For GUI, you can check this: http://supertuxkart.sourceforge.net/doxygen/gui_overview.html
Look at how other GUI elements are done, try to find something that looks like what you want to achieve, understand how it's done and re-do it the same way. Also, have a look at the .stkgui files, they define the GUI in an HTML-like style.
About putting markers above the players, it's one of the possibilities. You need a Blender model that you export to .b3d, and I think you could use hiker's hat system for that (look at KartModel::setHatMeshName() and others). I don't think it can work for 2 different 3D models for now, but it can certainly be extended for that.

Good luck :)


2013/6/30 Riffer Brandon Dahl <superbpd@gmail.com>
I looked through all the files. I'm thinking that in order to classify teams, we could put blue and red markers above the players accordingly. How and where can I change the graphics and UI?


On Sun, Jun 30, 2013 at 4:10 AM, Lionel Fuentes <funto66@gmail.com> wrote:
Hi Riffer,


This is Riffer. Sorry about earlier in the IRC, I was AFK.
No problem :)
 
Anyways, I'm interested in helping to develop the soccer mode. What still needs to be done, what files should I be looking at, and what do I need to understand in general.
Cool :) There is a ticket opened in Trac about that: http://sourceforge.net/apps/trac/supertuxkart/ticket/975
I think the most urgent part is "counting and displaying scores". You should have a look at src/modes/soccer_world.cpp and src/modes/soccer_world.hpp
SoccerWorld::onCheckGoalTriggered() is where we detect a goal happened. We have to teleport the ball back at the center of the field, count points for the team (see RemoteKartInfo::m_soccer_team) and display them.
Besides, one should also check why the goal cage in the only soccer field there is for now has this weird appearance (invisible from the inside, black from the outside), I suspect the UV coordinates, but really not sure.

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