It sucks but, like, I do want to eventually finish this so in order to so do you have to cut lots of good ideas.Ĭurrently facing down the barrel of a huge problem: lighting the scene.
Also a section for the jokey unlockable cars.
I originally visioned a huge multi-level museum level to hold them all, but that would take so much time to put together. Already I’ve cut like 3-4 things that would have taken loads of time. This project has been interesting in that I’m discovering my process for cutting features and additions. and I would have to go back and enable it on every single model, which would be time consuming. Considering how weird these models are I dunno how they would handle a light map.
Unity has baked lighting which should be good, but that means generating lightmaps for…everything. I think this should be enough.Īs for flying, I think that’s a better solution to see all of the models. I may put partitions up to better group off the different sections, but I think an open area suits the museum better.īrentporter basically how I’ve done that is group them by rough, roughly, and placed a placard at the start of the row. I’ve put together some scaffolding and brick wall meshes and put in some lights, and I kind of like the look of it. A lot of auto and plane museums are just big warehouses with partitions, so maybe a warehouse-like space is appropriate? It’ll be a little weird because I’ll credit all of the artists (unless their roles are mentioned in mobygames), but that’s probably fine, better to overcredit than leave someone out.įor the museum itself I went back and fourth on a lot of ideas and, to be honest, I’m lazy as hell. So anyway, credit placards will probably look like this. Someone in my twitter messages is very enthusiastic about adding some scaffolding so people can climb up and see the tops of them, something I’ve considered but I feel scope creep coming on.
N64 TEXTURE PACKS WITH BAKED LIGHTING FULL
I haven’t played the elusive home conversion of Rave Racer for Japanese PCs so that’s one challenger that eludes me but the N64 controls of RR64 might have made it, for all its faults, the best playing home version of RR until Ridge Racer V (which I think was a huge step up over R4 control-wise even if it compared poorly in many other aspects).īut I am only considering standard controllers in this comparison and not the NeGcon the option for full analogue controls probably give back the four PS games a unique advantage over RR64.Īt a point where I’m currently slapping together a space for the vehicles, which is a big problem because I kind of want them to be “person scale”, and several of the vehicles (Like the Wipeout and Hydro Thunder ships) are pretty big. As a consumer at the time, I was disappointed (in as much as I cared about the N64) that the game lacked the artistic mastery and plethoric contents of R4, but from a development point of view, I now think this restraint was a good idea both from the perspective of Namco and also as NST’s very first development project.Īnother interesting and unique idea that you must have noticed is the choice of three different drifting configurations: one closer to the original RR, one closer to Revolution, and the final one which was brand new and better adapted to the N64 controller. It borrows some assets from R4 (mainly the textures and designs for the cars, and that one Reiko.jpg) but it is in fact a very different game which combines Ridge Racer (the original one), Ridge Racer Revolution and a brand new track with a more American tone.