From: Iwan G. <qu...@go...> - 2012-02-20 21:20:52
|
Hello, I posted a thread on OpenGameArt [1], requesting help in creating license-OK textures for Trigger. User "farrer" created a script to export UV maps from our 3D models and also posted three examples to the thread. Later he created a sample texture for the Ford car [2]. [1] http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing [2] http://opengameart.org/content/simple-car-texture I made a few screenshots of the skin in-game [3]. [3] http://omploader.org/vY3VobA I won't try to convince you to commit this one just yet but I might try in the future if no alternatives arise. ;) I will keep you updated as new art will be created. :) Cheers Iwan |
From: Iwan G. <qu...@go...> - 2012-02-22 13:17:37
|
farrer of OpenGameArt created basic SVG textures for all three cars [1]. [1] http://opengameart.org/content/simple-car-textures hc of OpenGameArt made a dirtier version of the evo skin in GIMP [2] and I recorded an in-game video [3] as well as a version without logos/text [4]. [2] http://opengameart.org/content/simple-car-texture-evo-trigger-happy-facelift [3] http://www.youtube.com/watch?v=TYakTHyC278 [4] http://www.youtube.com/watch?v=g_5_XV5xUHs Comments welcome! Either in ML or on the OGA forum. Cheers Iwan On Mon, Feb 20, 2012 at 10:20 PM, Iwan Gabovitch <qu...@go...>wrote: > Hello, > > I posted a thread on OpenGameArt [1], requesting help in creating > license-OK textures for Trigger. User "farrer" created a script to export > UV maps from our 3D models and also posted three examples to the thread. > Later he created a sample texture for the Ford car [2]. > > [1] > http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing > [2] http://opengameart.org/content/simple-car-texture > > I made a few screenshots of the skin in-game [3]. > > [3] http://omploader.org/vY3VobA > > I won't try to convince you to commit this one just yet but I might try in > the future if no alternatives arise. ;) > > I will keep you updated as new art will be created. :) > > Cheers > > Iwan > |
From: Iwan G. <qu...@go...> - 2012-02-23 01:19:14
|
Scribe expressed their interest in helping with car textures [1] but would like to be able to edit with pre-viewing (rather than having to run Trigger to test the textures). [1] http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing#comment-9115 I googled the format for a few minutes and it seems non-trivial to convert/import the format, even though it is ASCII. Does anybody remember how the meshes were created and/or how it 'differs' from standard .ase? (this was mentioned in a bug report [2]). [2] http://sourceforge.net/tracker/?func=detail&aid=3468803&group_id=157028&atid=802155 On Wed, Feb 22, 2012 at 2:17 PM, Iwan Gabovitch <qu...@go...>wrote: > farrer of OpenGameArt created basic SVG textures for all three cars [1]. > > [1] http://opengameart.org/content/simple-car-textures > > hc of OpenGameArt made a dirtier version of the evo skin in GIMP [2] and I > recorded an in-game video [3] as well as a version without logos/text [4]. > > [2] > http://opengameart.org/content/simple-car-texture-evo-trigger-happy-facelift > [3] http://www.youtube.com/watch?v=TYakTHyC278 > [4] http://www.youtube.com/watch?v=g_5_XV5xUHs > > Comments welcome! Either in ML or on the OGA forum. > > Cheers > > Iwan > > On Mon, Feb 20, 2012 at 10:20 PM, Iwan Gabovitch <qu...@go...>wrote: > >> Hello, >> >> I posted a thread on OpenGameArt [1], requesting help in creating >> license-OK textures for Trigger. User "farrer" created a script to export >> UV maps from our 3D models and also posted three examples to the thread. >> Later he created a sample texture for the Ford car [2]. >> >> [1] >> http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing >> [2] http://opengameart.org/content/simple-car-texture >> >> I made a few screenshots of the skin in-game [3]. >> >> [3] http://omploader.org/vY3VobA >> >> I won't try to convince you to commit this one just yet but I might try >> in the future if no alternatives arise. ;) >> >> I will keep you updated as new art will be created. :) >> >> Cheers >> >> Iwan >> > > |
From: Iwan G. <qu...@go...> - 2012-02-28 14:49:42
|
