ctdabomb {l Wrote}:How big is a karts normal turn radius for a 90 degree turn?
When possible try to keep curves less than 90 degrees
ctdabomb {l Wrote}:"cannon start/end" what is it?
It's for the cannon feature (like being shot from a connon from the cannon start to the cannon end)
"easter egg" what is it (I've never seen eggs on a map!)?
for the easter egg hunt feature
"Is soccer ball" what does it mean?
defines if it is a soccer ball for the soccer feature.
ctdabomb {l Wrote}:open source compatible
Sentmoraap {l Wrote}:The are two types of cannon : the one in fort magma and minigolf track which shoot balls, and an unused type of cannon which transports kart from one point to another (like in Mario Kart).
ballsystemlord {l Wrote}:If I created a metal grate could the karts dirve on it without bouncing up and down?
What type should I assign to roads and the buildings that the karts drive in?
Currently I am using object (static won't move.)
hiker {l Wrote}:No, a grate should be modelled with an appropriate texture only, not with a full mesh. Besides not working with a raycast physics model, it would also use unnecessary triangles. If there should be any reasons why this can't be done, you would have to cover it with an invisible plane.
ballsystemlord {l Wrote}:hiker {l Wrote}:No, a grate should be modelled with an appropriate texture only, not with a full mesh. Besides not working with a raycast physics model, it would also use unnecessary triangles. If there should be any reasons why this can't be done, you would have to cover it with an invisible plane.
Perhaps it lost something in the translation, I want to create a phsyical grate that the karts drive over. I want objects to fall through.
Why cover it with an invisible plane?
Nobody has even tried to answer this question from my first post (perhaps it got lost in and amoungest everything else?)
How steep can/should a slope up or down be?
ballsystemlord {l Wrote}:That's not entirely true. We allow almost all uses except one: We would really not like to see people downloading our images and starting an imageafter.com clone somewhere without the effort we put into it.
Other than that our images and textures to be the most hassle free to use terms-wise.
We also have a more restrictive GPL license for a subset of our images since some GPL licensed games etc also require the textures to also be under gpl license. We created a sub domain for those: http://gpl.imageafter.com/
You can choose which one you want to use.
Best of luck with supertuxkart!
Kindly,
Tristan Bethe
I think that even should I have misrepresented your problem with the licence this email makes it quite clear.
The image after licence is LESS restrictive then the GPL.
If you have any more questions concerning the license could you avoid making me the middle man and contact them directly posting any useful information somewhere in the STK forums.
or would replace the texture - usually with a significantly worse looking one
hiker {l Wrote}:Tristan Bethe
You are not allowed to use the unmodified textures to make a texture site, which is not compatible with the an open license (which can not have this kind of restriction).
Understand me correct: I totally agree with these sites not wanting to give their stuff to competing sites, but this is what our acceptable open licenses require. If we would use a texture like this in the main game, certain Linux distributions would not be able to include us anymore (or would replace the texture - usually with a significantly worse looking one). I am not even sure if we could (theoretically) get in trouble with SourceForge, since they only allow open source (caveat: I didn't check the fine print tbh, maybe they are fine with it).
You can certainly use those textures for your track, and likely will be able publish it on our addon server (caveat: we will still check the license), but not for our main game.
Thanks for your effort!
Cheers,
Joerg
ballsystemlord {l Wrote}:I just wanted to know if there was some kind of work around for the above mentioned problem.
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