Libre Car Skins for Trigger Rally (Linux open source racing)
Hey,
We at Trigger Rally are trying to get rid of all assets that might be infringing and could use the help of a UV-map painter, to create realistic, original (or generic) colormaps.
To see the current state of the textures, see these videos:
http://www.youtube.com/watch?v=_j2GfJEqGyw
http://www.youtube.com/watch?v=IOSRtFqK-LU
To create replacements, you can use our currently used images to see the layout, please do not use the images as part of your painting,, as the images' source is unknown and including even parts of them might is legally questionable.
In the replacements, there should be no trademarks visible at all. Please avoid using identical color (palettes), as they might be protected by color palettes.
Please provide layered and vector files, if you use them in the process. If you only use one layer, please provide the texture in 1024x1024 or higher and in .png format (don't export to jpg, as it is lossy).
Please multi-license the art under cc-by-sa/gpl2/gpl3.
We'd really appreciate an artist's hand with this. :) If you would like to help but need more guidance, please feel free to contact us!

Hello qubodup,
To make things easer, I've created a simple python script to extract the UV map from the trigger vehicles models (.ase format) and save it on a .png file.
The script is here: http://dnt.dnteam.org/trigger/trigger_model_uv_map.py
The created (2048x2048) uvmaps for each vehicle models are (already merged with respectve wheel models):
http://dnt.dnteam.org/trigger/seat_uv.png
http://dnt.dnteam.org/trigger/focus_uv.png
http://dnt.dnteam.org/trigger/evo_uv.png
The EVO model seems to have a few strange vertex uv (maybe it's a bug on the model or on the script itself, as I've quickly written it).
The script is licensed in GPLv3 or latter.
Hope it's helpfull...
Thanks a lot, farrer! I will have some fun drawing now!
It would be very helpful if somebody with skill would try to finish this task though :)
I was told the format is a bit different from what the ending lets assume, perhaps that created extra tris.
Just for fun, and to test the uv-map, I've created a simple texture for the "focus" model: http://opengameart.org/content/simple-car-textures
It isn't a ford focus (as I suppose that the idea is to remove all possible brand references or other type of copyrighted material).
As it's the first time I've created a texture using only inkscape, it's very low quality, but maybe could be a placeholder to remove the dubious copyrighted file from Trigger.
Anyway, I haven't this kind of fun since the 90s when doing "car paints" at 1994 Papyrus Nascar game (and, as you can see, my texture is as bad as a '94 game texture created by a ~10 year old child should be).
EDIT: Added a texture to the "seat-mesh" too. Same link.
Here's the horrible things I have drawn :) Although the golden tire is OK I'd say. Feel free to use anything attached under cc0/publicdomain.
download xcf/svg/svg here
A thought: when the Suzanne (blender mascot) model/kart was added to STK, I realized that the underside of the kart is very pretty (wooden planks) and there is a whole little nieche space to explore inracing games when your car flips over. You might not be able to control the car any more but you can explore the details of the underside,which otherwise you would never see. (google image search for car bottom for references).
If in the endwe have textures which the trigger team will approve of being committed but they have plain undersides, I'll have some fun trying to create a bit of mechanical complexity there. :)
Based on the SVG model provided by farrer, I made this wheel for the "seat" file. I will post some vector when I have a bit more done. What do you think about it? I don't know but to me it doesn't feel too realistic. :P
@Lazza: It's definitely an improvement!
The model is very simple and there are no effects.. By faking some kind of reflection it might be possible to make it look more realistic..in any case, inspiration material: http://commons.wikimedia.org/wiki/Category:Tires_for_automobile_racing
I've added the remaining basic texture (the evo-vehicle mesh). It's rudimentar and somewhat ugly, as are the other ones: http://opengameart.org/content/simple-car-textures
@qubodup:The original textures have underside details, but they are so hard to do (at least for a non-skilled person like me), that I just forgot them.
@Lazza: Much better wheel. Maybe with some light effects or the inner rays more similar to a metal material and it'll be even better (don't know how to do that in inkscape, or even if it's possible)...
Anyway, that's all my limited texture-maker knowledge can do for Trigger-Rally (just a final question: Is it a fork of the old Trigger game or just a revival? It still makes me feel like an airplane game when the car leaves the floor... maybe with motorbikes instead of cars and it'll have a more realistic feel =^D ).
It's the same project. :)
I took the chance to make a quick facelift to the EVO-texture.
Added some shading, mud, stickers, commercials and provocative text.
http://opengameart.org/content/simple-car-texture-evo-trigger-happy-facelift
Thanks, it is another improvement!
I tested it in-game: http://www.youtube.com/watch?v=TYakTHyC278
And I created a simpler version without writing and logos (except for fictional car brand) to test it also: http://www.youtube.com/watch?v=g_5_XV5xUHs
Your use of layers and masks made it easy to make changes!
PS: Mailing list discussion about this
Try "," and "." keys in game... ;)
Funny recording however. :)
BTW there is a minor issue with the texture/uv-mapping:
The other side of the car model uses a mirrored version - bad for text and logos.
@hc: good improvements!
By the way, the mirrored side is why I've defined all textures with symetric numbers (00, 8 and 88)...
Hi,
I wouldn't mind giving some textures a shot unless you have now got everything you need but I don't quite get how the uv maps link together,
are the models blend files and if so could you upload them, that way I can test out textures myself until they look resonable?!
Thanks,
Scribe
@Scribe
I'm afraid the 3d model is not in a common format, though since farrer managed to open it, it might be possible to work around?... or re-create?... I will ask on the mailing list for support on working with the format.
