I will concede it is probably too strong, it's so easy to overdo things when you are first excited to start playing with them ![]()
It's directx and opengl.
I'm working on a new character model right now, hopefully I will have another update soon.
I will concede it is probably too strong, it's so easy to overdo things when you are first excited to start playing with them ![]()
It's directx and opengl.
I'm working on a new character model right now, hopefully I will have another update soon.
somebody write an article about this thread ![]()
I must say that this is coming along relly nicely. Keep up the great work! ![]()
a new little guy
[Blocked Image: http://nimblebit.com/littleguy.png]
Don't get sued by Comedy Central if you make 1 orange version please ![]()
Care to show some wireframes on some of the characters and stuff? Would be cool to see their "real" shape ![]()
for st0lve
[Blocked Image: http://nimblebit.com/riderwire.jpg]
I demand a '57 Chevy kart! Or a '32 Ford.... some kind of stereotype flame-job Hot Rod.....
ooo, a 50's kart would be pretty cool, with big ass fins.
anything specifically that makes you say that?
maybe if you put the char inside of a car, it would make him change his mind. ![]()
I've been doing that today, and animating him - I think he looks a lot better than the old guy at least.
rigging and animating is such a hassle . . . I'm starting to learn the things you can and can't do to not screw things up in the process.
yup, seen that before. looks like a fun mod project.
maybe you should apply as modeler!
I don't think so, I will certainly try it out when they release something though.
[Blocked Image: http://nimblebit.com/colors.png]
Customization is very near and dear to both Brian and my own heart, so it's no surprise that a high level of customization is a big goal of ours in ZeroGear. While Brian has been working on our physics and camera system, I had some time to play with Ogre's material system. After a little bit of poking around I developed a system to let us have user-customizable color on most anything we wish. After implementing it on most of our existing assets I spent a while time trying out different color combinations. Here are a compilation of some straight out of the Ogre model viewer.
I start out by making sure that all the areas that are going to be re-colored in the material system are desaturated. Things that are not going to change color (such as the tail lights or mud splatters in this example) remain full color.
[Blocked Image: http://nimblebit.com/kart003_lum.png]
Then I make a solid white color mask of the parts of the texture I am going to be filling with an RGB value. Then in the material file I tell the engine to fill the mask color with the desired color and then combine it with the black and white base texture.
[Blocked Image: http://nimblebit.com/kart003_colormask.png]
We will hook up a color picker widget in the game gui to supply the material with whatever color the user wishes to use for his kart or character or other accessories.
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