1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Final 10 UnWheel 2 Vehicles

Discussion in 'General' started by stevenhorton, Jul 30, 2008.

  1. stevenhorton

    stevenhorton Not of this World

    Joined:
    Jan 9, 2004
    Messages:
    688
    Likes Received:
    0
    Here are the finished UnWheel 2 vehicles! I can only attach 5, the other 5 are below.

    [​IMG]
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     

    Attached Files:

  2. Kantham

    Kantham Fool.

    Joined:
    Sep 17, 2004
    Messages:
    18,034
    Likes Received:
    2
    Nice man! I guess it's time for you to change your sig. ;)
    Whenever you guys have some LD assets up, I'll be ready to help out with some Level design for your mod.
     
    Last edited: Jul 30, 2008
  3. RacingCoyote

    RacingCoyote New Member

    Joined:
    Jul 27, 2008
    Messages:
    27
    Likes Received:
    0
    These are incredible!!! :D
     
  4. plugh

    plugh New Member

    Joined:
    Nov 11, 2005
    Messages:
    12
    Likes Received:
    0
    Wow, very nice work, good stuff! : D

    If you want some help with level creation, I'd love to contribute something.
     
    Last edited: Jul 31, 2008
  5. stevenhorton

    stevenhorton Not of this World

    Joined:
    Jan 9, 2004
    Messages:
    688
    Likes Received:
    0
    Thanks Kantham and plugh for the offer to make maps for UnWheel 2. I do have custom content for UT3, but not near as much as I had for UT2004. I will take you both up on your offer, but with a comment about official maps for UnWheel 2. Anyone will be able to make maps for UW2, but maps included in the Make Something Unreal Contest will first be approved by those working on UW2. We had some under quality maps, and too many maps to really judge, in MSUC for UT2004. So, maps in the official release will be limited to 10 max, and my goal for phase 2 is at least 2 good maps.
    I have assets for a seaport race map, as well as some Google Street View images, if someone is interested.
    I will be out of town for about 10 days, starting tomorrow, and do not know if I will have access to the internet:(
     
  6. plugh

    plugh New Member

    Joined:
    Nov 11, 2005
    Messages:
    12
    Likes Received:
    0
    Sounds fair enough man, I wouldn't want to submit something of low standard that's for sure, I do take my time and have a lot of pride in my work : )

    Seaport assets sound like fun, I'm definitely interested. I'm finishing off my current project at the moment, so I'll be free to start working on this very soon, cheers : )
     
  7. ProjectX

    ProjectX Nicholas 'ProjectX' Udell - UnWheel Maps

    Joined:
    Jan 9, 2004
    Messages:
    1,223
    Likes Received:
    0
    I'm working on a volcano / cavern (I'm undecided atm) map that will be fairly basic, but looks pretty.

    I'm terrible at modelling so that is out of the question, and I currently work 8-5 programming for a company, so coding is slightly exhaustive atm. But mapping? GOW has brought me back into mapping.

    We could do with hiring some mesh modellers.

    We also need to look into perfecting the shiny shader for the vehicles, they look like they're made out of plastic atm. The models are stunning, and deserve better shaders.
     
  8. $n][pErMan

    $n][pErMan UnWheel Server Guru!

    Joined:
    Aug 29, 2004
    Messages:
    663
    Likes Received:
    0
    Awesome!!! :D
     
  9. ProjectX

    ProjectX Nicholas 'ProjectX' Udell - UnWheel Maps

    Joined:
    Jan 9, 2004
    Messages:
    1,223
    Likes Received:
    0
    The most important thing I think we should have in maps these days is a setpiece.

    You don't need them in FPS games as the levels are fairly small and non-linear, but for a racing game you need something to break up the flow from standard driving. In the old days this was a jump here and there, but gamers are used to that, so we need a bit of variety.

    A good example would be if, in Steven's level, a boat had to be jumped over, the boat, of course would be moving (bobbing?), providing more of a challenge than a standard jump.

    Or in my level, if there were spouts of lava to damage the vehicles.

    Absolutely MASSIVE jumps would also work, but then there's the problem of getting the players back up to the top.

    Not only should these be present, but there should be at least one "grand" set-piece. Think the cannon in DK's level on Mario Kart, or driving up the building at the end of UWRL-SUICIDE, or maybe the giant swinging pendulum in UWRL-Aztec (actually that level was mainly designed as a test-bed for set-pieces and not as a real level, the flow and design are terrible, but the set pieces are fun). There needs to be something that makes the player go "woah!". This is what will set UnWheel apart from the average racer.

