View Full Version : [WIP] Halo Custom Edition Racing/Drifting
ThePlague
April 29th, 2009, 10:02 AM
So, since i've been playing tons of Need For Speed Underground 2, and my hard drive suddenly decided to kick the bucket and I lost everything, I thought to myself "Hey, maybe I should create drifting for Halo. It could be tons of fun, and it's something creative that a lot of people haven't done yet." And so I started working on a few things a few days ago.
Videos:
Q91wbgqh0z0
UUhQBnEk8aY
lp2sUpWHSlM
ZKL2cEauLeI
oammZ1cssg0
Vehicles:
http://i301.photobucket.com/albums/nn64/Hazard1337/novaandhog.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/Novain-game.png
Maps:
Drift1:
http://i301.photobucket.com/albums/nn64/Hazard1337/drift2.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/drift3.jpg
Track 3:
http://i301.photobucket.com/albums/nn64/Hazard1337/drifttrackoverview.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/drifttrack.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/drifttrackoverviewwireframe.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/track3wireframe.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/track3.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/holyshit1.png
http://i301.photobucket.com/albums/nn64/Hazard1337/holyshit2.png
http://i301.photobucket.com/albums/nn64/Hazard1337/sapien2009-05-1020-54-44-81.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/sapien2009-05-1020-54-30-09.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/sapien2009-05-1020-54-08-81.jpg
Concepts:
http://i301.photobucket.com/albums/nn64/Hazard1337/0505091758a.jpg
Hope you guys like what i've got going right now.
mech
April 29th, 2009, 10:03 AM
You embedded your videos incorrectly.
Q91wbgqh0z0
UUhQBnEk8aY
Malloy
April 29th, 2009, 10:53 AM
hmmmm, Kinda cool except thats just darn right shitty having Ice permentantly.
first thing that pops into my head is SP bots driving just set them target paths to each 'Race' target and so on and have a switchable BSP and script it so when you hit the right click on the hog, it swaps the burrent BSP to a BSP with the same model but different ground properties (ice) so you 'drift' round corners. But thats just my first impression theory, probs cant be done, although i know bsp swapping doesnt sync online.
ThePlague
April 29th, 2009, 04:41 PM
Thanks for embedding them properly mech, it was my first time trying to do so.
And Malloy, I said it wasn't the final, once Dhark has free time he's going to tell me a better way that he told me would work more efficiently then ice as the permenant flooring.
All I pretty much did there was show my idea, now it's the time to get it good. I'll also show some renders of the map I made, to get a better feel of how the video went.
E:PopeAK47 is also making a map for this. He wanted to make a city based drifting map.
Heathen
April 29th, 2009, 05:19 PM
Kind of boring eh?
English Mobster
April 29th, 2009, 06:05 PM
Just a tip: Only put the drifting sections on the curves, as well as just before and after the curves. When it comes to straightaways, try to make it so the 'Hog doesn't drift, and instead gains speed, to make it more enjoyable.
Limited
April 29th, 2009, 08:01 PM
The problem having the whole track ice is you cant get enough speed. To me the speed of the hog is probably less than double I'd want to be driving at. I want to be going crazy fast and have to really push it to drift.
But like you said the idea isnt final.
ThePlague
April 29th, 2009, 08:03 PM
The problem having the whole track ice is you cant get enough speed. To me the speed of the hog is probably less than double I'd want to be driving at. I want to be going crazy fast and have to really push it to drift.
But like you said the idea isnt final.
Yeah, it is slow. I hope the way Dhark tells me about will make it like you actually drift. But, if not then i'll do a few things.
Rook
April 29th, 2009, 08:11 PM
Sounds like a good idea, unique and all that. Maybe the start of the track could be grass terrain then build speed, and certain straights could be grass while all corners are ice?
Inferno
April 29th, 2009, 08:15 PM
My grandma drifts faster than that.
More speed kthxbai.
Joshflighter
April 29th, 2009, 08:56 PM
My grandma drifts faster than that.
More speed kthxbai.
Where did you get this guy? :p
Well cant wait to see the other car model ingame. :p
n00b1n8R
April 29th, 2009, 09:03 PM
Didn't DMT make a racing map a while back?
Admitedly it didn't have drifing, but it was still pretty cool (asides from the shit music :gonk:), you may want to check it out to see what others have done.