Scribe created a texture [1] based on the .obj file I created earlier using a ase2obj convert I found online. [1] http://opengameart.org/content/trigger-rally-focustexture The UV map does not match the one we use, so I can't test it in-game though. Does anybody know what would have to be done to use .obj files instead of .ase in Trigger? This would be ideal, as it is a widely supported format, while .ase is rarely supported, especially in open source software. I might try converting the .obj to .ase if I find the time and tools. Cheers Iwan On Thu, Feb 23, 2012 at 2:19 AM, Iwan Gabovitch <qu...@go...>wrote: > Scribe expressed their interest in helping with car textures [1] but would > like to be able to edit with pre-viewing (rather than having to run Trigger > to test the textures). > > [1] > http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing#comment-9115 > > I googled the format for a few minutes and it seems non-trivial to > convert/import the format, even though it is ASCII. Does anybody remember > how the meshes were created and/or how it 'differs' from standard .ase? > (this was mentioned in a bug report [2]). > > [2] > http://sourceforge.net/tracker/?func=detail&aid=3468803&group_id=157028&atid=802155 > > > On Wed, Feb 22, 2012 at 2:17 PM, Iwan Gabovitch <qu...@go...>wrote: > >> farrer of OpenGameArt created basic SVG textures for all three cars [1]. >> >> [1] http://opengameart.org/content/simple-car-textures >> >> hc of OpenGameArt made a dirtier version of the evo skin in GIMP [2] and >> I recorded an in-game video [3] as well as a version without logos/text [4]. >> >> [2] >> http://opengameart.org/content/simple-car-texture-evo-trigger-happy-facelift >> [3] http://www.youtube.com/watch?v=TYakTHyC278 >> [4] http://www.youtube.com/watch?v=g_5_XV5xUHs >> >> Comments welcome! Either in ML or on the OGA forum. >> >> Cheers >> >> Iwan >> >> On Mon, Feb 20, 2012 at 10:20 PM, Iwan Gabovitch <qu...@go...>wrote: >> >>> Hello, >>> >>> I posted a thread on OpenGameArt [1], requesting help in creating >>> license-OK textures for Trigger. User "farrer" created a script to export >>> UV maps from our 3D models and also posted three examples to the thread. >>> Later he created a sample texture for the Ford car [2]. >>> >>> [1] >>> http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing >>> [2] http://opengameart.org/content/simple-car-texture >>> >>> I made a few screenshots of the skin in-game [3]. >>> >>> [3] http://omploader.org/vY3VobA >>> >>> I won't try to convince you to commit this one just yet but I might try >>> in the future if no alternatives arise. ;) >>> >>> I will keep you updated as new art will be created. :) >>> >>> Cheers >>> >>> Iwan >>> >> >> > |
From: Liviu A. <liv...@my...> - 2012-07-19 21:08:36
|
Hello On Wed, 22 Feb 2012 14:17:27 +0100, Iwan Gabovitch <qu...@go...> wrote: > farrer of OpenGameArt created basic SVG textures for all three cars [1]. > > [1] http://opengameart.org/content/simple-car-textures > Could you give us instructions on how to install and use the replacement textures? Liviu > hc of OpenGameArt made a dirtier version of the evo skin in GIMP [2] and > I > recorded an in-game video [3] as well as a version without logos/text > [4]. > > [2] > http://opengameart.org/content/simple-car-texture-evo-trigger-happy-facelift > [3] http://www.youtube.com/watch?v=TYakTHyC278 > [4] http://www.youtube.com/watch?v=g_5_XV5xUHs > > Comments welcome! Either in ML or on the OGA forum. > > Cheers > > Iwan > > On Mon, Feb 20, 2012 at 10:20 PM, Iwan Gabovitch > <qu...@go...>wrote: > >> Hello, >> >> I posted a thread on OpenGameArt [1], requesting help in creating >> license-OK textures for Trigger. User "farrer" created a script to >> export >> UV maps from our 3D models and also posted three examples to the thread. >> Later he created a sample texture for the Ford car [2]. >> >> [1] >> http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing >> [2] http://opengameart.org/content/simple-car-texture >> >> I made a few screenshots of the skin in-game [3]. >> >> [3] http://omploader.org/vY3VobA >> >> I won't try to convince you to commit this one just yet but I might try >> in >> the future if no alternatives arise. ;) >> >> I will keep you updated as new art will be created. :) >> >> Cheers >> >> Iwan >> -- Using Opera's revolutionary email client: http://www.opera.com/mail/ |
