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I've added the remaining
Tuesday, February 21, 2012 - 11:18

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 ).

I've changed the window
Tuesday, February 21, 2012 - 11:07

I've changed the window gradient to be less disgusting (still, the texture is too much "plastic" for my taste)... And also uploaded a texture to the "seat" car mesh... That one was a pain to texturize, as the uv-map is lot fragmented at the car's front (maybe if someone could import the model in blender, a refactory to the uvmap would help a lot).

 

Edited: added the last texture (now for evo model).

Just for fun, and to test the
Tuesday, February 21, 2012 - 05:09

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.

Hello qubodup,
Saturday, February 18, 2012 - 04:13

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...

I somewhat agreed with you,
Saturday, December 17, 2011 - 04:25

I somewhat agreed with you, but there's also the possibility that one creates a single piece per time - and upload them just when created. Maybe the solution could be a function to merge some previous uploads on a single one (like the "collection", but removing the old ones), or something like that...

Re: Sorlo (Ultimate Smash Friends)
Sunday, June 26, 2011 - 06:09

A plataform game like Hocus Pocus with this character would be great!

Re: Weekly Challenges needs your input!!
Monday, May 23, 2011 - 07:14

It's very similar, because I've based that on the now defuncted happypenguin's one. But focused on content creation (instead of content and programming) and with a fixed timeline (instead of "until we're done")... The main problem with the HP`s GoTM, for me, is envolving people for undefined time (allocing people to a game and, somewhat, "never releasing" them for other projects latter)... another big problem is the lack of somewhat clear - and simple - goals (we won't be in there, as the goal is already clear: create art for a month for project X; or even more specific: create art for a month for phase Y on project X; and simple: just create few assets, isn't something that depends directly of other people's work) and of available people (most people already have their own projects and very low time... I think it isn't a big problem here, as one can just upload one or two simple assets or only contribute to projects similar to its own one, avoiding overwork)...

 

I don't know if I am clear enough (or if my "english" is understandable)...

Re: Weekly Challenges needs your input!!
Monday, May 23, 2011 - 04:39

I like the idea of "game oriented challenges"... But, for more people be part of it - and more challenge content be available (most challenges only got 2 or 3 "challengers") - it should have more time... Let's say, something like a "game-of-the-month" to create/modify content for a month or something like that for an specific game, with a quick icon on the main OGA page, etc...

Re: cementery gate
Saturday, April 2, 2011 - 12:10

Realy impressive for a first model!

Re: A Kids Game?
Tuesday, March 8, 2011 - 04:53

Your idea of using a child's imagination as the main aspect of a game just reminds me of this model (and the idea described at it): http://opengameart.org/content/adventure-kid

If I had some time to help...  =^(

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