but it seems like it would be a little hard to implement..
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Re: design competition - a new set of wheel/s

Post by Z-Man »

Lackadaisical wrote:*bump*

So whatever happened with this? I thought edd's 'normal' cycle looked really nice. Any chance it could become the standard cycle the game ships with? Could look really slick with pikes walls for example.
I'm all for it, the two wheeler deserves a retirement. We'd need an .ase, however.
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Re: design competition - a new set of wheel/s

Post by Phytotron »

I do want to make one advisement here, and that is to be aware of the scaling of the model. (Additionally, I don't know whether one can determine where the "point" resides along the length of the model, but that may be a consideration as well.)

I've attached a few screenshots. The top two are of the default moviepack model, the second two are Edd's low-poly cycle, and the third is the texture pack lightbuggy model.

All are taken from the same height. Notice how Edd's is larger. This can be a practical visual issue with it overlapping walls too much.

Now look at what occurs when turning. Notice how much the hind-end sticks out on the turn. On Edd's, the tail begins before the rear wheel, causing an odd pivoting effect. This makes gameplay screwy, at least for me. The motion is less conspicuous with the standard model, where it begins about the middle of the rear wheel. I think the buggy has the best placement, even if it's the ugliest model.

My suggestion is, whatever model is decided on, use the lightbuggy's scaling/placement as a cue, with little to none of the hind-end sticking out beyond the "point."

Know what I'm saying?

(Of course, the reverse is an issue as well—the fact that so much of the front-end extends beyond the point, thus causing the model to pass through a wall when it makes contact.)
Attachments
CyclesTurning.png
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Misery
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Re: design competition - a new set of wheel/s

Post by Misery »

You know what, Phytotron? I have always noticed that with Edd's cycle model, too. It's always bugged me. I don't use it for that reason exclusively. But... Taking matters in your own hands is always fun. :D

I scaled it down to the size of the original moviepack cycle. The top of the Edd cycle is not as high as the original, but it's scaled down perfectly now. I hope nobody (namely Edd) minds that I did this. Just trying to help. :)

Edit: I hope this is the right model. lol If not... where is it?
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Edd scaled low poly cycle.rar
Name of file says it all.
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2020
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Re: design competition - a new set of wheel/s

Post by 2020 »

i use ed's version3 bike

(the ase extension isn't uploadable on this forum
how about a zip?)
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cycle.zip
ed's v3 red
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Last edited by 2020 on Wed Jan 27, 2010 4:50 pm, edited 1 time in total.
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Re: design competition - a new set of wheel/s

Post by Word »

use a rar file or www.sendspace.com ? :)
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