tuxkart-devel Mailing List for Tux Kart (Page 13)
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From: Ingo R. <gr...@gm...> - 2004-07-17 14:33:24
|
Arnaud Quette <arn...@fr...> writes: > You missed the tilda in the URL (it's a unix home dir ;-). Wiki is editing ~'s, not sure why. > But you're right, the URL on the Tools section is wrong! > The good one is: > http://www.mathematik.uni-bielefeld.de/~ingo/ac3d_exportv2.py > > However, this script is now included in blender. Nope, its not. The one included in blender doesn't handle meshes with multiple texture images applied, the one above does. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Arnaud Q. <arn...@fr...> - 2004-07-17 13:52:48
|
Craig Keogh wrote: >The link for the AC3D exporter that fixes the "only one texture image >per mesh" bug on the Wiki tools page is broken. >http://www.mathematik.uni-bielefeld.de/ingo/ac3d_exportv2.py > >Anyone know where I can find this script? > > You missed the tilda in the URL (it's a unix home dir ;-). But you're right, the URL on the Tools section is wrong! The good one is: http://www.mathematik.uni-bielefeld.de/~ingo/ac3d_exportv2.py However, this script is now included in blender. Can somebody with Wiki right fix it plz? Arnaud --- Debian Developer OpenSource Developer (Network UPS Tools, ...) |
From: Craig K. <cs...@bi...> - 2004-07-17 07:03:53
|
The link for the AC3D exporter that fixes the "only one texture image per mesh" bug on the Wiki tools page is broken. http://www.mathematik.uni-bielefeld.de/ingo/ac3d_exportv2.py Anyone know where I can find this script? -- Craig Keogh |
From: Ricardo C. <ri...@ae...> - 2004-07-16 17:31:28
|
Em Sexta, 16 de Julho de 2004 16:17, o Oliver Jeeves escreveu: > On Tue, Jul 13, 2004 at 02:20:45AM -0700, michel vilain wrote: > > As example of a visibly distinct character/kart, I > > would propose the Ape-driven trike I uploaded to the > > Wiki (done with a mouse in MSPaint, so pretty crappy). > > If we use the Gnome foor icon with it (or the > > Ximian-logo) we could pass him off as 'Simian' As he > > would probably be created in Blender, he might even be > > called Suzanne (Blender has a monkey-head 'primitive' > > called just that) > > I really like the idea of an ape-driven trike. I mentioned on IRC a while > ago that I'd like to see some huge characters on tiny karts in a Mario Kart > type way. Unfortunatly, I don't seem to be able to find your picture. > > What about Ingo's Yeti? http://pingus.seul.org/~grumbel/tmp/yetifaces.jpg Ricardo -- Nihilism should commence with oneself. |
From: Charles G. <ch...@ve...> - 2004-07-16 17:07:08
|
On Fri, 2004-07-16 at 18:26 +0200, Arnaud Quette wrote: > Oliver Jeeves wrote: > >[...] > >I'd like to see some huge characters on tiny karts in a Mario Kart type way.> > > I do too. That's more funny for a "fun-game". I chatted to Ingo about this a few days ago and we agreed then that the way forward with his prototypes was to reduce the kart size and emphasize the individual characters. Although we also agreed that parts of the karts should remain large and exaggerated such as the exhausts. "Funny fun-game" sums up what I think we all desire for TuxKart. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Paul S. <pau...@ma...> - 2004-07-16 16:48:05
|
Hi, I talked to a musician and he already started working on a first audio track for Tuxkart. I heard some of his previous songs, and they're not bad at all! Also, he already has some stuff that could be used in the game. He or I will post something here or on the Wiki with some samples whenever he gets them ready. Paul Sandulescu (a.k.a. archpollux) |
From: Arnaud Q. <arn...@fr...> - 2004-07-16 16:29:54
|
Arnaud Quette wrote: > ... > > cp -a $(CURDIR)/release/scripts > $(CURDIR)/debian/blender/usr/lib/blender > > You need to adapt $(CURDIR). > hem, too quick. I meant "adapt $(CURDIR) and the target location". Arnaud |
From: Arnaud Q. <arn...@fr...> - 2004-07-16 16:26:40
|
Oliver Jeeves wrote: >[...] >I'd like to see some huge characters on tiny karts in a Mario Kart type way. > > > I do too. That's more funny for a "fun-game". Arnaud |
From: Arnaud Q. <arn...@fr...> - 2004-07-16 16:18:02
|
egore wrote: > Steve Baker schrieb: > >> eGore wrote: >> >>> And i want to know how to use the plugins in blender :) The blender >>> site >>> does not tell anything about it :/ I found the ac3d export/import and >>> also wanted to use the wavefront plugin. These .py-scripts look fine >>> but >>> also do not contain a hint how to install them. >> >> >> >> Blender 2.33 appears to have those already installed. I didn't have to >> do anything special to get them to work. > > > Sadly not for me :/ I use a (gentoo-linux-)self-comiled version of > blender so this might be the reason. > > works on debian Sid. The install rules copy these scripts manually, so add to your emerge script (at least) the following line: cp -a $(CURDIR)/release/scripts $(CURDIR)/debian/blender/usr/lib/blender You need to adapt $(CURDIR). Arnaud --- Debian Developer OpenSource Developer (Network UPS Tools, ...) |
From: Oliver J. <ol...@po...> - 2004-07-16 15:12:14