From: Iwan G. <qu...@gm...> - 2012-07-19 21:22:18
|
1. Save each .png image in the respective trigger/data/vehicles/VEHICLENAME/ dir 2. Edit each .fx file to have the according filename in the line that contains """src = "focus_complete.jpg";""" (note that the WRC textures are .jpg, the new ones are .png) On Thu, Jul 19, 2012 at 11:08 PM, Liviu Andronic <liv...@my...>wrote: > Hello > > > > On Wed, 22 Feb 2012 14:17:27 +0100, Iwan Gabovitch <qu...@go...> > wrote: > > farrer of OpenGameArt created basic SVG textures for all three cars [1]. >> >> [1] http://opengameart.org/**content/simple-car-textures<http://opengameart.org/content/simple-car-textures> >> >> Could you give us instructions on how to install and use the replacement > textures? > > Liviu > > > > hc of OpenGameArt made a dirtier version of the evo skin in GIMP [2] and I >> recorded an in-game video [3] as well as a version without logos/text [4]. >> >> [2] >> http://opengameart.org/**content/simple-car-texture-** >> evo-trigger-happy-facelift<http://opengameart.org/content/simple-car-texture-evo-trigger-happy-facelift> >> [3] http://www.youtube.com/watch?**v=TYakTHyC278<http://www.youtube.com/watch?v=TYakTHyC278> >> [4] http://www.youtube.com/watch?**v=g_5_XV5xUHs<http://www.youtube.com/watch?v=g_5_XV5xUHs> >> >> Comments welcome! Either in ML or on the OGA forum. >> >> Cheers >> >> Iwan >> >> On Mon, Feb 20, 2012 at 10:20 PM, Iwan Gabovitch <qu...@go... >> >wrote: >> >> Hello, >>> >>> I posted a thread on OpenGameArt [1], requesting help in creating >>> license-OK textures for Trigger. User "farrer" created a script to export >>> UV maps from our 3D models and also posted three examples to the thread. >>> Later he created a sample texture for the Ford car [2]. >>> >>> [1] >>> http://opengameart.org/**forumtopic/libre-car-skins-** >>> for-trigger-rally-linux-open-**source-racing<http://opengameart.org/forumtopic/libre-car-skins-for-trigger-rally-linux-open-source-racing> >>> [2] http://opengameart.org/**content/simple-car-texture<http://opengameart.org/content/simple-car-texture> >>> >>> I made a few screenshots of the skin in-game [3]. >>> >>> [3] http://omploader.org/vY3VobA >>> >>> I won't try to convince you to commit this one just yet but I might try >>> in >>> the future if no alternatives arise. ;) >>> >>> I will keep you updated as new art will be created. :) >>> >>> Cheers >>> >>> Iwan >>> >>> > > -- > Using Opera's revolutionary email client: http://www.opera.com/mail/ > |
From: Liviu A. <liv...@my...> - 2012-07-20 06:58:47
|
Hello On Tue, 28 Feb 2012 15:49:36 +0100, Iwan Gabovitch <qu...@go...> wrote: > Scribe created a texture [1] based on the .obj file I created earlier > using > a ase2obj convert I found online. > > [1] http://opengameart.org/content/trigger-rally-focustexture > > The UV map does not match the one we use, so I can't test it in-game > though. > Did you have any luck getting this to work? The screenshots look quite nice. Liviu |
From: Iwan G. <qu...@gm...> - 2012-07-27 15:43:58
|
Hi, On Fri, Jul 20, 2012 at 8:58 AM, Liviu Andronic <liv...@my...>wrote: > Hello > >> >> [1] http://opengameart.org/**content/trigger-rally-**focustexture<http://opengameart.org/content/trigger-rally-focustexture> >> >> The UV map does not match the one we use, so I can't test it in-game >> though. >> >> Did you have any luck getting this to work? The screenshots look quite > nice. The UV map has quite some problems visible in the render [1] and it looks like the artists doesn't have the time to work on it further. It also is painted, rather than vector-based. [1] http://opengameart.org/sites/default/files/forum_attachments/focus%20render%20mud.png I'll try to get the interesting parts of this design in my attempts. By the way, in my post on Friday, July 27, 2012 - 16:02 [2] you can see my latest attempt at replacing the evo. Thanks to farrer's uv-mapping efforts, both sides of the car have individual sections in the texture, so one side is not a mirrored version of the other side any more. [2] http://opengameart.org/comment/12728#comment-12728 Cheers, Iwan |
From: Liviu A. <liv...@my...> - 2012-07-28 07:28:12
|
