tuxkart-devel Mailing List for Tux Kart (Page 15)
Status: Alpha
Brought to you by:
sjbaker
You can subscribe to this list here.
2000 |
Jan
|
Feb
|
Mar
|
Apr
(2) |
May
|
Jun
(8) |
Jul
(46) |
Aug
(1) |
Sep
(1) |
Oct
|
Nov
(1) |
Dec
|
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(2) |
Feb
|
Mar
|
Apr
(1) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(1) |
Dec
|
2002 |
Jan
(1) |
Feb
(2) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2004 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(192) |
Jul
(199) |
Aug
(137) |
Sep
(59) |
Oct
(28) |
Nov
|
Dec
|
2005 |
Jan
|
Feb
|
Mar
|
Apr
(12) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2011 |
Jan
(1) |
Feb
(2) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2013 |
Jan
|
Feb
(2) |
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2014 |
Jan
|
Feb
|
Mar
(2) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Charles G. <ch...@ve...> - 2004-07-13 01:58:54
|
On Mon, 2004-07-12 at 21:39 -0400, Pascal Giard wrote: > should i modify my patch do add some corrections or one of you guys will take > care of that ? > > i just wanted to give a hand. You should probably try and improve it... it'll help you continue to learn more C++. ;) -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Charles G. <ch...@ve...> - 2004-07-13 01:57:31
|
On Tue, 2004-07-13 at 03:14 +0200, Ingo Ruhnke wrote: > Another thing, anybody interested in a little track building HowTo or > all people interested in building tracks familiar with blender anyway? I would really appreciate a track building HowTo and am not at all familiar with Blender (will be using TuxKart modelling as an excuse to get more so). -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Pascal G. <pa...@gu...> - 2004-07-13 01:47:19
|
On Mon, 12 Jul 2004 21:52:59 +0100, Ricardo Cruz wrote > The problem with yours is that you only read the first letter of > the arguments. If it is ever implemented more arguments, one would > have to avoid giving an argument that started with the same letter > of another. yup, i totally agree. btw, both patches are mine. > Secondly, in the future, it could be possible to feed TuxKart with > a track file. Yours might have problems with it. yes, having to give the track number is very ugly. it would be nicer to give the track name as an argument. > Besides, it can result in a seg fault if the given argument is > smaller than 3 characters, since it doesn't do any checking. And > even allowing over buffer overflow. indeed. it was a quick and dirty patch. i repeat, i don't have any C/C++ experience. I usually validate with regexp, but C++ isn't perl ;) > The other is just fine, just need to change the while to a for, > since it is really ugly to increment 'i' all the time. yup. > Sorry, I guess I just wake up in a bad mood. =) don't be sorry! i'm happy you gave some constructive comments! should i modify my patch do add some corrections or one of you guys will take care of that ? i just wanted to give a hand. -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Ingo R. <gr...@gm...> - 2004-07-13 01:14:35
|
Just another track in progress, this time a little bit longer (takes around 1:40 to drive at the moment): http://www.mathematik.uni-bielefeld.de/~ingo/track2-prev.jpg http://www.mathematik.uni-bielefeld.de/~ingo/track2-8.blend http://www.mathematik.uni-bielefeld.de/~ingo/track2-8.ac One problem with the track, it starts out extremly slow and jerky (1-2fps), but after 40sec it goes pretty fluent, doesn't seem to be related with the position on the track at all, neither are AI drivers related to this problem (disabled them in the code via NUM_KARTS). Another thing, anybody interested in a little track building HowTo or all people interested in building tracks familiar with blender anyway? -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Ricardo C. <ri...@ae...> - 2004-07-12 20:48:39
|
The problem with yours is that you only read the first letter of the arguments. If it is ever implemented more arguments, one would have to avoid giving an argument that started with the same letter of another. Secondly, in the future, it could be possible to feed TuxKart with a track file. Yours might have problems with it. Besides, it can result in a seg fault if the given argument is smaller than 3 characters, since it doesn't do any checking. And even allowing over buffer overflow. The other is just fine, just need to change the while to a for, since it is really ugly to increment 'i' all the time. Sorry, I guess I just wake up in a bad mood. =) Cheers, Ricardo Em Segunda, 12 de Julho de 2004 09:04, o Pascal Giard escreveu: > Here's a different implementation of the same feature. > > It looks cleaner to me, but i may be wrong. > See what my previous email says about my C++ knowledge ;) > > -Pascal > PS: The patch was made against the CVS version of start_tuxkart.cxx . > -- > Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) > Projet [e]MoviX[2] (http://movix.sf.net) > Debian Project (http://www.debian.org) -- To a Californian, all New Yorkers are cold; even in heat they rarely go above fifty-eight degrees. If you collapse on a street in New York, plan to spend a few days there. -- From "East vs. West: The War Between the Coasts |
