02-13-2009, 03:53 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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i was thinking the paint selection would only be for solid colors.
i was thinking do car branding logos on an additional "trim.joe" or some such, mesh. as well as windshield wipers, grill-work,
logos actually on the paint would be body00-body99 texture.
so racecars or custom paint jobs wouldn't be affected by this. except insofar as it would interact with the trim mesh.
// on topic still, but a lengthy digression
a while back i was thinking of how to do an ingame body decal system. like they have on console games. which is not really necessary on pc cause we have gimp. but could still be good for people who don't know gimp and also for some kind of sponsor system in the career mode.
if you haven't played on of those (forza and need for speed: pro street) you basically get a front, top, back, left, and right side views of your car and can position decals on them.
ways to do it would be to give each face a texture number as well, and then have a different texture for each side (all othogonally projected from view) so you can then do 2d paint routines to add decals to a car without leaving the game engine.
still that'd be lots of work for the off-chance the career mode would have a sponsor system. and without a sponsor system you might as well just draw your racing livery in the gimp.
i've been playing with some programming lately, and haven't been getting much modeling in. was thinking about applying the ambient occlusion texture to the tc6, but then this idea hit me for a way to not have to update and commit lots of, err more than one, .png files.
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08-05-2009, 02:13 AM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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was thinking to separate them into a different mesh. so only the painted body panels would be in body.joe
things have been slow working lately, lots of bad stuff happened to my main computer. firefox somehow launched internet explorer, and after that my whole system was hosed. no data loss really. but i'm now trying to get fully acclimated to ubuntu.
i must read about how to get things compiling and running in linux. had an idea for the le. since it has a targa top. i've been modeling it with the top and mirrors as seperate meshes. 'cause it should still look ok without them. then it could be a testbed for the accessory mesh of the roof. and also maybe for mirrors that break off when you rub them against other cars. any thoughts?
edit: svn checkout and scons compiling went without a hitch. haven't found the correct command for svn data checkout in the wiki:
http://wiki.vdrift.net/Installing_on_Linux
suggests there are still minimal and full (150mb) data options rather than svn data.
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10-22-2009, 08:11 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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that looks pretty good. i think it's missing something that, on a per-mesh basis, you could use to say if_and_what colors are applied.
perhaps
[colors-body]
color0=128,255,255
color1=255,255,255
[colors-interior]
color0=0,0,0
color1=128,128,128
[mesh0]
mesh=body.joe
basetexture=body_ambient.png
paint=colors-body
decaltexture0=nodecals.png
decaltexture1=racingdecals.png
[mesh1]
mesh=radiator.joe
basetexture=radiator.png
paint=none
[mesh2]
mesh=seat.joe
basetexture=seat.png
paint=colors-interior
does that sound useful and not too cumbersome?
btw - i'm still working (very slowly) on the le - it's lo_beams have 4 smaller lights in them that have been determined to make my life more difficult.
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