Making of Flatout 2

Purple44

Well-Known Member
Team Bugbear Member
KSFR said:
Heddly said:
Jukka Merikanto said:
wert said:
What do you think will be an opportunity for activists to create new tracks and use your editor? This is possible in the future? 8)
Sorry to say but we can't release any tools to Flatout series as we don't have rights to do it. I personally would do it instantly since I know your skills at modding Flatout 1 and 2 and would like to see what you could create with our tools but it's not up to me or anyone at Bugbear to release those tools.
Could the owner of the rights be contacted?

Is it possible that they would be willing to release the tools used to create the content, to the FlatOut 2 community.

It would be a widely popular addition and promote the owner of the rights as a user friendly company that could be patronized.
+1
Is it Team6 that own the rights to the editor? Well... they did not used it thats for sure.
Team6 does not have the rights to the Flatout name, Zoo Games had the rights to Flatout name after Empire Interactive went belly up, then Zoo Games run into money trouble, so Strategy First ended up with the rights to Flatout name.

Strategy First turn out to be a publisher out for a quick buck and screw over the Flatout community with the beta release of Flatout 3 ( Flatout5 ). :(
 

dark.Continue

New Member
[quote author=
Let's start off with a video showing what our in-game editing tools looked like in 2005:
(also in HD)[/quote]

Hi, Tell me: Where i can download this Editor !!!
 

Mrmcpsycho

I Like food, food is good.
Hi, Flatout 1 was the first videogame i've ever played in my life and Flatout 2 was my second. And my question is: What was the hardest destructible object you ever created in FO:2?

Sorry for my bad english. Im from germany ;D
 
Mrmcpsycho said:
Hi, Flatout 1 was the first videogame i've ever played in my life and Flatout 2 was my second. And my question is: What was the hardest destructible object you ever created in FO:2?
You mean what was hardest to create or what object was hardest to destroy in-game? By looking at FO2 object list I would say trailer home that weights a whopping 9000 kg (~20 000 lbs) in-game was the hardest object we had.

FYI: Playing cards in ragdoll mini-games weighted 5000 kg (~11 000 lbs) each :)
 

Purple44

Well-Known Member
Team Bugbear Member
When I was doing custom derby pits for Flatout 2, I had to set the bowling balls to 100,000 mass weight. At 50,000 mass weight, sometimes a car would hit the wall of bowling balls and if a bowling ball moved, the whole wall of bowling bowls would come crashing down. :eek:

ddBowlingball = {
Category = SetCategory(CATEGORY_DYNAMIC_OBJECT),
Type = OBJECT_DEFAULT,
MaxVisibility = VISIBILITY_HIGH,

BonusType = BONUSTYPE_NITRO,

Mass = 100000.0,
Restitution = 0.1,

CollisionSound = COLLISIONSOUND_TIRE,

Inertia = INERTIA_SOLID_SPHERE
}







I left out one bowling ball in the wall ( where purple dot is ), if you jump at the right angle, your car can make it through the hole and out of the baseball arena. I use a football player for the ramp to jump platform.

Thanks to GulBroz writing a script for Blender, we were able to assign new object properties, so not to screw up the stock object properties. ddBowlingball =
 

psychicparrot

Always look both ways before crossing the street.
When I see this stuff, I am completely in AWE of Bugbear's games. The extensibility, flexibility and awesomeness of their racing engine completely blows me away. Look at what people can create and customize... and look at how much fun the games are. Just wow!
 

GikePeterson

New Member
Hi all!
I like to make screenshots and videos in game!
And i have questions:
1) Is this possible to extract Z-buffer images to make DOF effect? Does your engine support DOF? (im makin dof in photoshop, but it hard to make dof on my videos in After Effects by rotoscoping every frame)
2) Is it possible to make a little programm to animate the cameras in game? I know how to edit camera position, and move it during the game (there is a programm called "FlatOut Online Tools" by russian programmer Diana. but it moves through the mouse and result is not smoothly..
 

Olanov

New Member
I've played since the first Flatout and I can't but agree with what psychicparrot said.