Corndogman
April 29th, 2009, 09:29 PM
Hm, I'd say that when you do the physics for the new vehicle, make the vehicle heavy and accelerate quickly so that you go faster around corners but don't flip.
ThePlague
April 29th, 2009, 09:31 PM
Hm, I'd say that when you do the physics for the new vehicle, make the vehicle heavy and accelerate quickly so that you go faster around corners but don't flip.
I'll try that, but I have to learn how to make physics first :p It's about the only thing in making a vehicle I don't know anything about. I'll watch tutorials and stuff, and try that idea out.
Corndogman
April 29th, 2009, 09:36 PM
Well I don't think you'll have to worry about it flipping since its an ice material, I was thinking more like how the hog flips when you turn a corner, a heavier, lower vehicle wouldn't do that. But still, fast acceleration is good so you can get around the corner fast after a short straight away.
Con
April 29th, 2009, 09:45 PM
I was thinking more like how the hog flips when you turn a corner
It wont flip on a flat surface, no matter what you try while driving it.
Corndogman
April 29th, 2009, 09:49 PM
Oh I see, thanks for correcting me. I don't actually play the game that much, I was just going on what I know.
ThePlague
May 2nd, 2009, 09:02 PM
Small little bumpdate:
I've started on a third track, and this one might be the best one i've done yet.
http://i301.photobucket.com/albums/nn64/Hazard1337/drifttrack.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/drifttrackoverview.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/drifttrackoverviewwireframe.jpg
I'm also working on other methods for drifting. I tried out the other method of having something else as the ground for the straights, but once you get to the corner you're kinda screwed because you just go straight. I'll continue working on it.
Few more things too:
I smoothed and started moving nodes and markers for the Nova, by the end of this weekend it should be in-game (hopefully). And PopeAK47 showed me some pics of his map, and it's looking pretty awesome. I won't give a whole lot away right now, but it's certainly going to be something different.
n00b1n8R
May 3rd, 2009, 01:31 AM
I hope you're going to make a city racing map.
And one in Ice tunnels!! (like the tunnels on Icefield, but the whole map (maybe some forerunner stuff exposed where the ice has fallen off the wall))!!
Malloy
May 3rd, 2009, 02:55 AM
Why dont you just save the generic tileable ground texture or Unwrap of the track twice (different name obv like groundtexture_corners) then segregate the corners of the geometry to the textures then only apply the ice materials to the corner geometry texture shader.
PopeAK49
May 3rd, 2009, 03:06 PM
Yes, I'm making the city racing map, but it won't be too pretty. I mean it will look descent at the end when i have textures.
ThePlague
May 3rd, 2009, 04:54 PM
Why dont you just save the generic tileable ground texture or Unwrap of the track twice (different name obv like groundtexture_corners) then segregate the corners of the geometry to the textures then only apply the ice materials to the corner geometry texture shader.
I have no idea what you said...but i'm guessing it was having ice as just the corners. I tried that, and had sand as the straights, and it doesn't seem to handle...at all pretty much.
lp2sUpWHSlM
Inferno
May 3rd, 2009, 05:22 PM
Its too fucking slow. You need to make the hog faster so that controlling your speed becomes a part of the gameplay.
Pooky
May 4th, 2009, 02:33 AM
I have no idea what you said...but i'm guessing it was having ice as just the corners. I tried that, and had sand as the straights, and it doesn't seem to handle...at all pretty much.
Looks like at least part of that was just your shitty driving :eyesroll:
SnaFuBAR
May 4th, 2009, 05:23 AM
you need longer straights, higher top speed, different vehicle model and new sounds (and a better looking track.
ThePlague
May 4th, 2009, 10:01 AM
Looks like at least part of that was just your shitty driving :eyesroll:
I can't drive wortha shit with Fraps taking my 30 fps down to 12.
you need longer straights, higher top speed, different vehicle model and new sounds (and a better looking track.
Hopefully this:
http://i301.photobucket.com/albums/nn64/Hazard1337/drifttrackoverview.jpg
And this:
http://i301.photobucket.com/albums/nn64/Hazard1337/Novain-game.png
With some of Google and Guerilla, I should get it.
English Mobster
May 4th, 2009, 08:38 PM
Also, FYI, from the tutorials I've read, vehicles don't need to follow the sealed world rules. Only collision models and BSPs need to.
