Want to contribute again

Want to contribute again

Postby STKRudy85 » 11 Nov 2013, 14:30

Hello, this message is destined to French graphics contributors :

I leaved STK because I needed a break, I worked on this game in all directions, this was tiring me ( so much things to do ). I lost myself.

Time has passed, I propose you to join team again, but I need to do it, with your support. I need a work environment. I wanted to join a creation process, not being a freelance.

I ask for French people help, because speaking in Shakespeare language is the first inconvenient.
Using teamspeak, mumble or skype, should be also faster than writing.
And last, living in same country, is approximately living in the same life rhythm. Which everyone can care of each other (to be clear, sometime passion of creation make me wake up all the night before going to work. ) .

So if you wanted me to help us, contact me, I would be happy to model and draw tracks and karts, again.


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Re: Want to contribute again

Postby STKRudy85 » 11 Nov 2013, 20:57

Edited
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Re: Want to contribute again

Postby Funto » 11 Nov 2013, 23:03

Glad to see you back :)
You really should sleep at night ;) You can come on the IRC channel if you want to speak, and there are French people there (including me) if you really need French :p
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Re: Want to contribute again

Postby Auria » 12 Nov 2013, 01:17

Hi,

you are certainly welcome. I think a factor of success is not to try to make large quantities, and focus instead on quality - STK is now at a point where we don't need more tracks or more karts. What we need are better tracks andbetter karts. If you wish, I believe working in this direction will be more satisfying.

Perhaps one place to start could be karts. Some karts could use texturing work (like elephant and hexley are still untextured) karts like Suzanne, Pidgin, Nolok, Emule can serve as our reference as to what texture should look like.

Some animations could be reworked as well, and I remember you were good at that - the current animations served their purpose well, but we may need to take them to the next level now. Also, something we agreed upon was to avoid the use of large props or extravagant animations - our preferred style is now to use simpler animations where characters simply wave their hands, etc. (small props like nolok taking out a toy gun is okay IMO, what we now prefer to avoid are animations like Tux getting stuck in a terminal)

If you need more help, feel free to come on IRC, or write to me (for this forum we try to stick to english)
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Re: Want to contribute again

Postby Uni » 12 Nov 2013, 01:18

Funto {l Wrote}:Glad to see you back :)
You really should sleep at night ;) You can come on the IRC channel if you want to speak, and there are French people there (including me) if you really need French :p


Sleeping at night is overrated
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Re: Want to contribute again

Postby STKRudy85 » 12 Nov 2013, 20:11

Auria {l Wrote}:Some karts could use texturing work (like elephant and hexley are still untextured)


Will take a look
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Re: Want to contribute again

Postby Funto » 12 Nov 2013, 21:24

May I suggest to re-do Konqi's rigging? As I said in another post, it currently uses 221 bones, which is plain crazy...
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Re: Want to contribute again

Postby charlie » 14 Nov 2013, 12:45

Yes, focus on quality. If you want to make a track, spend time designing it, thinking about how to make it stand out. Then when creating it, focus on high quality consistent content for the track.

Some important threads [maybe somebody should index these things somewhere] to check out:

Free Gamer - it's the dogz
Vexi - web UI platform
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Re: Want to contribute again

Postby WillemS » 15 Nov 2013, 17:24

Funto {l Wrote}:May I suggest to re-do Konqi's rigging? As I said in another post, it currently uses 221 bones, which is plain crazy...


It would perhaps also be nice to re-model him, since there has been a contest to come up with a new version of Konqi. This was the winner. I however don't know if that is also the "official" new mascot.

When I'm having some more spare time, I'll give it a try. :)
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Re: Want to contribute again

Postby Totoplus62 » 15 Nov 2013, 22:58

This new mascot is really really cute !
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Re: Want to contribute again

Postby Funto » 16 Nov 2013, 00:13

Maybe the new one could ditch the old one, that would go away sadly, but want revenge, in some scenario for history mode?
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Re: Want to contribute again

Postby Auria » 16 Nov 2013, 01:14

Funto {l Wrote}:Maybe the new one could ditch the old one, that would go away sadly, but want revenge, in some scenario for history mode?