On Fri, 27 Jul 2012 17:43:47 +0200, Iwan Gabovitch <qu...@gm...> wrote: > By the way, in my post on Friday, July 27, 2012 - 16:02 [2] you can see > my > latest attempt at replacing the evo. Thanks to farrer's uv-mapping > efforts, > both sides of the car have individual sections in the texture, so one > side > is not a mirrored version of the other side any more. > > [2] http://opengameart.org/comment/12728#comment-12728 > The Evo doesn't look bad for a potential replacement. Same holds for Seat. As for the ads to be used on the car, I would prefer if we had logos and names of genuine open-source projects rather than "rm -f ~/*"-style strings (don't try that!). For example we could put in Inkscape, LyX, Xfce, Midori, etc. We could also use their mantras, such as: LyX - The Document Processor. Of course choosing what FOSS projects make it to the car may prove a thorny issue, but I suspect we could have a civilized discussion on that. :) Oh, I also liked the 'Trigger Rally Championship' suggestion: Sounds imposing. Liviu |
From: Iwan G. <qu...@gm...> - 2012-08-02 11:04:35
|
Hi, First of all, here's a website with 97 embedded screenshots (I think 12MB) of the new car textures [1]. [1] http://f.qubodup.net/triggerall.html Now some info about the textures: Manufacturer names ============= I designed the manufacturers so that they would have "T", "R" and "I" as their starting names, I chose names that would somewhat fit a company that makes cars. They are: "Tex Technologies" or "Tex Technologies Sports" (Tex is based on the TeX open source software/project, which might be kind of problematic. However it goes well with "Technologies" and LaTeX is much more famous than Tex.) "Rotor" or "Rotor Automobiles" (Not based on anything, I decided on that name after designing the blocky X-shaped logo) "Iron Precisions" (Completely made up) The TRI combination is supposed to be a self-reference to TRIgger rally. "Tri" also means "three" (for example in English and Russian) which is conveniently fitting. Car names ======= The car names are designed to be similar to the proprietary car names. I used "words" [2] to find similar-starting/sounding words. They are: "Evaluate Pi" ("Eva"), which is also a programming/mathematics reference. "Cordon" is just a location name in at least two countries [3], it could be the location where the car was designed or first tested or something like that to rationalize the naming. "Fox Mark II" ("Fox"), which is not supposed to reference Firefox but just feel like a car named after an animal. [2] http://www.archlinux.org/packages/community/any/words/ [3] http://en.wikipedia.org/wiki/Cordon Texture details =========== All cars have "TRI 12" signs at the front, which stands for "TRI 2012 Trigger Championship", which is placed on the side of each car. Some of the old textures had this with "WRC" (world rally championship). Each car has its name written on its back, just like some of the old textures had. Each car has the logo of its manufacturing company in many places, some even have the name written out on them. This was also the case with the old textures. Thanks to farrer's blender work, all cars have left and right side, so the text is not mirrored any more on one of the sides. All fonts are freely licensed, taken from standard font packages, TeX font packages or Google Web Fonts [4]. [4] http://joemaller.com/1856/download-google-fonts/ Advertising ======== All cars have advertising on them. The advertisement has a "noise" effect, making the sum of the car texture irregular, which is beneficial, because Trigger Rally has no reflection effects. Having irregularities in the texture that are logical make the player notice the lack of visual effects less easily. I improvised advertising and it's mostly based on common commands and open source software, especially software I used for working on Trigger Rally. No official logo images or text styles were used, instead I created text styles that are similar to the old textures' advertisement graphics' styles. I strongly oppose the use of real logos because 1. we would have to check whether they are protected in non-open ways (like Firefox for example) and 2. because I personally find real nonsensic advertising extremely annoying, even if it's for "good" products. I want to use open source software/package/command names but in a style that doesn't make it