some ideas for the game (models)

some ideas for the game (models)

Postby rubberduck » 16 May 2013, 18:37

i like this game, but i can't really play it at the moment, because i have the wrong gpu

i have some ideas for the game

>> the first thing is, i found a lot of good tracks on the online Track Browser, i saw the videos about the track editor.
then i found some tracks like this
http://stuntrally.github.io/tracks/?id=X1-Magic&v=1
this looks really good and i think, the game needs much more of these kind of track

>> and a mars or moon-landscape would also be good

>> the volcanic tracks also look good
http://stuntrally.github.io/tracks/?id=V2-Volcanic&v=1
but these kind of track should have something like lava

>> other kinds of bridges
http://opengameart.org/content/stone-bridge-tiles-32x32 ( but in 3D)

>> zippers (like in supertuxkart, with settings, if to use in reverse, only when not reverse, or both directions)

>> real caves (if possible)

>> and some models for objects: (i don't know if some of them are used already now)

http://opengameart.org/content/covered-well
http://opengameart.org/content/euro-palette
http://opengameart.org/content/wood-bench
http://opengameart.org/content/sign-post
http://opengameart.org/content/arabian-house
http://opengameart.org/content/gaz-tank-pack
http://opengameart.org/content/wood-barrels-pack
http://opengameart.org/content/graveyard-and-crypt
http://opengameart.org/content/low-poly-mushrooms

http://www.blendswap.com/blends/view/67504
http://www.blendswap.com/blends/view/67088
http://www.blendswap.com/blends/view/60130
http://www.blendswap.com/blends/view/56148
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: some ideas for the game

Postby CryHam » 17 May 2013, 08:07

Yes.
Hehe I'm glad you like those. Maybe I'll try to make some other space like sceneries.
Thanks for links, I knew about 3, rest is good too.
We have already a quite big list of objects to do, here, but careful it's an editor, don't change it.
There are 2 caves in 0W11-Glacier.
Currently it takes too many rocks to make them, and it's not optimised either. Would be better to have bigger meshes designed for caves.
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Re: some ideas for the game

Postby rubberduck » 17 May 2013, 08:43

when i looked here
https://github.com/stuntrally/stuntrall ... aster/data
i saw that on
http://saluuna.dy.fi/pad/p/sr-props
are a lot of objects, that i can't find on
https://github.com/stuntrally/stuntrall ... aster/data

and i have a question, is it possible to open .mesh.files in blender
or do you use the files from
http://saluuna.dy.fi/pad/p/sr-props
when editing objects
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: some ideas for the game

Postby CryHam » 17 May 2013, 12:04

We use blender to edit 3d models and cars. Then we export to ogre .mesh.
It is possbile, but rarely needed (and quite annoying) to go back. Need to convert from .mesh to .mesh.xml then import in blender 2.49. Then open inside blender 2.66 and export again.

Yes we saw those plants. But 20k tris is a big Nope. 1k would be ok for a plant.
I hope you realise that there is still much work with most of those models.
Many have too big faces count. And most of them don't have textures unwrapped. We need as few materials used as possible.
We have Wiki pages about that:
CreateObjectsWithBlender and CarModeling
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Re: some ideas for the game

Postby rubberduck » 23 May 2013, 07:47

On
CreateObjectsWithBlender-site

i can't find something about a good poly-count for objects
( i only see "Keep it low poly.")
this should be added, there could be some examples for the poly-count of different oblects
(for example the polycount of a plant, a stone and some thing(s) more)
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: some ideas for the game

Postby CryHam » 23 May 2013, 21:18

Right.
Some stats, triangle count for vegetation, e.g.:
tree.07 - 1.7k
tree.09 - 3.3k
pine1 - 2.4k
fern: 300 - 600, plant - 1k
rocks: 500 - 1.5k
there is 1 big tree - 8.0k (rather too high)
jungle_tree - 6.1k (also high)

What is crucial if you make a tree/rock/plant is that it would be 1 material, max 2. Well also recommended for most objects.
As for static objects it depends. If you put only 1 on scene it could have even 100k tris, e.g. some temple ruins or inside of pyramid.
If you want more (of the same object) than I'd say less than 20k or 10k.
Good textures are important, e.g. see here: http://opengameart.org/content/rocks-0
low tri count, but with big diffuse and normalmap those look great.
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