jymis {l Wrote}:betharatux1, don't delete your kart, I will delighted to see it.
Maybe one day, you can choose one character AND one kart. But this dream will require much work =)
In any case, for my part, waiting for this day I like to make lots of karts.
jymis {l Wrote}:@betharatux1
Well, if you ever want to show me yours there's always my mailbox.
This design I made is always eviltuxkart model.
I just removed overage surplus, removed two "cylindrical pumps", made them a texture, made and painted a texture for exhaust pipes, made … ok, a lot of things.
But I just upgraded the existing kart.
Before being flashy orange, it was already a purple flashy.
I thought it was a shame because it wasn't clear scratches on the body. And generally I like green-purple duo more than green-orange duo.
But this purple is more desatured than the first purple. It gives a purple-pink. And I thought that was a good idea, knowing that Wilber has orange.
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betharatux1 {l Wrote}:feel embarrassed for show it, but here the screenshot
opinion are welcome ...
Funto {l Wrote}:My view is that in the end, characters should be able to have several karts, and we should be able to choose the color at runtime, but that's a long-term goal that requires a bit of work...
And that would allow us not to throw people's work
hiker {l Wrote}:Volunteers? E.g. working out the guidelines (e.g. character and kart sizes, location of steering wheel ... or perhaps it is possible to automatically adjust character animations to reach a wheel (with some restrictions of course), ... and implementing it?
Funto {l Wrote}:That's Inverse Kinematics you're mentionning, and that's usually not an easy task. Maybe there is some code for that in Blender that could be useful?
I think at some point I will try to do the color thing first, as that's useful/needed for my soccer mode: each team would have an associated color.
Would it be a problem for STK if GPU shader support becomes mandatory? Or are 10-year-old cards still to be supported?
hiker {l Wrote}:I was more thinking of something simple like 'scale arms in z direction (forwards) by between 0.9 and 1.1. That factor could be specified for each kart.
Or perhaps we can add arm-armatures to the karts, and then re-attach vertices from the character model to the armature of the kart? Not sure how this will work actually (since karts and characters would be different scene nodes ... likely, unless we merge the meshes).
hiker {l Wrote}:That should be reasonably easy. Iirc we already change textures for the referee (graphics/referee.cpp)
hiker {l Wrote}:We can discuss this certainly. Though I am not sure if this is really necessary just to change the colours - but I guess it depends what we want to use it for. E.g. let people customise kart colours? That might be more work than just supplying two (or three) different textures.
antoine {l Wrote}:I would suggest adding pedals to the orange kart
jymis {l Wrote}: and not convinced by actual KDE logo (too much copy-pasted).
betharatux1 {l Wrote}:lets rock guys ! XD.png
Funto {l Wrote}:I was thinking of duplicating the arm bones of the kart and its animations into the mesh of the character, but you need to synchronize the animations...and that leaves the problem of moving the hands to the position of the bones anyway.
But I'd like to avoid embedding many textures in the STK package...I was more thinking of something like graying out existing textures where needed, and using the alpha channel to mark the zones that need to be colored. Note that this would prevent textures that define transparent zones, I don't know if there is such a texture...in that case we could also add another texture layer to mark the zones that are to be transparent, or we could make better use of the apha channel (lie in 0 to 0.t for coloring, 0.t to 1.0 for transparency).
Yes, people would be able to customize their kart colors, and we would gain more flexibility in the way we do our lighting. Furthermore, using fragment shaders for the karts is necessary for GPU skinning (which is the best optimization to come to STK) as skinning requires vertex shaders, which themselves force us to use fragment shaders if I'm right (I checked for GLSL shaders, not sure for assembly but hey we're in 2013 )
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