feel like they are advertising the real thing but instead products/names that happen to have the same name as some open source software packages/commands. Advertising the real software would only be acceptable if it would be realistic that the marketing team of the software in question would have made a logical decision to advertise on rally cars and if the licenses of their logos and trademark use terms would be compatible. A list of all ads in the new UV textures follows: "GREP | SED | LESS" - a reference to common command line text processing tasks. "GDB BT" - a reference to common debugging steps on *nix "SOXi" - a reference to "soxi", which is part of the Sox toolkit, a command line audio processor (used for sound creation for Trigger Rally) "JAMFILE - LOREMIPSUM" - a reference to the build system used by Trigger Rally, the second part of the "brand" is never at readable resolution) "FREESOUNDORG" - a reference to freesound.org, which helped finding freely licensed sounds for Trigger Rally. The website software is open source and much of the website content is freely licensed. "OPENGAMEART" - a reference to opengameart.org, which allowed me to find help for working on the car UV textures. The website software will soon be open source and it's based on open source Drupal and it serves freely licensed art only. "OPENAL OPENGL PHYSFS" - reference to libraries used by Trigger Rally (as far as I know?) They have same width and are hard to read on the texture. "INKSCAPE" - a reference to the heavily used vector graphics editor for creating these car UV textures. "MANPAGES" - a reference to man pages. Everybody should know about them. ;) "QUBODUP+FARRER" - a reference to the two people responsible for the new UV textures. Hard to read, intended as an easter egg. "ZLIB" - Trigger Rally uses zlib. Ad is hardly readable. "VIMACS" - a joke about vim and emacs, although such a project actually exists. Hardly readable. "KRAFT KERNEL" - a reference to the Linux Kernel (could be anything called "Kernel" though). "HASKELL" - a reference to a programming language that has two open source implementations that a friend of me likes and uses. Hardly readable. "∞LÖVE" - a reference to "LÖVE" aka "love2d", an open source game engine/library. Hardly readable. "MAKE MOTO" - a reference to the make build system. Does not apply to Trigger but sounds good with "moto" (from "motor"). "PS AUX" - a reference to the monitoring command. It's placed on the breaks of the Cordon. "cat|GREP&SED|EILBOILER" - a reference to common command line text processing tasks, the last word is made up and not readable. "@BASH" - a reference to the shell, the string fit an ad I was replacing with this. The ads so far I feel comfortable with keeping because they are either generic, fitting Trigger Rally or hard to read. I'm open to suggestions. Note that the pipes and ampersands are supposed to be decorations that act as insider jokes to players that know the command's and symbol's meanings. "FFMPEG VLC KDENLIVE" - a reference to open source video playback and en-/decoding. Except for FFMpeg, there's no relation to Trigger though. I'll probably replace it with the names of the tools that I used to record videos of Trigger Rally (wmctrl and ffmpeg). "OGA!!!FGD" - a reference to opengameart.org and freegamedev.net. Will have to be replaced, since FGD isn't involved in Trigger Rally Further action ========== I will commit the new UV textures at the current status into SVN so it's easy to test them. Cheers, Iwan On Sat, Jul 28, 2012 at 9:27 AM, Liviu Andronic <liv...@my...>wrote: > On Fri, 27 Jul 2012 17:43:47 +0200, Iwan Gabovitch <qu...@gm...> > wrote: > >> By the way, in my post on Friday, July 27, 2012 - 16:02 [2] you can see my >> latest attempt at replacing the evo. Thanks to farrer's uv-mapping >> efforts, >> both sides of the car have individual sections in the texture, so one side >> is not a mirrored version of the other side any more. >> >> [2] http://opengameart.org/**comment/12728#comment-12728<http://opengameart.org/comment/12728#comment-12728> >> >> The Evo doesn't look bad for a potential replacement. Same holds for > Seat. > > As for the ads to be used on the car, I would prefer if we had logos and > names of genuine open-source projects rather than "rm -f ~/*"-style strings > (don't try that!). For example we could put in Inkscape, LyX, Xfce, Midori, > etc. We could also use their mantras, such as: LyX - The Document > Processor. Of course choosing what FOSS projects make it to the car may > prove a thorny issue, but I suspect we could have a civilized discussion on > that. :) Oh, I also liked the 'Trigger Rally Championship' suggestion: > Sounds imposing. > > Liviu > |