From: Pascal G. <pa...@gu...> - 2004-07-12 08:12:10
|
Here's a different implementation of the same feature. It looks cleaner to me, but i may be wrong. See what my previous email says about my C++ knowledge ;) -Pascal PS: The patch was made against the CVS version of start_tuxkart.cxx . -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Pascal G. <pa...@gu...> - 2004-07-12 07:35:36
|
Hi there guys, i've been looking at the progress in the Wiki and notice an easy task i could partially handle. I've modified start_tuxkart.cxx in order to support some arguments. Apply the patch, compile and run "./tuxkart --help" ;) Seriously the supported options are: --track n Start at track number n. First track is 0. --nbrLaps n Define number of laps to n. --reverse Enable reverse mode. --mirror Enable mirror mode. I don't have any C++ skills, my patch is most probably ugly. Anyway, i hope this helps. On a side note, i took the freedom to split the main() in different functions, the main() was too big for me. Comments and suggestions are very welcomed! Regards, -Pascal -- Projet MoviXMaker (http://sv.gnu.org/projects/movixmaker) Projet [e]MoviX[2] (http://movix.sf.net) Debian Project (http://www.debian.org) |
From: Matze B. <ma...@br...> - 2004-07-10 16:29:36
|
Hi, I just wrote a new ssgLeaf object for plib that lets you display cal3d models. So we should be able to use them inside tuxkart easily. You can find my code here: http://www.stud.uni-karlsruhe.de/~uxsm/cal3dplib.tar.bz2 (You probably have to adjust the Makefile because I extended plib here at my box with pkg-config support, also you should ignore the strange look of the paladin, the plib tga loader seems to be buggy and returns images upsidedown...) Greetings, Matze |
From: Steve B. <sjb...@ai...> - 2004-07-10 16:19:01
|
Ingo Ruhnke wrote: > I have tried my luck a little bit on track modeling in blender... > Biggest problem is that the curbs end up being unevenly space and I > don't think there is any easy workaround which doesn't involve > touching a whole lot of polygons manually. Maybe some kind of python > script can help to automate that process a bit. Yeah - that's a problem with the way I model my tracks in AC3D also. Writing a program to generate tracks from some kind of spline is a good idea but the problem is that you really need to hand-model one 'segment' of track and have the thing 'know' how to generalise that in tight curves. Whilst you'd want to keep the crash barrier posts (for example) evenly spaced as they go around a corner, the same cannot be true of the track-bed itself. Given that you also need to avoid 'T-edges' like the plague - resolving those problems automatically is quite challenging. The trickiest part is making the road textures line up without obvious seams. In a tight turn, you really only have two choices: 1) Keep the texture running along the line of the track. This is convenient to allow a center-line stripe and to allow the track to blend nicely into grass or whatever at the edges. (This is what Tux's Tollway, Gowns Bow and BSOD's Battlements do). Unfortunately, one of two things has to happen when you do this. Either: a) Allow the textures to 'bunch up' in the corner - which looks odd with very tight turns and 'noise' textures that represent dirt or gravel. b) Keep the size of the texels constant and end up with an obvious texture 'seam' at the edge of each polygon. 2) Project the texture onto the track after it's been bent into shape so that the texture (s,t) coordinates are a simple scale factor of the vertex (x,y). This doesn't allow you to paint things like a centerline stripe or grass borders - which can look pretty terrible in some cases. However, that's what I did with Geeko Peak, Oliver's Math Class and Shifting sands because those tracks don't have formal roadways as such. The only way to make this approach work and have centerline stripes and such is to either model those with polygons (can be VERY expensive because they don't tmesh well) or to use one texture stretched over the entire track (which doesn't allow you to have very detailed textures as well as a suitably long lap time). I suppose a possible compromise would be to use multiple textures on the track polygons - one with the centerlines and the grass edging, etc and the other with an overall noise pattern. The problem with that is that standard OpenGL doesn't give you the options you need to have the two textures blended as you'd ideally like - so you get 'noise pattern' appearing in the centerline stripes and edges as well as the general roadway. In the future, we'll be able to write shader code to solve these issues in a beautiful way - but for TuxKart there aren't yet enough users with hardware that can support fragment shaders to make this a viable approach. Another possibility is to layer polygons with transparency to achieve these effects - but some of the lower-end hardware doesn't really have the fill rate to make this a cheap solution. Overall, I tend to use a mixture of the above techniques, adapting each to the situation and accepting some compromises. That's hard to automate