@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 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).
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.
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.
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...
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)...
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...
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
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 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 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,
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, 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...
A plataform game like Hocus Pocus with this character would be great!
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)...
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...
Realy impressive for a first model!
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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