ThePlague
May 4th, 2009, 08:52 PM
Also, FYI, from the tutorials I've read, vehicles don't need to follow the sealed world rules. Only collision models and BSPs need to.
I know, but it's better to have it sealed so the collision matches up perfectly with the actual model.
PopeAK49
May 4th, 2009, 09:43 PM
Or this
http://i171.photobucket.com/albums/u319/dapimppope/pic1-14.jpg
http://i171.photobucket.com/albums/u319/dapimppope/pic2-11.jpg
Advancebo
May 4th, 2009, 10:39 PM
What about hotwheels tracks :lol:
ThePlague
May 4th, 2009, 10:41 PM
What about hotwheels tracks :lol:Yeah it looks like, but it's still cool.
I just drew up a design for a city track, NFSU style. If I had a scanner i'd throw it on and post a copy, but sadly I don't. I'll get started either tonight or tomorrow.
Advancebo
May 4th, 2009, 10:46 PM
No really, you should see the racetracks they have on hotwheels games. Pretty nice, with alot of jumps and curves and stuff. Its also kinda futuristic too.
Heathen
May 4th, 2009, 11:08 PM
Yeh, too bad halo CE cant do loops.
SnaFuBAR
May 5th, 2009, 01:39 AM
You need to do something like the Burnout 3: Takedown tracks.
ThePlague
May 5th, 2009, 09:07 PM
You need to do something like the Burnout 3: Takedown tracks.
What exactly do you mean by that?
Also, here's that picture I said I drew. I decided to take one with my shitty camera phone, because it's all I can use.
http://i301.photobucket.com/albums/nn64/Hazard1337/0505091758a.jpg
Seems like it'll be pretty fun, and i'll build some detail into it in max.
SnaFuBAR
May 6th, 2009, 02:39 PM
What exactly do you mean by that?
http://images.google.com/images?hl=en&q=burnout+3+takedown&btnG=Search+Images&gbv=2&aq=0&oq=burnout+3
ThePlague
May 7th, 2009, 11:22 PM
Alright, i'll think about it.
Little bumpdate:
Worked more on the third track, here's some pics:
Renders:
http://i301.photobucket.com/albums/nn64/Hazard1337/track3.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/track3wireframe.jpg
In-game pics:
http://i301.photobucket.com/albums/nn64/Hazard1337/holyshit1.png
http://i301.photobucket.com/albums/nn64/Hazard1337/holyshit2.png
Just slapped some textures on it, smoothed some areas, and placed it in-game for a size and look test. The outer grass area isn't started yet, I just connected some pollies to get it in-game. It looks pretty great, and seems fun in the hog driving around.
On another note, Advance should be pretty much done with the Chevy Nova, so once that gets in-game i'll have a video of me messing around on this track with it. Be waiting for that this weekend.
E:
New video because I was bored:
ZKL2cEauLeI
bobbysoon
May 8th, 2009, 05:05 AM
"As a rule, good tires go on the front for good steering. On the back, hard-compound tires are used" (http://en.wikipedia.org/wiki/Drifting_%28motorsport%29#Tires). Good traction on the front, while the backs are slicker. Edit the tire masspoints parallel/perpendicular friction parameters in the physics tag, and up the speed of the vehicle. Try it with a normal ground material. Also, you can lower a vehicle's center of gravity by making the wheels relatively heavier.
ThePlague
May 8th, 2009, 09:50 AM
"As a rule, good tires go on the front for good steering. On the back, hard-compound tires are used" (http://en.wikipedia.org/wiki/Drifting_%28motorsport%29#Tires). Good traction on the front, while the backs are slicker. Edit the tire masspoints parallel/perpendicular friction parameters in the physics tag, and up the speed of the vehicle. Try it with a normal ground material. Also, you can lower a vehicle's center of gravity by making the wheels relatively heavier.
That's actually what I originally thought of doing when I first started doing this project, I just couldn't think of how to. I'll definitely try that out.
SnaFuBAR
May 8th, 2009, 03:53 PM
I'm really sorry to say this, and this way, but I really am not going to water it down, but your tracks are terrible. It just looks like a giant hotwheels track (which is not cool). If you really want to make something memorable of this, you really need to make an environment, hence why i linked you to images of burnout 3.
I hope that track is just for testing.