though. You'll notice that the tracks with mostly long, sweeping turns (Tux's Tollway and Gowns Bow) use the 'squashing the texture in the turns' technique and the ones with tight corners (Olivers Math Class, Geeko Peak and Shifting Sands) use the 'overall projected texture' approach. The one track that has a mixture of tight turns and sweeping curves (BSOD's battlements) uses 'squashing the texture in the turns' for the wooden boardwalks (which are gentle curves so the texture bunching isn't too obvious) - it allows textures to not align properly in the lava cave (where the metal gridwork doesn't look bad with seams in it) - and 'overall projected' textures inside the castle where there aren't obvious track 'edges' or centerline stripes or anything. So - adapting the technique to the track (or section of track) is the best solution - although it's quite a bit more effort. ---------------------------- 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...> - 2004-07-10 10:29:13
|
Steve Baker <sjb...@ai...> writes: > What is everyone working on (if anything)? I have tried my luck a little bit on track modeling in blender, doing something like that below seems to be reasonably easy (extrude a shape along a bezier curve, texture curbs by first selecting them via 'Face Loop Select' and then using 'Standard' UV mapping, track and sand can be added via marking all inner/outer vertexes then pressing 'Shift-F', texturing them via 'Window' UV mapping, vertex groups can speed up the marking of areas a lot): http://www.mathematik.uni-bielefeld.de/~ingo/racetrack.jpg http://www.mathematik.uni-bielefeld.de/~ingo/racetrack2.jpg http://www.mathematik.uni-bielefeld.de/~ingo/track.jpg Biggest problem is that the curbs end up being unevenly space and I don't think there is any easy workaround which doesn't involve touching a whole lot of polygons manually. Maybe some kind of python script can help to automate that process a bit. Another problem is that blender can only extrude bezier curves around bezier curves, so anything that isn't 'flat' (say a crash-barrier + a post that holds it) could get a lot more throublesome. DulpiVerts might help here a bit, however I haven't used them much yet. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Steve B. <sjb...@ai...> - 2004-07-10 06:38:09
|
Things seem to have gone quiet. What is everyone working on (if anything)? I've posted a lot of stuff about track design to the TuxKartWiki (everyone here should be reading that - there is a TON of good stuff there): http://netpanzer.berlios.de/tuxkart/index.php/HomePage ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-07-09 00:35:47
|
Ryan Flegel wrote: > The tuxkart-cvs list doesn't seem to be working. Does cvs say > "emailing tux...@li..." when you make commits? No - it complains about a missing file. I hadn't gotten around to fixing it. I'll take another look tonight... sorry! ---------------------------- 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: Ryan F. <rf...@gm...> - 2004-07-08 19:39:05
|
The tuxkart-cvs list doesn't seem to be working. Does cvs say "emailing tux...@li..." when you make commits? -- Ryan |
From: Matze B. <ma...@br...> - 2004-07-08 15:55:04
|
Okay, I'd also offer my services to write the animation code. Would be nice if someone could send me a blender file with a little animation (tux bending left/right and tux throwing a banana?). I have to take a more in-depth look at what plib has to offer. I must have missed the bone code before. Greetings, Matze On Wed, 7 Jul 2004, Steve Baker wrote: > Ingo Ruhnke wrote: > > Does anybody have some ideas on how we should handle character > > animation? Should we use simple frame based animation or use bones and > > keyframes, probally by using Cal3d. > > The Cal3d *runtime* also doesn't fit into the PLIB rendering framework > at all well. Dunno about any off-line tools they might provide though. > > PLIB can do either frame-based, key-frame-with-interpolation or true > skin/bones with either the bones being key-framed or (in principle) > with the bones being driven by some external physics code. > > Doesn't Blender have an animation package? I thought it did. But > whatever we use, I suspect the issues will all be to do with how to > export animations in a way that we can load them. > > PLIB also has it's own bone-motion editor (called 'Exposer') which > take bones modelled as line segments within a polygonal skin and > lets you adjust them into different poses at points a long a time-line. > It saves the animations in PLIB's "native" file format - which eliminates > any issues to do with file format translation. > > For short/simple animation, Exposer is OK...but it's not real sophisticated. > > ---------------------------- 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----- > > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > _______________________________________________ > Tuxkart-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxkart-devel > |
From: Matze B. <ma...@br...> - 2004-07-08 15:52:06
|
