About the wheel, the evo and seat wheel are the same .obj and its .blend was already uploaded: wheel.blend
Not sure if the glass will improve the texture, but for sure aligning the front light to its "orifice" will make it better.
BTW, importing some TORCS cars (not sure if they are easily imported on Blender) could be a great add to Trigger (even if need to redo their textures to be more rally-like).
I'm neither using pulse audio, but here (gentoo, x86_64 architeture) the game runs fine.
The only problem is due to the button's "clicks" sound being a lot delayed (it takes 1 to 2 seconds after the press to do the "click" sound). But it's only a minor problem after all...
I like all 3 car textures, fictional brand names and logos.
You should not be too worried about brand names and logos, cause in a Rally game they are not the main aim of a player sight focus (For me they are a great add, anyway, as players that known Linux and FLOSS world will see lots of great references if they look carefully at the cars... but not all players will spot that).
And you should submit them to OGA, packed with sources (.blend and .svg) and binaries suitable to Trigger-Rally (.obj, .mtl .vehicle and .png), and commit them to the trigger repository to remove that old copyright-dubious files that are there til now...
SDL_rotozom and SDL_gfx primitives are from the SDL_gfx library (as SDL_image.h is from SDL_image library).
The correct way to use it is to include the headers (.h) and link the program with the library (-lSDL_gfx). In ubuntu the headers probably are on libsdl-gfx1.2-dev package (or something like that).
Created the uvmap for the wheel for evo and seat models (the .obj you have is probably from the nimrud model, which have different uvs). Uploaded them (with the .blend also) to the same place ( http://dnt.dnteam.org/trigger/evo/ ).
About double sized, not sure how trigger do the wheel translation to each position (if the engine did not rotate them, it won't be usefull to have different textures for inside-outside).
As I am very frustated for the .svg deletion, I've created the uvmap trying to be as much similar as the evo as possible (so, they can use the same textures, with little to no modifications).
You could check how similar their uv-maps are now:
There are the .blend, the exported .obj/.mtl and the .png with the texture.
But I was so stupid (and tired, as the day was long today) that by mistake I deleted the .svg when cleaning the files to upload (thinking it was the old one)!!! And I have no backups, so if you feel in the mood to do it, use the .png as a base of what I've done to your texture... ouch!
But qubudop, for your Fox, you should use the uvmap defined for http://opengameart.org/content/trigger-nimrud , as it won't have the mirror problem (and the .obj is already exported and support by the game)...
By the way, the wheel you made for it was really well done!
Glad they are on game now...
About the wheel, the evo and seat wheel are the same .obj and its .blend was already uploaded: wheel.blend
Not sure if the glass will improve the texture, but for sure aligning the front light to its "orifice" will make it better.
BTW, importing some TORCS cars (not sure if they are easily imported on Blender) could be a great add to Trigger (even if need to redo their textures to be more rally-like).
I'm neither using pulse audio, but here (gentoo, x86_64 architeture) the game runs fine.
The only problem is due to the button's "clicks" sound being a lot delayed (it takes 1 to 2 seconds after the press to do the "click" sound). But it's only a minor problem after all...
I like all 3 car textures, fictional brand names and logos.
You should not be too worried about brand names and logos, cause in a Rally game they are not the main aim of a player sight focus (For me they are a great add, anyway, as players that known Linux and FLOSS world will see lots of great references if they look carefully at the cars... but not all players will spot that).
And you should submit them to OGA, packed with sources (.blend and .svg) and binaries suitable to Trigger-Rally (.obj, .mtl .vehicle and .png), and commit them to the trigger repository to remove that old copyright-dubious files that are there til now...
SDL_rotozom and SDL_gfx primitives are from the SDL_gfx library (as SDL_image.h is from SDL_image library).
The correct way to use it is to include the headers (.h) and link the program with the library (-lSDL_gfx). In ubuntu the headers probably are on libsdl-gfx1.2-dev package (or something like that).
@buch : more things to you change to make it compatible with linux (plataform independent):
on ui.h, change:
#include "SDL/SDL_rotozom.c"
#include "SDL/SDL_gfxPrimitives.c"
to
#include <SDL/SDL_rotozom.h>
#include <SDL/SDL_gfxPrimitives.h>
on test.cpp, change:
game_init("data\\cfg\\db.cfg", "data\\cfg\\settings.cfg", "data\\cfg\\theme.cfg");
to
game_init("data/cfg/db.cfg", "data/cfg/settings.cfg", "data/cfg/theme.cfg");
also, on all .cfg files, where you set some directories, change \ to / .
That's it.
Compiled fine on my Gentoo... It seems great so far, but definitively need a background misterious music to add some depth!
Created the uvmap for the wheel for evo and seat models (the .obj you have is probably from the nimrud model, which have different uvs). Uploaded them (with the .blend also) to the same place ( http://dnt.dnteam.org/trigger/evo/ ).
About double sized, not sure how trigger do the wheel translation to each position (if the engine did not rotate them, it won't be usefull to have different textures for inside-outside).
Created the uvmap for the seat model (uploaded to the same dir of evo: http://dnt.dnteam.org/trigger/evo/ ).
As I am very frustated for the .svg deletion, I've created the uvmap trying to be as much similar as the evo as possible (so, they can use the same textures, with little to no modifications).
You could check how similar their uv-maps are now:
http://dnt.dnteam.org/trigger/evo/evo_uv.png
http://dnt.dnteam.org/trigger/evo/seat_uv.png
Hope they are helpfull.
I created a new uvmap for the evo model, and even reseted your new texture to it.
Uploaded the files here: http://dnt.dnteam.org/trigger/evo/
There are the .blend, the exported .obj/.mtl and the .png with the texture.
But I was so stupid (and tired, as the day was long today) that by mistake I deleted the .svg when cleaning the files to upload (thinking it was the old one)!!! And I have no backups, so if you feel in the mood to do it, use the .png as a base of what I've done to your texture... ouch!
Not have time to do the new uv maps yet.
But qubudop, for your Fox, you should use the uvmap defined for http://opengameart.org/content/trigger-nimrud , as it won't have the mirror problem (and the .obj is already exported and support by the game)...
By the way, the wheel you made for it was really well done!
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