If you can edit/import 3ds(?) .ase files, here is one of them: http://trigger-rally.svn.sourceforge.net/viewvc/trigger-rally/data/vehicles/seat/seat.ase?view=log (press 'download')
Further enhancements or versions of the car skins would be definitely welcome. :)
Here's from the bug tracker:
Trigger uses a custom 3D mesh format (derived from 3DS Max ASC format) so
replacement would be hard, but I'm confident that the mesh assets are
original works. It's also likely that they differ from their real-world
counterparts sufficiently to avoid infringement.
http://sourceforge.net/tracker/?func=detail&aid=3468803&group_id=157028&atid=802155
@farrer: Since you worked with the file format, do you have ideas about making the models editable or how to import them into blender?
I just found an ase2obj script and it seems to work! (at least for the models, not sure about the UV mappings)
http://zeq2.com/SVN/Source/Tools/ASE2OBJ/
I converted the models and uploaded them here in a zip.
As for the UV maps, see my first post and farrer's first post in this thread.
Hope this helps!
@qubodup: A blender import/export script would not be too hard to do, as the .ase files are easy to understand with the help of trigger's load and render code. As you found a converter to .obj, I believe a script to convert back from .obj to .ase should do the trick (it's important, as I believe the uvmaps are bad on lot of places - for example: you can't do backlights on the model's rear AND side, as real cars, without editing two distinct and not at the same scale places of the texture!). If a blender export script already exists, better.
Hey,
I finished a texture for the focus: http://opengameart.org/content/trigger-rally-focustexture
I've uploaded the blend file as the UV maps had gone strange in the obj file I used, or at least they were incomprehensible to me, so hopefully you are able to use my textures with my altered UV layout?!
If not, I would be able to render the model from all the same angles as the ford focus images you shared in your first post and you should therefore still be able to use them :D
hopefully they are of use
Scribe
@Scribe thanks a lot and I'm curious how this texture looks in-game but I'm not sure how to get it into the game. I will probably have to try out an .ase Blender exporter or perhaps it's trivial to use .obj files, rather than .ase ones. Perhaps somebody on the mailing list will have ideas for that.
Scribe: it would be helpful if you could render the car so we have the original texture layout again.
I found a nice public domain "look under a car" photo and created a texture usable for an UV map: bottom-under-side-view-of-car-public-domain-texture
hc: thanks for telling me about , and . ... I spent so much time driving around smallswirl to tryto get some angles for testing :)
I used hc's dirty (but cleanly layered) .xcf to make some changes. I will probably go back to farrer's svg to change the color though.
http://f.qubodup.net/trigger/rev_wip.xcf.bz2
Hey
it has been quite a while but I finally got round to rendering the model from the different angles, though I don't know if they will be useful, I hope so!
check them out here!
thanks,
Scribe
Hey Scribe,
thanks, I quickly tried the skin using simple copy-paste. Quite like it!
Now I'll have to weight manually editing the UV map against changing the UV coordinates against adding a .OBJ model import function.. :)
PS: ...against finding a way to convert .OBJ to .ASE.
I started by trying to save trigger-rally-focustexture as an .obj file in blender and then convert to .ase using ivcon (compiled with "gcc ivcon.c -lm -o ivcon").
The result was a file with only one GEOMOBJECT. The focus.ase file in Trigger has 15 GEOMOBJECTs and it has more subitems, which might be UV map-related.
For creating new .ase files, the in-game .ase files need to be inspected and the export of the .obj files need to be adjusted accordingly (hopefully the conversion to .ase will work without problems). Help from somebody experienced in exporting .obj files would be appreciated.
It should be much more easer to write a .obj importer, shouldn't? (.obj files are very simple, by the way).
As far as I've looked at trigger code, it's just a matter of writting a loadOBJ function at PModel, on "src/pengine/model.cpp" (declared at "src/pengine/render.h"), populating its internal PMesh according to the loaded values (and switching between loaders at PModel contructor, based on file extension) - could use loadASE as reference.
Unfortunally, I'm somewhat busy right now... I'll try it latter, if nobody does it first (and if it's really as easy as it seems right now on a quick look).
farrer, it definitely would be preferable to have Trigger deal with the widely supported and open .obj format than working on a pipeline for creating working .ase files. :)
I announced your idea on the mailing list (thread).
By the way: plib has the ability to load/save both .obj and .ase, if this helps.
Just to point that I finally had some time and implemented the .obj support for trigger:
There are some restrictions (mainly due to the way the trigger engine is implemented, but sometimes for easy implementation) to the .obj (nothing the blender exporter couldn't handle):
- Just a single material per .obj;
- All faces must be triangles.
- The material is somewhat ignored, only loaded the texture defined by it;
I've submitted a patch here: http://sourceforge.net/tracker/?func=detail&aid=3518605&group_id=157028&...
Hope they find it usefull.
EDIT: Just forgot to tell the license the patch is: GPLv2 or latter.
Hey it's nice to see my textures in game!
and thats great if you can now use .obj files as I think it will mean more users will be able to help you more easily. Does it now work properly with farrer's patch?
I'm too busy for the moment but if theres now an easy way of importing the textures I made last time I might get a chance to make some more at a later date!
Good luck with your project,
Scribe
Don't know if they looked at the patch or not.
To make things easer for them to test the patch, I've uploaded here a car model, based on mime old focus texture (but with a new uvmap) with all definitions files for trigger usage (.vehicle definition and with .obj and .mtl exported) among with the related .blend and .svg:
http://opengameart.org/content/trigger-nimrud
farrer, thanks for your effort and Scribe I'm glad to hear that you see benefits in the addition of .obj support.
From our mailing list:
(Ishmael Turner)
I'm looking forward to the format being supported!
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