On Wed, 7 Jul 2004, Steve Baker wrote: > Ingo Ruhnke wrote: > > Does anybody have some ideas on how we should handle character > > animation? Should we use simple frame based animation or use bones and > > keyframes, probally by using Cal3d. > > The Cal3d *runtime* also doesn't fit into the PLIB rendering framework > at all well. Dunno about any off-line tools they might provide though. Are you actually sure about that? In CrystalSpace we created a cal3d plugin relatively easily, and they also say that their API is game-engine independent. cal3d's big strength is that it has very good exporters for 3dsmax and blender (from what I've heard), along with LOD and a simple spring model for animating clothes (not sure if we really need that in tuxkart). Esp. the dynamic LOD would surely be useful for cal3d. And at least the cally demo runs very fast on my computer, so I doubt cal3d will be a speed problem. > > PLIB can do either frame-based, key-frame-with-interpolation or true > skin/bones with either the bones being key-framed or (in principle) > with the bones being driven by some external physics code. The important question here, is if we have good importers/exporters for that? > > Doesn't Blender have an animation package? I thought it did. But > whatever we use, I suspect the issues will all be to do with how to > export animations in a way that we can load them. Yep > > PLIB also has it's own bone-motion editor (called 'Exposer') which > take bones modelled as line segments within a polygonal skin and > lets you adjust them into different poses at points a long a time-line. > It saves the animations in PLIB's "native" file format - which eliminates > any issues to do with file format translation. blender's bone editing stuff seem more powerfull to me (also it's integrated with blender and not an external app) Well I wouldn't expect much different proposals from the plib author ;-) Greetings, Matze |
From: Steve B. <sjb...@ai...> - 2004-07-07 22:50:51
|
Ingo Ruhnke wrote: > Does anybody have some ideas on how we should handle character > animation? Should we use simple frame based animation or use bones and > keyframes, probally by using Cal3d. The Cal3d *runtime* also doesn't fit into the PLIB rendering framework at all well. Dunno about any off-line tools they might provide though. PLIB can do either frame-based, key-frame-with-interpolation or true skin/bones with either the bones being key-framed or (in principle) with the bones being driven by some external physics code. Doesn't Blender have an animation package? I thought it did. But whatever we use, I suspect the issues will all be to do with how to export animations in a way that we can load them. PLIB also has it's own bone-motion editor (called 'Exposer') which take bones modelled as line segments within a polygonal skin and lets you adjust them into different poses at points a long a time-line. It saves the animations in PLIB's "native" file format - which eliminates any issues to do with file format translation. For short/simple animation, Exposer is OK...but it's not real sophisticated. ---------------------------- 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...> - 2004-07-07 17:51:10
|
Ingo Ruhnke <gr...@gm...> writes: > Webpage of the exporter[2] seems currently down. My mistake, seems like the Cal3d exporter already found its way into the latest Blender release. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Charles G. <ch...@ve...> - 2004-07-07 16:11:10
|
On Wed, 2004-07-07 at 17:55 +0200, Ingo Ruhnke wrote: > Does anybody have some ideas on how we should handle character > animation? Should we use simple frame based animation or use bones and > keyframes, probally by using Cal3d. For performance reasons I would have thought simple frame based animation would be the only thing we could consider. I know part of the idea is to update TuxKart so that it takes advantage of more modern hardware (3D cards etc), but we really don't want it to get to the point where you need a GHz machine to play it. Then again, this is a bit of an ignorant reply as I cannot atest to the performance impact of any bones/keyframes technique or Cal3d. I'm just airing my concern that PCs that are not aged but not beautifully new (Celeron 733, 256megs, GeForce2) can run TuxKart. (This is not me being selfish, I intend to upgrade in the next 3-6 months so doesn't directly affect me, but I know many people with computers of similar capability.) -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Ingo R. <gr...@gm...> - 2004-07-07 15:55:43
|
Does anybody have some ideas on how we should handle character animation? Should we use simple frame based animation or use bones and keyframes, probally by using Cal3d. Does anybody know how doable it is to get single frames exported from blender and/or how useable the Cal3d exporter is. Webpage of the exporter[2] seems currently down. [1] http://cal3d.sourceforge.net/ [2] http://oomadness.tuxfamily.org/en/blender2cal3d/index.html -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Steve B. <sjb...@ai...> - 2004-07-06 03:50:48
|