I am completely in AWE of Bugbear's games. The extensibility, flexibility and awesomeness of their racing engine completely blows me away.
It's a real shame Bugbear developers can't relase any tools for Flatout series but I don't mind. Flatout games seem to have plenty of mods already with no official tools being out there.

So anyways, thanks for these great game you guys have done, not just Flatout. I also have a question regarding the music in game. How did you end up choosing the tracks you did for music of Flatout 2 and how long did it approximately take? From first to the last process regarding it.
 

69Imperial

fuk tha mods #yolo #smdmajatek
Master Blaster
I've been playing since FO1, and i've always been fascinated by the dynamic props and their physics, & I basically know every single one in FO2/FO:UC.
How many of the SFX did you guys do yourselves, and were any of the dynamic prop vehicles(such as the Acura TL in FO2) owned by developers?
Also, who did the graphics design(billboards/ads)? They deserve a medal. ;D
I can't wait to get me a GameToy or a burger from BugBurger! LOL.
BTW.....don't know if you noticed this, but on the prop Cadillac....ya left the Cadillac emblem on the vinyl roof by accident. ;D
 

Attachments

69Imperial said:
I've been playing since FO1, and i've always been fascinated by the dynamic props and their physics, & I basically know every single one in FO2/FO:UC.
How many of the SFX did you guys do yourselves, and were any of the dynamic prop vehicles(such as the Acura TL in FO2) owned by developers?
Also, who did the graphics design(billboards/ads)? They deserve a medal. ;D
I can't wait to get me a GameToy or a burger from BugBurger! LOL.
BTW.....don't know if you noticed this, but on the prop Cadillac....ya left the Cadillac emblem on the vinyl roof by accident. ;D
We didn't do SFX in-house. It was outsourced to brilliant Greg Hill that is specialized in creating SFX for racing games. You can see list of games he has been working on here: http://www.mobygames.com/developer/sheet/view/developerId,68064/

Those billboards on the other hand were made by various environment artists and level designers :)

Hehe, thanks for noticing that Cadillac emblem, didn't know it was there.. Now don't tell General Motors about this, mmmkay?
 

69Imperial

fuk tha mods #yolo #smdmajatek
Master Blaster
Jukka Merikanto said:
69Imperial said:
I've been playing since FO1, and i've always been fascinated by the dynamic props and their physics, & I basically know every single one in FO2/FO:UC.
How many of the SFX did you guys do yourselves, and were any of the dynamic prop vehicles(such as the Acura TL in FO2) owned by developers?
Also, who did the graphics design(billboards/ads)? They deserve a medal. ;D
I can't wait to get me a GameToy or a burger from BugBurger! LOL.
BTW.....don't know if you noticed this, but on the prop Cadillac....ya left the Cadillac emblem on the vinyl roof by accident. ;D
We didn't do SFX in-house. It was outsourced to brilliant Greg Hill that is specialized in creating SFX for racing games. You can see list of games he has been working on here: http://www.mobygames.com/developer/sheet/view/developerId,68064/

Those billboards on the other hand were made by various environment artists and level designers :)

Hehe, thanks for noticing that Cadillac emblem, didn't know it was there.. Now don't tell General Motors about this, mmmkay?
Cool, thanks for the info.
LOL, I sure won't.
I have more questions, lol.
What's your favorite prop, and what was the hardest one to make? How many props didn't make it into the game?
What was the funniest bug you encountered in the developement of Flatout 2?
Also, is that debug menu able to spawn new props? Typing in the internal name for the prop or something like that?
 
69Imperial said:
What's your favorite prop, and what was the hardest one to make? How many props didn't make it into the game?
What was the funniest bug you encountered in the developement of Flatout 2?
Also, is that debug menu able to spawn new props? Typing in the internal name for the prop or something like that?
We had many people doing props so it's hard to say what was the hardest to make and I really don't remember how many props we had to cut.

Funniest bug for me was when creating forest track I accidently filled the whole map with grass and it actually ran on my machine. The grass was growing everywhere and it was about as tall as my vehicle so there I was driving around trying to find my way in this track that was taken over by nature :)

We didn't have tool for spawning new props but we actually had all the props loaded in the track and we would just duplicate those. In fact if you find a mod that let's you use free camera you can find those prop collections in final version of the game. They're hidden below the edges of the map ;)
 

69Imperial

fuk tha mods #yolo #smdmajatek
Master Blaster
Jukka Merikanto said:
69Imperial said:
What's your favorite prop, and what was the hardest one to make? How many props didn't make it into the game?
What was the funniest bug you encountered in the developement of Flatout 2?
Also, is that debug menu able to spawn new props? Typing in the internal name for the prop or something like that?
We had many people doing props so it's hard to say what was the hardest to make and I really don't remember how many props we had to cut.

Funniest bug for me was when creating forest track I accidently filled the whole map with grass and it actually ran on my machine. The grass was growing everywhere and it was about as tall as my vehicle so there I was driving around trying to find my way in this track that was taken over by nature :)

We didn't have tool for spawning new props but we actually had all the props loaded in the track and we would just duplicate those. In fact if you find a mod that let's you use free camera you can find those prop collections in final version of the game. They're hidden below the edges of the map ;)
Wow, that's nuts. How low did the FPS drop? :eek:
And I gotta try that camera mod, what are some of those prop collections like? :D
Also, who's idea was it for the Acura TL to be one of the wrecked car props? Little too new, don't ya think? :p
Speaking of car props, how many of them were actually owned by devs/friends/family?(such as the red Cadillac, aqua blue Lincoln Continental, and silver Acura TL)
I know this is the FO2 topic, but in FO:UC, why were some props removed from the Desert Airfield track?(propellers, airplane engines, 2 or so sets of airplane wheels), and the small scripted scenerios (such as rocks falling off cliffs/barrels exploding offtrack and flying onto the track) removed as well?
Sorry for all the questions, i'm just hyped to talk to the man behind the tracks in FO.
 

Purple44

Well-Known Member
Team Bugbear Member
Like these objects that are off to the side of the track map?



Sorry for the grey scale color, but when I try and set Blender to color, it go pink on me. :p

I also found a beer buster 3000 object on the fields track. ;)

 

69Imperial

fuk tha mods #yolo #smdmajatek
Master Blaster
Cool, that chainsaw isn't used, and it says DEER buster. ;)
And I already knew of those, I honestly thought they were put there for testing purposes.
 
69Imperial said:
Speaking of car props, how many of them were actually owned by devs/friends/family?(such as the red Cadillac, aqua blue Lincoln Continental, and silver Acura TL)
None. I'm afraid we don't have that fancy cars. If we had put our real life cars to Flatout it would have been mostly wagons with baby seats battling it out ;)

69Imperial said:
I know this is the FO2 topic, but in FO:UC, why were some props removed from the Desert Airfield track?(propellers, airplane engines, 2 or so sets of airplane wheels)
If I remember correctly they were removed because they were so massive yet light weighted. We couldn't make them heavy enough to look realistic when hit because they ended up blocking the route.
 

69Imperial

fuk tha mods #yolo #smdmajatek
Master Blaster
Jukka Merikanto said:
69Imperial said:
Speaking of car props, how many of them were actually owned by devs/friends/family?(such as the red Cadillac, aqua blue Lincoln Continental, and silver Acura TL)
None. I'm afraid we don't have that fancy cars. If we had put our real life cars to Flatout it would have been mostly wagons with baby seats battling it out ;)

69Imperial said:
I know this is the FO2 topic, but in FO:UC, why were some props removed from the Desert Airfield track?(propellers, airplane engines, 2 or so sets of airplane wheels)
If I remember correctly they were removed because they were so massive yet light weighted. We couldn't make them heavy enough to look realistic when hit because they ended up blocking the route.
Ah, to be honest, I thought that was the reason. It's so bizzare when you plow into them in FO2 and they make those little dingy light metal SFX.
And lol @ the SW comment, maybe they would be good for demo derby. :D
Weird question, but what OS do you guys over at Bugbear run? Do you still run XP? Do you think your next game will still support XP?
 
M

Mopower

Guest
Ha, that's pretty cool that you outsource the sound fx. To be honest, the bullet GT sounds awesome. But I want to be able to customize the SOUND of my vehicle in your guys' next game. Like be able to change the headers/exhaust to give it a different sound.
 
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