Quote: "brilliant video there, the car physics might need a bit of work but as you said its just basic."
Thanks. THey have a long way to go. You can still turn while stationary, and acceleration is way too fast.
Inspire.
Thanks bro. I'm indeed going to get the walls in, but only once I've expanded the city as far as DB can handle! I'm waiting on Raj to have a go at this vertex culling thing, because if it works, the maps can be much much larger.
Quote: "Wow, that's probably the most impressive thing I've ever seen with DBP!
Did you do all this yourself?"
Thanks, although I think there are some much better things out there for DB. I wouldn't dare to stand against the likes of Cash or DarkCoder.
With regards to whether I did it myself, probably about 90% of what you see is mine. The textures are from images I've snapped around london, all the buildings and cars are 100% mine. THe character meshes are from Model Pack 4 for FPSC, although I've redone the textures and animations and added things like hoods or baggy pants. Weapons by Jon fletcher.
Quote: "
Every time I check your progress on this it's leaps and bounds from where it last was. Simply amazing!"
I romise to take a break from it to do your characters soon dude!
Thanks to everyone else that offered support. Other suggestions like buildings on the other side of the wall are all noted down and will defo be going into it.
now for a long winded reply to Opposing FOrce.
To get cars in I had to re-write the player movement and animation thing.
There's a "player in car" flag that is either 1 or 0.
Theres a global "currentcar" value
If the player is within distance of a car, and presses use then player in car becomes one and currentcar is set to the object number of the car.
If player in car is 0 then it runs a sub routine for player movements, animations and camera control
if player in car is 1 then it runs a different sub routine for car movements, animations and camera control (using the currentcar global to control only the car the the player "used")
When the game is in car mode the player character is simply hidden and positioned at the car. I didn't bother to have him sitting or anything, because you cant actually see through the windows. Gonna update the character meshes with my own pretty soon, and when I do, I'll also add a "driving" and "riding Bike" animation, so that you can actually see him in the car (or on the bike....yes there'll be bikes).
The cars obviously each have a set of variables determining their top speed and (eventually) sound set. This should mean I can quickly add cars to the game, assign them a type (like sports, or saloon) and have them working!
I could really do with some help on car physics though (I don't want to use darkPhysics). I've heard mentions of car physics tutorials, I don't know if anyone could point me to one?!
Thanks for the interest dude. Looking forward to your next update.