|
On Tue, Jul 13, 2004 at 08:53:38AM -0500, Steve Baker wrote: > > Well, a couple of people said they wanted to work on AI. I havn't > heard from either of them since those early discussions. > I'd kinda like to try my hand at AI aswell, if we can make the interface for the AI generic enough, we can make it easy to swap different AIs from different authors. This would also allow characters to have radically different AIs. Someone mentioned before having the interface for the AI the same as the input interface for the players, which is a pretty good idea as it prevents the AI from cheating. |
From: Steve B. <sjb...@ai...> - 2004-07-16 15:11:25
|
Oliver Jeeves wrote: > On Tue, Jul 13, 2004 at 02:20:45AM -0700, michel vilain wrote: > >>As example of a visibly distinct character/kart, I >>would propose the Ape-driven trike I uploaded to the >>Wiki (done with a mouse in MSPaint, so pretty crappy). >>If we use the Gnome foor icon with it (or the >>Ximian-logo) we could pass him off as 'Simian' As he >>would probably be created in Blender, he might even be >>called Suzanne (Blender has a monkey-head 'primitive' >>called just that) > > > I really like the idea of an ape-driven trike. I mentioned on IRC a while ago > that I'd like to see some huge characters on tiny karts in a Mario Kart type > way. Unfortunatly, I don't seem to be able to find your picture. Look at the 'RecentChanges' thing on the Wiki - you'll see it there. (Reading the 'RecentChanges' on the Wiki is actually a more useful source of information on what people are doing than reading this mailing list!) ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Oliver J. <ol...@po...> - 2004-07-16 15:05:07
|
On Tue, Jul 13, 2004 at 02:20:45AM -0700, michel vilain wrote: > > As example of a visibly distinct character/kart, I > would propose the Ape-driven trike I uploaded to the > Wiki (done with a mouse in MSPaint, so pretty crappy). > If we use the Gnome foor icon with it (or the > Ximian-logo) we could pass him off as 'Simian' As he > would probably be created in Blender, he might even be > called Suzanne (Blender has a monkey-head 'primitive' > called just that) I really like the idea of an ape-driven trike. I mentioned on IRC a while ago that I'd like to see some huge characters on tiny karts in a Mario Kart type way. Unfortunatly, I don't seem to be able to find your picture. |
From: egore <eg...@gm...> - 2004-07-16 11:11:28
|
Steve Baker schrieb: > eGore wrote: > >> And i want to know how to use the plugins in blender :) The blender site >> does not tell anything about it :/ I found the ac3d export/import and >> also wanted to use the wavefront plugin. These .py-scripts look fine but >> also do not contain a hint how to install them. > > > Blender 2.33 appears to have those already installed. I didn't have to > do anything special to get them to work. Sadly not for me :/ I use a (gentoo-linux-)self-comiled version of blender so this might be the reason. |
From: Steve B. <sjb...@ai...> - 2004-07-16 08:35:28
|
eGore wrote: > And i want to know how to use the plugins in blender :) The blender site > does not tell anything about it :/ I found the ac3d export/import and > also wanted to use the wavefront plugin. These .py-scripts look fine but > also do not contain a hint how to install them. Blender 2.33 appears to have those already installed. I didn't have to do anything special to get them to work. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Ingo R. <gr...@gm...> - 2004-07-15 22:08:46
|
eGore <eg...@gm...> writes: > And i want to know how to use the plugins in blender :) The blender > site does not tell anything about it :/ I found the ac3d > export/import and also wanted to use the wavefront plugin. These > .py-scripts look fine but also do not contain a hint how to install > them. Newer scripts can just be copied to '~/.blender/scripts/' and then hook themself automatically up into the GUI (ac3d script works that way). Older scripts need to be loaded into blenders text editor and then manually run via Alt-p (wavefront script works that way unless there is a new version around). -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ingo R. <gr...@gm...> - 2004-07-15 20:52:12
|
eGore <eg...@gm...> writes: > i need help again. I wanted to make my first track and selected a image > to apply as uv map .... but how do i apply it? And how do i leave the > mode where i can only see the image i selected??? HELP :) Blender applies the texture to those faces you have currently select in "UV-Face/Select" mode in that other window. For the mode switch (Edit Mode, UV-Face/Select, Object Mode) there is a little button in the lower/left corner of each window that you can press. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: eGore <eg...@gm...> - 2004-07-15 18:59:08
|