    Luckily the new UnrealED is pretty much designed with setpieces in mind, so there's no excuse guys!
     
  10. The_Head

    The_Head JB Mapper

    Joined:
    Jul 3, 2004
    Messages:
    3,092
    Likes Received:
    0
    Nice to see Unwheel is alive. Been years since I used to race some of you online on it :D

    If you manage to find a coder I'd love this to be in UE3, you can count me in for working on levels and cars too :)
    I'm currently working on a Dodge Challenger lots to do yet though before it even comes close to how good yours look Steve.
     
  11. ProjectX

    ProjectX Nicholas 'ProjectX' Udell - UnWheel Maps

    Joined:
    Jan 9, 2004
    Messages:
    1,223
    Likes Received:
    0
    I need to know something for this level to proceed. What size are the vehicles (in uu).

    I've done a lot of work, and as far as I can tell the new UED doesn't have a scale map function, so I'd rather know before I do any more.
     
  12. stevenhorton

    stevenhorton Not of this World

    Joined:
    Jan 9, 2004
    Messages:
    688
    Likes Received:
    0
    Use the Scorpion for a reference.
     
  13. ProjectX

    ProjectX Nicholas 'ProjectX' Udell - UnWheel Maps

    Joined:
    Jan 9, 2004
    Messages:
    1,223
    Likes Received:
    0
    Excellent, thanks for that.
     
  14. SciJo

    SciJo New Member

    Joined:
    Mar 27, 2005
    Messages:
    5
    Likes Received:
    0
    Awesome looking vehicles. Keep up the good work.

    I've always been a fan of UnWheel. Good luck with the next version. :D
     
  15. JACK SH!T

    JACK SH!T Evil Genius in a Nutshell

    Joined:
    Sep 2, 2004
    Messages:
    575
    Likes Received:
    0
    Nice work Bro!!! Did you put any Easter Eggs in them?
     
  16. The_Head

    The_Head JB Mapper

    Joined:
    Jul 3, 2004
    Messages:
    3,092
    Likes Received:
    0
    stevenhorton, what approx polycount are you working to here?
     
  17. stevenhorton

    stevenhorton Not of this World

    Joined:
    Jan 9, 2004
    Messages:
    688
    Likes Received:
    0
    The_Head, my vehicles have a range from 10,110 triangles for the RoadRaider to 16,472 triangles for the FramePickup,(the frame and tires have alot of polys).
    I looked at your Challenger, nice job:) One of the goals the UnWheel team established, before real life swallowed them up, was to use futuristic vehicles. We would like to stick with that theme. However, I did make a new Cuda for UW1 that never was used, it is basically what I thought a 2008 Cuda would look like. In the attached picture you can see the simple changes I made to look like a newer vehicle. If you were able to modify the existing Challenger we may be able to use it, since actual body itself looks fairly low poly, the lights and wheels look higher.
    Hey Jack! Nope, no easter eggs, you get what you see:p
     

    Attached Files:

  18. Kantham

    Kantham Fool.

    Joined:
    Sep 17, 2004
    Messages:
    18,034
    Likes Received:
    2
    What if the rims were a simple sheet with a nice normal applied to it? I think GRID's doing that.
     
  19. The_Head

    The_Head JB Mapper

    Joined:
    Jul 3, 2004
    Messages:
    3,092
    Likes Received:
    0
    Cool, around the same polycount as my challenger is now :)

    Really like the design of the new cuda you have there, might try to make a future version of an old classic shape, although I may have another go working from images to get the hang of it first.
    I could certainly look into making more futuristic cars, this was my first attempt and I wanted to do something I could get references for though.
     
  20. ProjectX

    ProjectX Nicholas 'ProjectX' Udell - UnWheel Maps

    Joined:
    Jan 9, 2004
    Messages:
    1,223
    Likes Received:
    0
    I can't open UEd atm, (i'm on a laptop) but if you look at the scene manager with a scorpion in there it apparantly has something near 100k triangles. That's crazy. It also means we could fit approx 5 (counting for shader use, etc.) vehicles for every on-screen scorpion, giving us a max of approx 20-30 vehicles per race.

    Obviously the real value will be much lower (a lot of physics has to be computed as well), but it sure gives you food for thought.
     

Share This Page