Don't know which engine (or render system) are you using, so I'll try to answer as generic as I can (hope it helps).
From the package, there are at least two types of models, one rigged (and with animations), in .fbx format and one not animated, in .obj format. The skins are just textures to be applyed at the model (each model's vertex is mapped to the plain texture coordinate space, so it describes how to 'paint' the model with the texture... Both .obj and .fbx will have this information... at .obj, open it with a text editor and you'll see some elements defined with 'vt'). As all skins are mapped equally for each model, it's just a matter of changing the image (texture) you'll display to change the model's skin.
To see it at Blender, you can easily search the internet for "Blender basic texture tutorial" or something similar. The same could be applyed to the engine / render system you are using (searching for something like 'how to change model's texture on enigne xyz').
I didn't put much libraries here (could extend the list with GUIs, for example, some multiplataform low-level libs, like SDL, especifc game-genre engines, like Stratagus and so on).
@Calieb You can download blender and use it to export to the desired format (For those formats you requested, I'm sure it can export to .obj and .fbx).
Maybe the script is broken (as I don't have a debian or ubuntu, I couldn't test it... as far as I looked, it only searches for the libraries, instaling the missing ones with apt-get, before calling the compile setence.).
anyway, to compile, if you have all needed libraries (SDL, SDL_image SDL_gfx SDL_ttf), just do:
g++ -o ToG test.cpp -w -lSDLmain -lSDL -lSDL_image -lSDL_ttf -lSDL_gfx
that's the way I was successfull to compile it here last time I tested the game... Or you can wait the developer (Buch) fix the script (or use something more common like autoconf).
@shirish: it's a permission problem. Change the permission with:
$ chmod +x make.sh
To make it executable (so you can call with ./make.sh). Or, call it directly with:
$ sh ./make.sh
But the script is only usefull for debian-like distributions (debian, ubuntu). In my case, to compile it I need to copy and paste the last script line:
Better tracks would be essential to have (and maybe a simulated championship - against AI generated times - with sequential races on a big world map, like a real rally)...
But the bigger problem to me (which made Trigger-Rally somewhat not funny to play) is the behaviour of the car when it loss contact with the ground: the car either bounces like if it were made of rubber or take off like a plane!... Maybe someday I'll take a look on its phisics code and see what could be done there...
Long read: http://opengameart.org/forumtopic/site-administration
short read: the search is broken (example: http://opengameart.org/forumtopic/search-broken)
Are you talking about these, right?
Don't know which engine (or render system) are you using, so I'll try to answer as generic as I can (hope it helps).
From the package, there are at least two types of models, one rigged (and with animations), in .fbx format and one not animated, in .obj format. The skins are just textures to be applyed at the model (each model's vertex is mapped to the plain texture coordinate space, so it describes how to 'paint' the model with the texture... Both .obj and .fbx will have this information... at .obj, open it with a text editor and you'll see some elements defined with 'vt'). As all skins are mapped equally for each model, it's just a matter of changing the image (texture) you'll display to change the model's skin.
To see it at Blender, you can easily search the internet for "Blender basic texture tutorial" or something similar. The same could be applyed to the engine / render system you are using (searching for something like 'how to change model's texture on enigne xyz').
From what I remember / use (with obvious focus on Free/Libre software):
Free/Libre Tools
Art
Render Engines
Game Engines
Physics Libs:
I didn't put much libraries here (could extend the list with GUIs, for example, some multiplataform low-level libs, like SDL, especifc game-genre engines, like Stratagus and so on).
@Calieb You can download blender and use it to export to the desired format (For those formats you requested, I'm sure it can export to .obj and .fbx).
Many thanks again, nubux, and good luck on your career!
Fantastic nubux!
Now all the temporary portraits are replaced, many thanks... Feel free to do any more portrait as you want, they are really great!
Welcome back nubux!
I liked the portrait, and will use it for sure. For variation, if you can make a beardy version it would be great to have.
Maybe the script is broken (as I don't have a debian or ubuntu, I couldn't test it... as far as I looked, it only searches for the libraries, instaling the missing ones with apt-get, before calling the compile setence.).
anyway, to compile, if you have all needed libraries (SDL, SDL_image SDL_gfx SDL_ttf), just do:
g++ -o ToG test.cpp -w -lSDLmain -lSDL -lSDL_image -lSDL_ttf -lSDL_gfx
that's the way I was successfull to compile it here last time I tested the game... Or you can wait the developer (Buch) fix the script (or use something more common like autoconf).
@shirish: it's a permission problem. Change the permission with:
$ chmod +x make.sh
To make it executable (so you can call with ./make.sh). Or, call it directly with:
$ sh ./make.sh
But the script is only usefull for debian-like distributions (debian, ubuntu). In my case, to compile it I need to copy and paste the last script line:
$ g++ -o ToG test.cpp -w -lSDLmain -lSDL -lSDL_image -lSDL_ttf -lSDL_gfx
Better tracks would be essential to have (and maybe a simulated championship - against AI generated times - with sequential races on a big world map, like a real rally)...
But the bigger problem to me (which made Trigger-Rally somewhat not funny to play) is the behaviour of the car when it loss contact with the ground: the car either bounces like if it were made of rubber or take off like a plane!... Maybe someday I'll take a look on its phisics code and see what could be done there...
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