Just out of curiosity why spend so much time developing in an engine that by your own admission makes it hard to have user created content?LKR47 wrote:Somebody already probably said this but I dont feel like reading through the thread. Sim is coded in c++ (im assuming) using openGL probably in VS or devcpp. Porting it to unity would be a hassel because unity only supports c# and javascript plus it would be very hard to have user creation ex tracks,bikes, gear because unity packages everything in .ddl's. I am making a moto game in unity however.its a mix between a simulation and arcade. Might be worth checking out. Ill link a video,check out the comments. https://www.dropbox.com/home?preview=ScreenFlow.mp4
Will we ever see MXS on the unity engine?
Re: Will we ever see MXS on the unity engine?
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Re: Will we ever see MXS on the unity engine?
[quote="SMR 510RR"
Just out of curiosity why spend so much time developing in an engine that by your own admission makes it hard to have user created content?[/quote]
I don't plan on opening it up for user created content. Sure that kind of takes away from pc ecosystem ex downloadable tracks gear mods etc. but it's my first "real" game I'm working on so I want to keep it simple. I'm sure there's a way around it but from what I've seen everything is packed into .dlls. I've been using unity since 2.x so that's just my engine of choice.
Just out of curiosity why spend so much time developing in an engine that by your own admission makes it hard to have user created content?[/quote]
I don't plan on opening it up for user created content. Sure that kind of takes away from pc ecosystem ex downloadable tracks gear mods etc. but it's my first "real" game I'm working on so I want to keep it simple. I'm sure there's a way around it but from what I've seen everything is packed into .dlls. I've been using unity since 2.x so that's just my engine of choice.
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Re: Will we ever see MXS on the unity engine?
DP but thank you. All that I've done is added a directional light to the scene so there's no super fancy shaders or lighting effects . Hopefully pretty soon I'll get some time to read up on some of the new features and apply them .aeffertz wrote:
I don't want to hijack this thread but that is looking fantastic! I love the shadows.
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Re: Will we ever see MXS on the unity engine?
aeffertz wrote:I don't want to hijack this thread but that is looking fantastic! I love the shadows.LKR47 wrote:I accidentally posted my personal preview, sorry bout that. Heres the new link! https://www.dropbox.com/sc/pupmt0in26hf ... 3kOmw0GhVa . Ive made a lot of progress since this recording such as controller support and basic in-air control.VMX_SKYmx99 wrote: Your link isn't working. It's taking me to my Dropbox page? I would love to check it out though!
Link worked for me lol
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Re: Will we ever see MXS on the unity engine?
He was talking about the link above that post I believe.John_Trombley wrote: Link worked for me lol
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Re: Will we ever see MXS on the unity engine?
Dont mean to bring this post back from the dead but I thought Id share.
By no means am I an environment artist but Im pretty happy with how this turned out with just 30 mins of work. I am using Alex Effertz' secret sx terrain heightmap (folder was open so I thought it would be okay just to play around ) because of the way he has water running through the track. I also took a skybox sequence from sky's offseason sx (Ive seen it in a few tracks, not sure whos it is. Im sorry). Im using PBL(Physical based lighting), along with realtime shadows,procedural shaders, and reflections. I thought it looked pretty sick for being made by a programmer who is unskilled with the art aspect of game dev. Just goes to show what Unity is capable of.
Re: Will we ever see MXS on the unity engine?
Hell yeah, man! That' awesome. Not only that, it's awesome to see something I made being used elsewhere. Keep up the good work!
Re: Will we ever see MXS on the unity engine?
It looks great but the rider model should not have skipped leg day... XDLKR47 wrote:
Dont mean to bring this post back from the dead but I thought Id share.
By no means am I an environment artist but Im pretty happy with how this turned out with just 30 mins of work. I am using Alex Effertz' secret sx terrain heightmap (folder was open so I thought it would be okay just to play around ) because of the way he has water running through the track. I also took a skybox sequence from sky's offseason sx (Ive seen it in a few tracks, not sure whos it is. Im sorry). Im using PBL(Physical based lighting), along with realtime shadows,procedural shaders, and reflections. I thought it looked pretty sick for being made by a programmer who is unskilled with the art aspect of game dev. Just goes to show what Unity is capable of.
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Re: Will we ever see MXS on the unity engine?
I totally agree lol. I havent even began to do anything with the rider yet. I dont have permission to use it from P2sta, it is just there for a placeholder until I get better at modeling which will be long before a production version of the game is ready. I rigged it in 3ds max and imported it with animations but the mechanim character template I set up in unity is all jank so the body looks huge and the legs are tiny. The animations dont play correctly either so I dont even have it set up to put his hands on the bars or the footpegs . That is also why he looks so dark. The materials, normals, and shaders arent even configured yet because I just gave up on him for now. If you look closely the wireframe from the template is still on the skin as well oopsJJH186 wrote: It looks great but the rider model should not have skipped leg day... XD
Re: Will we ever see MXS on the unity engine?
Lol still looks cool! I feel like JLV should try to put the game into the Unity Engine for update 1.12, the only problem im not sure how the game would be performance wise, I got a Intel HD Graphics 4000 and its not made for gaming so I am not sure how it would run on there XD.LKR47 wrote:I totally agree lol. I havent even began to do anything with the rider yet. I dont have permission to use it from P2sta, it is just there for a placeholder until I get better at modeling which will be long before a production version of the game is ready. I rigged it in 3ds max and imported it with animations but the mechanim character template I set up in unity is all jank so the body looks huge and the legs are tiny. The animations dont play correctly either so I dont even have it set up to put his hands on the bars or the footpegs . That is also why he looks so dark. The materials, normals, and shaders arent even configured yet because I just gave up on him for now. If you look closely the wireframe from the template is still on the skin as well oopsJJH186 wrote: It looks great but the rider model should not have skipped leg day... XD
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Re: Will we ever see MXS on the unity engine?
If only it was that simple...JJH186 wrote:I feel like JLV should try to put the game into the Unity Engine for update 1.12
Re: Will we ever see MXS on the unity engine?
Isn't it just to convert it using TotalGameConverter_v0.83.exe?Ohagan75 wrote:If only it was that simple...JJH186 wrote:I feel like JLV should try to put the game into the Unity Engine for update 1.12
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Re: Will we ever see MXS on the unity engine?
Yeah I wish it was XD.Ohagan75 wrote:If only it was that simple...JJH186 wrote:I feel like JLV should try to put the game into the Unity Engine for update 1.12