And i want to know how to use the plugins in blender :) The blender site does not tell anything about it :/ I found the ac3d export/import and also wanted to use the wavefront plugin. These .py-scripts look fine but also do not contain a hint how to install them. Am Do, den 15.07.2004 schrieb eGore um 20:12: > Hi list, > > i need help again. I wanted to make my first track and selected a image > to apply as uv map .... but how do i apply it? And how do i leave the > mode where i can only see the image i selected??? HELP :) > > Thx, > Christoph aka egore > > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > |
From: eGore <eg...@gm...> - 2004-07-15 18:15:05
|
Hi list, i need help again. I wanted to make my first track and selected a image to apply as uv map .... but how do i apply it? And how do i leave the mode where i can only see the image i selected??? HELP :) Thx, Christoph aka egore |
From: Christoph B. <chr...@gm...> - 2004-07-15 18:01:05
|
Hi list, i need help again. I wanted to make my first track and selected a image to apply as uv map .... but how do i apply it? And how do i leave the mode where i can only see the image i selected??? HELP :) Thx, Christoph aka egore |
From: Jacob P. <st...@ap...> - 2004-07-15 16:55:13
|
On Thursday 15 July 2004 16:35, Charles Goodwin wrote: > It's not black and white here. =A0It's not "use the 3d arrow-map" or "be > predictive". =A0So please stop painting it that way. I didn't say we should drop the 3d-arrow-map, I only proposed that the arrow-sectors of the track should be in a list to make predictions easier. The off track sectors will still be there to be used to get back=20 on track and such. =2D-=20 Name: Jacob Persson Homepage: www.apollo.nu/~straver/ |
From: Charles G. <ch...@ve...> - 2004-07-15 16:35:04
|
On Thu, 2004-07-15 at 16:01 +0000, Jacob Persson wrote: > On Thursday 15 July 2004 00:20, Steve Baker wrote: > > > What worries me with this is how ai should be able to make predictions > > > if it only has the 3d-model. > > > > But does the AI model *need* to make predictions in realtime? The arrows > > are generated offline to point in the 'best' direction for a kart to go in. > > All of the 'prediction' is done when the arrow map is made. > > Yes we could go for that but it would make the ai more stupid and predictable. > But on the other hand it's far easier to code and maybe we shouldn't aim too > high. It's not black and white here. It's not "use the 3d arrow-map" or "be predictive". So please stop painting it that way. The arrow-map is the basis for the AI, which it can use to make decisions. The dumbest AI will probably do little else than use the arrow-map to determine where to drive. The best AI will use the arrow- map to make informed choices. The foundation is sorting out arrow-maps so that they work. Then the AI can evolve on top of that to be predictive and/or spontaneous. But on a fundamental level, the AI will always be looking at the arrow-map to determine the best course of action - when being predictive it will be considering a combination of segments on the arrow-map. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Jacob P. <st...@ap...> - 2004-07-15 15:55:15
|
On Thursday 15 July 2004 00:20, Steve Baker wrote: > > What worries me with this is how ai should be able to make predictions > > if it only has the 3d-model. > > But does the AI model *need* to make predictions in realtime? =A0The arro= ws > are generated offline to point in the 'best' direction for a kart to go i= n. > All of the 'prediction' is done when the arrow map is made. Yes we could go for that but it would make the ai more stupid and predictab= le. But on the other hand it's far easier to code and maybe we shouldn't aim too high. =2D-=20 Name: Jacob Persson Homepage: www.apollo.nu/~straver/ |
From: egore <eg...@gm...> - 2004-07-15 05:47:30
|
Ingo Ruhnke schrieb: >eGore <eg...@gm...> writes: > > > >>i wanted to try to build a track (and get known to blender). >>But i do not have "Edit->Toggle Cyclic" in my menu :( Am I, my Blender (2.8) >>or is the guide wrong? >> >> > >Blender2.33 here, and Edit->Toggle Cyclic is there when you edit a >Bezier Curve. > > > Well, using the latest version (2.33a i think) the item is present. Please enhance the guide for that. Thanks |
From: Steve B. <sjb...@ai...> - 2004-07-15 03:15:29
|
Charles Goodwin wrote: > On Wed, 2004-07-14 at 22:33 +0200, eGore wrote: > >>i wanted to try to build a track (and get known to blender). >>But i do not have "Edit->Toggle Cyclic" in my menu :( Am I, my Blender (2.8) >>or is the guide wrong? >> >>Any hints appreciated, >> Christoph Brill aka egore > > > Try the latest blender from www.blender.org - it is free so there's no > excuses for not having the latest version! Yeah - and I think only the latest version has the '.ac' exporter - which you're certainly going to need! ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Charles G. <ch...@ve...> - 2004-07-15 01:51:13
|
On Wed, 2004-07-14 at 22:33 +0200, eGore wrote: > i wanted to try to build a track (and get known to blender). > But i do not have "Edit->Toggle Cyclic" in my menu :( Am I, my Blender (2.8) > or is the guide wrong? > > Any hints appreciated, > Christoph Brill aka egore Try the latest blender from www.blender.org - it is free so there's no excuses for not having the latest version! -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |