KiyanTheBluePenguin {l Wrote}:Complety Unrelated By The Way:
How About Having Custom Gamemodes For Online Multiplayer?
kimden {l Wrote}:KiyanTheBluePenguin {l Wrote}:Complety Unrelated By The Way:
How About Having Custom Gamemodes For Online Multiplayer?
Which Custom Gamemodes,
If It Is Not A Secret?
KiyanTheBluePenguin {l Wrote}:Something Like Hide And Seek, Murderer Mistery, etc.
eltomito {l Wrote}:Hide and seek sounds like fun!
bzerkr {l Wrote}:Im a 3d artist with time on my hands. Im happy to take a swing at it. Lets come up with a design and a plan that works for the future versions. what do you guys think?
Alayan {l Wrote}:If you have the time, skill and motivation to do the required 3D modelling, a design can be figured out.
But that's not going to be easy. As a first project, that might be too much and getting discouraged mid way would be a shame.
tempAnon093 {l Wrote}:bzerkr {l Wrote}:Im a 3d artist with time on my hands. Im happy to take a swing at it. Lets come up with a design and a plan that works for the future versions. what do you guys think?
I think it sounds great! Do try to keep the process open so that we can all provide suggestions, feedback or help, definitely plan and share before you start spending a lot of time modelling.
If you haven't contributed to STK before then maybe try making a basic track or modifying the existing overworld in Blender to become familiar with the objects, export tools and features.
bzerkr {l Wrote}:Alayan {l Wrote}:If you have the time, skill and motivation to do the required 3D modelling, a design can be figured out.
But that's not going to be easy. As a first project, that might be too much and getting discouraged mid way would be a shame.
Thanks for the heads up. I'm a 3d artist with 20+ years experience on film tv and games. I got sick a few years ago and now im mostly at home with time on my hands. I was the lead effects artist for a game called rise of the argonauts, and my last job was producer on the game Warhammer Regicide. I have lots different experience, mostly film and tv, admittedly not with blender or Antarctica. Im usually in maya, max, unreal, unity or godot. But every new job began with learning something new, which i love. I also wrote the 3d education standards for Australia in 2001 and I wrote and taught a course in 3d. I am actually trying to write up some new tutorials for STK modding as the old ones are unclear to me.
I've been modding mario kart for fun and I thought id take a shot at helping STK where I can. I just hope I can be of use to the existing team. When I looked through the texture files via SVN there are a bunch of texture optimisitions I could makt that would reduce the overall download size. There are repeated and oversized maps here and there along with items that could be reused (road maps etc)
Heres my old film reel, but I never updated it as I was always working. https://www.youtube.com/watch?v=2xkJQNMBFAU
I was working on a track of my own, and 2021 update to the hacienda track, but the overworld needs a massive amount of work. It really needs to shine. Its more of a STK 2.0 update, or even something more grand. lets see how useful I can be first.
At the moment i'm trying to piece together the basic information of art development for Antarctica. Its capabilities and limitations. Its pipeline for blender to STK has some broken python scripts, and i need to get the exporters working correctly out of Blender 2.9.1.
I also have web design experience, so I wanted to help update the side for new learners, tools etc. There are dead links and missing pages that could use some love.
Who is the best person to communicate with for the visual side of STK?
bzerkr {l Wrote}:I am actually trying to write up some new tutorials for STK modding as the old ones are unclear to me.
bzerkr {l Wrote}:When I looked through the texture files via SVN there are a bunch of texture optimisations I could make that would reduce the overall download size. There are repeated and oversized maps here and there along with items that could be reused (road maps etc)
bzerkr {l Wrote}:Heres my old film reel, but I never updated it as I was always working. https://www.youtube.com/watch?v=2xkJQNMBFAU
XGhost {l Wrote}:Last September I forked the STK Blender scripts and currently revamping them to address the most obstacles artists are facing. I am in the process of making them more convenient, more Blender-like, more performant and also follow the Blender Python standards. It is a quite experimental project, but as I believe, a game changer in how we create assets for STK. I'm still weeks away from a working version and I have very limited time currently, so I plan to hopefully have something ready at the end of February, but for now you'll have to work with what's here.
You can always hit me up too if you have Blender-to-STK related questions, or help understanding parts of the code base.
Cheers
Challenges, World Building, User Retention are all valid game and motivation design tactics that all can be very beneficial to the player's experience, however they are not essential.
a simple compelling new overworld. Then start prototyping and iterating on that and use the community here as feedback loop.
call into the underlying game engine
Mostly nothing of that is documented
You can always hit me up too if you have Blender-to-STK related questions, or help understanding parts of the code base.
QwertyChouskie {l Wrote}:Cool to hear about the work to improve the scripts! Is the work based on the 2.8+-compatible scripts by Worldblender or is it currently still based on the old 2.79-based scripts?
bzerkr {l Wrote}:Im sorry if this has come up before, but what about Godot? If antarctica is undocumented and difficult to find info, Godot is now fully featured, open source, and actively developed with a large community. Im aware that its a FREKKING GIANT TASK to jump to a new engine. But the benefits in 2021 are enormous for coding and art alike. Im sure there is a very controvertial forum thread where this topic is, and I would love to go there if someone can direct me.
and with that, i'm off to try and get this overworld in and out of blender. Wish me luck!
Users browsing this forum: No registered users and 1 guest