Hmm please, funto, let's keep it simple ;) we don't have a team of coders and animators you know, so we must heavily priorise what is important and what is not :)
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Re: Want to contribute again

Postby chronomaster » 16 Nov 2013, 06:59

please submit animation-riggin related at "animation" thread.
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Re: Want to contribute again

Postby Funto » 16 Nov 2013, 08:30

Auria >> just throwing an idea in the air, as usual, hoping people could react and we would end up with something doable :)
History mode needs so much improvement...
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Re: Want to contribute again

Postby samuncle » 21 Nov 2013, 11:02

Salut rudy

Auria m'a autorisé à te répondre en français pour plus de clarté :)

Plusieurs changement ont eu lieu pendant ton absence. Nous avons participé au Google Summer of Code (GSoC). De grandes avancées ont eu lieu dans le domaine du jeu en réseau et du moteur graphique.

En ce qui concerne les graphismes
Nous avons maintenant un nouveau pipeline de rendu.

Il permet une plus grande gamme d'effets. Pour te donner un aperçu:

1) Lumière dynamique: jusqu'à 50 lumières totalement dynamique. Il suffit de les placer dans blender :). Plus besoin de lightmap.

2) specular map: permet de varier la specularité d'une surface avec une texture.

3) Distortion: permet des effets de distorsion (Comme la chaleur au dessus d'un feu par exemple).

4) Effet volumétrique: Permet de faire des rayons (cônes) de lumière, des nuages etc.

5) particules avancée: Permet de faire tourner des particules (Pour de la neige ou des feuilles mortes qui tombent). Les particules peuvent être influencé par le vent.

6) SSAO: Développé à la base pour crysis. Permet de renforcer les ombres. Tu peux chercher sur Google image. Ambiant Occasion pour voir ce que ça fait.
7) Déformation de vertex: Permet des effets comme la végétation qui bouge avec le vent. Une variante permet de faire de l'herbe qui s'écrase quand le kart roule dessus.

8) skybox 3D: Permet de faire une "maquette" à 1/16 de l'environnement autour de la piste pour l'utiliser comme skybox. Ça permet de passer d'une vue de 1km à la ronde à 16 km. Tu peux donc faire des paysages assez complexe et facilement.

9) God rays: Permet de faire les rayons du soleil/lune

10) lens flare: l'effet préféré de J.J. Abrams (chercher sur Google image). A ne pas abuser.

11) Caustics: L'effet de la lumière déformée par l'eau.

12) Brouillard avec gestion de la hauteur (on peut faire des montagnes au dessus des nuages).

13) outlines: Permet de mettre un pourtour autour d'un objet pour attirer l'attention du joueur sur lui. Par exemple pour les items.

14) glow: Permet de faire un halo autour d'une source de lumière.

15) detailmap: Permet d'ajouter des détails sur une surface et de casser le côté répétitif d'une texture (par exemple mousse sur un mur de pierre).

Comme tu peux le voir pas mal de nouvelles choses.

Étant donné que les anciennes pistes ne sont pas adapté aux nouveau pipeline il a été décidé de changer de style graphique. Le style choisi est similaire au style de team fortress 2. Ce sont des objets réaliste mais avec des textures peintes à la main. Ce style est toujours en développement. Il sera relativement contraignant (Dans le sens du respect des normes choisies. Il sera toujours possible de faire la ville futuriste avec un château volant, mais avec le style graphique qu'on a choisi. Cela permettra d'avoir la plus grande unité visuelle possible. Fini les pistes totalement différente sans aucun rapport.

Pour des questions de facilité pour les artistes il a été décidé de faire une librairie d'objets. En gros le .blend de la piste ne contient que le terrain et des références vers des objets de la librairie. Ça présente l'immense avantage de pouvoir partager les objets entre les pistes. L'autre avantage est si on doit améliorer l'objet il suffit de le faire dans la librairie.
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