Charles Goodwin wrote: > Looks like this has been fixed already. Nope - the pictures on the [Tracks] page are gone (for example). > On Sun, 2004-07-04 at 23:12 +0200, Matze Braun wrote: > >>Sorry for this. I accidently removed all wiki content while fixing the >>login issues. And as it turned out the uploaded stuff wasn't included in >>the backups you get in the admin interface :-(( >> >>On Sun, 4 Jul 2004, Steve Baker wrote: >> >>>All of the images seem to have vanished from the Wiki pages! -- ---------------------------- 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: Steve B. <sjb...@ai...> - 2004-07-06 03:48:54
|
Let's get started with some track ideas. We have some 'themes' in the Wiki: Beach Lava/Fire Dirt Forest/Grass Snow/Ice Star/Rainbow Urban/Buildings I suggest that we prune this list down to (say) four catagories and try to build three tracks in each catagory. If we have more time/effort then we can do more...but twelve tracks is a pretty agressive target IMHO. What helps a lot with doing several track with one 'theme' is that we can share textures and 'decor' objects between tracks within the same theme. For 'beach', we only need a couple of palm tree models (for example) and those can be shared between all three tracks. So - here is what I suggest. 1) For each track, draw a simple plan of the actual roadway - showing bridges, tunnels but little else. This will give us a rough idea of scale, track length, etc. ...as those are basically agreed upon... 2) For each one, mark out where the major areas are (eg, for the beach theme - where is the ocean, where is sand, where are there cliffs, etc. 3) Make some sketches of 'sample' areas so we're all on the same page as regards 'look and feel'. ...and once that's done... 4) Make a detailed list of the textures and 3D 'decor' objects (like palm trees) that we need...with emphasis on re-use between tracks within the same theme. Keeping to the same basic texture set between tracks within a given theme will help to make them look like they 'belong' together. We should probably dump all this stuff into the Wiki and discuss it here. Then we have all we need to start building. Make sure you announce which track you're going to work on - or which decor items you want to start on - just so we don't waste effort by having two or more people working on the same thing. NOTES: * Tracks should be around 10meters wide around most of their length. * Tracks should be at least 1km (and preferably 2 or 3km) in length. * Keep an eye on the numbers and sizes of textures - and on the polygon counts. These are not 'free' resources! ---------------------------- 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...> - 2004-07-06 03:06:27
|
On Mon, 2004-07-05 at 22:03 -0500, Steve Baker wrote: > This kind of stuff needs to be stuffed into the Wiki (I **LOVE** the > Wiki!) ... > I think Ingo calls [the octopus] 'Sushi' - which I really like. So you admit, we are doing some things right. ;) > It should probably be committed into the 'contrib' directory in CVS. > > That way we can all track changes with a simple checkout. I agree... do you want to do it Ingo? -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Steve B. <sjb...@ai...> - 2004-07-06 03:00:27
|
This kind of stuff needs to be stuffed into the Wiki (I **LOVE** the Wiki!) Charles Goodwin wrote: > Octopus Needs a name. Prototype already available. I think Ingo calls him 'Sushi' - which I really like. > Ingo, could you put all your tuxkart stuff into a subdir as there is a > lot of noise in http://pingus.seul.org/~grumbel/tmp/ to wade through. It should probably be committed into the 'contrib' directory in CVS. That way we can all track changes with a simple checkout. ---------------------------- 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...> - 2004-07-06 01:58:54
|
On Tue, 2004-07-06 at 01:57 +0000, Charles Goodwin wrote: > There are two more characters on the Wiki page whom I can't name. Ah, one of those would be Nolok: http://pingus.seul.org/~grumbel/tmp/nolok1.jpg -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |
From: Charles G. <ch...@ve...> - 2004-07-06 01:56:34
|
NAME STATUS ----------------------------------------------------------- Old Characters: Tux Ingo has already got a prototype model up for Tux. Gown No model as of yet. People generally don't like the idea of pink w/ bra. Awaiting designs. BSOD Tentative. Baker Jr has done a good model, although several people have expressed a dislike for the BSOD concept as a subtle (or not so subtle) dig at MS Geeko Dropped due to consensus. ----------------------------------------------------------- New Characters: Mozilla Ingo has created a prototype model. Octopus Needs a name. Prototype already available. Ice cube Probably dropped by special request from Baker Sr. Evil Tux Prototype available, by Ingo. Yeti Tentative. Thought needed on how to deal with hair - are textures going to be adequate? ----------------------------------------------------------- There are two more characters on the Wiki page whom I can't name. ----------------------------------------------------------- Misc Ideas: * Whale of some form - probably a killer whale * 'Robokart' Ingo, could you put all your tuxkart stuff into a subdir as there is a lot of noise in http://pingus.seul.org/~grumbel/tmp/ to wade through. -- - Charlie Charles Goodwin <ch...@ve...> Online @ www.charlietech.com |