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  3. Level Design

go-kart model

  • zaphod
  • May 15, 2007 at 6:34 AM
  • zaphod
    • November 19, 2007 at 8:29 PM
    • #221

    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.

  • ⌐■_■
    • November 19, 2007 at 9:56 PM
    • #222

    somebody write an article about this thread

  • dissonance
    • November 19, 2007 at 10:02 PM
    • #223
    Quote from zaphod

    It's directx and opengl.

    YESSSSS!

  • NormySan
    • November 20, 2007 at 1:16 AM
    • #224

    I must say that this is coming along relly nicely. Keep up the great work!

  • zaphod
    • November 20, 2007 at 2:10 AM
    • #225

    a new little guy

    [Blocked Image: http://nimblebit.com/littleguy.png]

  • st0lve
    • November 20, 2007 at 11:02 AM
    • #226

    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

  • Sindwiller
    • November 20, 2007 at 6:45 PM
    • #227
    Quote from dissonance

    YESSSSS!

    Doesn't necessarely mean that it's going to run on Linux

  • dissonance
    • November 20, 2007 at 6:48 PM
    • #228
    Quote from Sindwiller

    YESSSSS!

    Doesn't necessarely mean that it's going to run on Linux

    It'll be a hell of a lot easier, though.

  • zaphod
    • November 21, 2007 at 1:05 AM
    • #229

    for st0lve

    [Blocked Image: http://nimblebit.com/riderwire.jpg]

  • Bic-B@ll
    • November 21, 2007 at 5:44 AM
    • #230

    needs a penis car

  • JohnC
    • November 21, 2007 at 6:14 AM
    • #231

    I demand a '57 Chevy kart! Or a '32 Ford.... some kind of stereotype flame-job Hot Rod.....

  • zaphod
    • November 21, 2007 at 6:45 AM
    • #232

    ooo, a 50's kart would be pretty cool, with big ass fins.

  • zaphod
    • November 21, 2007 at 6:58 PM
    • #233

    anything specifically that makes you say that?

  • bitmap
    • November 21, 2007 at 11:59 PM
    • #234

    maybe if you put the char inside of a car, it would make him change his mind.

  • zaphod
    • November 22, 2007 at 12:27 AM
    • #235

    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.

  • vartaxe
    • November 25, 2007 at 10:12 PM
    • #236

    http://%7boption%7d

  • zaphod
    • November 25, 2007 at 10:14 PM
    • #237

    yup, seen that before. looks like a fun mod project.

  • vartaxe
    • November 25, 2007 at 10:16 PM
    • #238

    maybe you should apply as modeler!

  • zaphod
    • November 26, 2007 at 12:42 AM
    • #239

    I don't think so, I will certainly try it out when they release something though.

  • zaphod
    • November 27, 2007 at 1:09 AM
    • #240

    [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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