ThePlague
May 8th, 2009, 05:38 PM
I'm really sorry to say this, and this way, but I really am not going to water it down, but your tracks are terrible. It just looks like a giant hotwheels track (which is not cool). If you really want to make something memorable of this, you really need to make an environment, hence why i linked you to images of burnout 3.
I hope that track is just for testing.
No need to water it down. I'm perfectly capable of hearing stuff like that. Yes, this is a test track (for the most part), but I just wanted to finish it because it looked like it had some potential. That design I made of a track is going to have a very memorable envirnment, maybe even realistic.
Once i'm done with that test track, i'll release it, just because I haven't released anything since before I left modding last year.
If there is any other crit for that test track, i'll be glad to hear it.
Inferno
May 8th, 2009, 05:43 PM
Make it actually drift instead of like... regular driving.
Don't use materials like Ice and stuff. I can show you how to modify the physics.
ThePlague
May 8th, 2009, 05:50 PM
Make it actually drift instead of like... regular driving.
Don't use materials like Ice and stuff. I can show you how to modify the physics.
Alright, sounds good. We'll have to wait till I get the nova though. Xfire me: church897
SnaFuBAR
May 8th, 2009, 10:47 PM
That design I made of a track is going to have a very memorable envirnment, maybe even realistic.
If there is any other crit for that test track, i'll be glad to hear it.
I hope so. I hope it'll be a real challenge. Needs obstacles that'll make you flip and things like that. It needs things like custom scenery to go flying when you crash into it and flying off of a cliff. It needs to be dramatic to make you got "OH SHIT" when you fuck up.
ThePlague
May 8th, 2009, 10:57 PM
That sounds fun, except for the flipping part. I'll have some cars on animation tracks or something so you have to dodge them.
n00b1n8R
May 8th, 2009, 11:22 PM
Please don't (unless this is meant to be SP only).
ThePlague
May 9th, 2009, 03:45 AM
Here's (http://files.filefront.com/track3+build1zip/;13730173;/fileinfo.html) a build of that test track on the latest youtube video:
Hopefully tomorrow or something i'll have a server up for testing. I've added more stuff to it, but I wanted to know what you guys think of it from actually playing it instead of watching videos. Have fun.
ThePlague
May 11th, 2009, 12:00 AM
Here's a new video:
oammZ1cssg0
Idk why I made it though, because I changed the bitmaps already:
http://i301.photobucket.com/albums/nn64/Hazard1337/sapien2009-05-1020-54-44-81.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/sapien2009-05-1020-54-30-09.jpg
http://i301.photobucket.com/albums/nn64/Hazard1337/sapien2009-05-1020-54-08-81.jpg
Still have to do a major overhaul on the cliffs, finish the ground revamping, and tons of other things I don't care to list.
Should I make apexs?
BobtheGreatII
May 11th, 2009, 12:28 AM
Looking good
Also,
Techno Song Title?
ThePlague
May 11th, 2009, 12:34 AM
Moscow Mule by Brisk And Stormtrooper, it's in the description of the video :p
SnaFuBAR
May 11th, 2009, 03:16 AM
didn't look like drifting at all.
before you go any further, scale the track up, and increase the speed of the hog.
ThePlague
May 11th, 2009, 09:45 AM
You're the second person to say it didn't look like drifting, it's because I wasn't. I was just racing around the track, no drifting at all.
bobbysoon
May 11th, 2009, 04:25 PM
rear wheel drive? Are the front tires still using a powered masspoint?
ThePlague
May 11th, 2009, 11:50 PM
It's the same old warthog you've known and loved.
bobbysoon
May 12th, 2009, 05:59 AM
i do believe that wont drift good sir, as it is a 4x4
SnaFuBAR
May 13th, 2009, 02:50 AM
4wd drifts ok, it's just that the hog doesn't drift, it kinda just swings around wildly.
bobbysoon
May 13th, 2009, 03:39 AM
perhaps it's the rear steering. Here, try a warthog.model_animations (http://files.filefront.com/warthogzip/;13749153;/fileinfo.html) with front only steering
ThePlague
May 13th, 2009, 09:58 AM
Once i'm done there won't even be a hog. The Nova is rwd.
Also, here's a video of some testing last night with Brian (AddoExitium):
110MmYw4zT0
Now to work on the cliffs...
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