From: Liviu A. <liv...@my...> - 2012-08-02 11:51:25
|
Hey Iwan On Thu, 02 Aug 2012 13:04:28 +0200, Iwan Gabovitch <qu...@gm...> wrote: [..] > Further action > ========== > > I will commit the new UV textures at the current status into SVN so it's > easy to test them. > This is a big change. Would you mind waiting before committing it to SVN? For one I would like that we have some time to review the changes. Additionally, it would be nice to have a clean trunk when we decide to go ahead with the 0.6.1 release. Moreover, it would be nicer if developed this feature in a branch, GIT style. Could you import the current SVN code into another, temporary repo? If not, I could easily set up a branch using Assembla. Regards Liviu |
From: Iwan G. <qu...@gm...> - 2012-08-02 12:16:28
|
Hi Liviu, On Thu, Aug 2, 2012 at 1:51 PM, Liviu Andronic <liv...@my...>wrote: > > This is a big change. Would you mind waiting before committing it to SVN? > For one I would like that we have some time to review the changes. > Additionally, it would be nice to have a clean trunk when we decide to go > ahead with the 0.6.1 release. > The old files will stay for now and it will take 7 line changes to .vehicle files to use the old textures, which can be added in a future commit, if the old textures ever need to be official (hopefully not). I'll include the info on how to revert to the old textures in an email after committing, since this will be useful for checking the textures for missing details or bugs. Moreover, it would be nicer if developed this feature in a branch, GIT > style. Could you import the current SVN code into another, temporary repo? > If not, I could easily set up a branch using Assembla. > SVN has branches but as the files will co-exist and I don't know how to use svn branches, I'll just commit the new textures after I finished cleaning them up. Cheers, Iwan Regards > Liviu > |
From: Iwan G. <qu...@gm...> - 2012-08-02 15:55:30
|
Hey all, I committed the new car textures. They should work out of the box. If you haven't compiled since r79, you'll need to recompile for them to work. The changes, which make the new models/textures be in use (applied in SVN): http://trigger-rally.svn.sourceforge.net/viewvc/trigger-rally/data/vehicles/seat/seat.vehicle?view=diff&r1=88&r2=2&diff_format=h http://trigger-rally.svn.sourceforge.net/viewvc/trigger-rally/data/vehicles/evo/evo.vehicle?view=diff&r1=88&r2=2&diff_format=h http://trigger-rally.svn.sourceforge.net/viewvc/trigger-rally/data/vehicles/focus/focus.vehicle?view=diff&r1=88&r2=2&diff_format=h Revert to see old cars. Cheers Iwan On Thu, Aug 2, 2012 at 2:16 PM, Iwan Gabovitch <qu...@gm...> wrote: > Hi Liviu, > > On Thu, Aug 2, 2012 at 1:51 PM, Liviu Andronic <liv...@my...>wrote: >> >> This is a big change. Would you mind waiting before committing it to SVN? >> For one I would like that we have some time to review the changes. >> Additionally, it would be nice to have a clean trunk when we decide to go >> ahead with the 0.6.1 release. >> > > The old files will stay for now and it will take 7 line changes to > .vehicle files to use the old textures, which can be added in a future > commit, if the old textures ever need to be official (hopefully not). I'll > include the info on how to revert to the old textures in an email after > committing, since this will be useful for checking the textures for missing > details or bugs. > > Moreover, it would be nicer if developed this feature in a branch, GIT >> style. Could you import the current SVN code into another, temporary repo? >> If not, I could easily set up a branch using Assembla. >> > > SVN has branches but as the files will co-exist and I don't know how to > use svn branches, I'll just commit the new textures after I finished > cleaning them up. > > Cheers, > Iwan > > Regards >> Liviu >> > > |