@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.
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.
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.
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. :)
Heh, I also made an attempt to create something in inkscape and also though it looked bad. I shall put it online too once I find it :)
Thanks for this and i'm glad it was fun! The strong gradient seems to look not bad on the windows by the way in-game, although perhaps that is due to the contrast to the rest of the skin. ;)
Your effort should be helpful for creating even better skins for Trigger!
@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.
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!
@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?
Would you look at that...
http://tess2.uspto.gov/bin/showfield?f=doc&state=4004:di25o2.2.2
http://tess2.uspto.gov/bin/showfield?f=doc&state=4004:di25o2.2.3
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
Thanks for adding previews!
It's the same project. :)
@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
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. :)
Heh, I also made an attempt to create something in inkscape and also though it looked bad. I shall put it online too once I find it :)
Thanks for this and i'm glad it was fun! The strong gradient seems to look not bad on the windows by the way in-game, although perhaps that is due to the contrast to the rest of the skin. ;)
Your effort should be helpful for creating even better skins for Trigger!
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