yea, I could easily do that - we can control how the game works, I am just still figuring out if and how we need to build it to combat stuff like that, becuase while it might work well to just make a set of invisible wheels for a hovering kart, we will need to have some checks in place so that people don't make an invisible kart, character, etc and mess things up for other players by being basically invisible. I think invisible wheels might be ok, as long as we can prevent invisible karts and characters.
here is something pior put together from some meshes I posted earlier:
"Also put together a little static template skeleton in .obj flavour. The zip has a Maya8 .ma version of the original template too - to make it work under older Mayas simply textedit the few '8.0's at the beginning to the desired version."
here is something pior put together from some meshes I posted earlier:
"Also put together a little static template skeleton in .obj flavour. The zip has a Maya8 .ma version of the original template too - to make it work under older Mayas simply textedit the few '8.0's at the beginning to the desired version."
so that head is the regular head size?? I might just do a pyro mask.... i was going to make a 300 helmet as well...
my question is... i use max, can i give you a 3ds and texture?
no, I would need a format I can load into maya. Once we release the garage though, you will be able to get an exporter set up and see it on the characters. The head in that reference file is the "maximum" size, all the props are fit to fit on that, like a mannequin. Some have smaller or slightly different shapes but they will all basically fit inside that shape.
cool! You might want to make the rubber part customizable, I am not sure how recognizable it will be as a gas mask if it is not black/dark gray though.
Hey marsh, I have a few ideas but most of all I'd like to make a Train Engine Kart. Do you have regulations on the wheel count/styling/size? 6 wheels would be good for train-ness, and the two rear wheels would preferably be bigger than the front 4, and fully rubber tires are simply unacceptable haha. Theres also the question of the bar that joins wheels and whether you could animate that in congress with the travel of the kart. I just think you're game is dying for something steampunky (doesn't require a train, but how much cooler can you get than locomotives?). Excellent work, I can't wait to play!
I knew it was a good idea to involve polycount in this
that fry-hat is f*cking awesome. That looks like an easy one to try and get into the game real quick.
Obviously, as I am only one person who is trying to do the job of about 8 people, including making my own cool stuff - I can't work on getting everyone's stuff into the game right now. But what you can do to get ready for the day we release the garage editor that will allow you to test out all your custom content - is bone up on the Ogre3d asset format.
finally, once you get something exported, you can view the asset using LEXIVIEW, a model viewer for Ogre3d which you can download here: http://myzerogear.com/LEXI.rar
here is an example item I have pulled from the game and zipped up. This is how all the items are set up at the moment. You should be able to load this in the lexiviewer to check it out. http://myzerogear.com/SteamGoggles.zip
one last thing to mention, it is not necessary - but if you would like to follow the style I have setting, I bake AO into all my maps using this tool: http://www.xnormal.net/ obviously there are lots of other ways to bake AO into your maps as well. This helps give objects some depth and illumination even though they are actually full bright in the engine.
btw, the skull car is an AWESOME idea! Any thoughts on how to make it work as a single seater?
Hey marsh, I have a few ideas but most of all I'd like to make a Train Engine Kart. Do you have regulations on the wheel count/styling/size? 6 wheels would be good for train-ness, and the two rear wheels would preferably be bigger than the front 4, and fully rubber tires are simply unacceptable haha. Theres also the question of the bar that joins wheels and whether you could animate that in congress with the travel of the kart. I just think you're game is dying for something steampunky (doesn't require a train, but how much cooler can you get than locomotives?). Excellent work, I can't wait to play!
right now we only support 4 wheels, which are in the same spot on every kart. The wheels themselves can be customized but they have to be a standard size
What if you only had 4 wheels working (real wheels) and 2 wheels on the kart model? So it would be apart of the cart chassis instead of 2 more sets of real wheels.
Just a thought... I don't know if it even works, maybe you need so much distance between the cart and the ground that it would screw everything up :P
Either way, i gotta say it again... YOU GUYS ARE RAWKIN!!!
What if you only had 4 wheels working (real wheels) and 2 wheels on the kart model? So it would be apart of the cart chassis instead of 2 more sets of real wheels.
Just a thought... I don't know if it even works, maybe you need so much distance between the cart and the ground that it would screw everything up :P
Either way, i gotta say it again... YOU GUYS ARE RAWKIN!!!
hmm, thats an interesting idea actually. It could work. It would depend on us setting up the idle animation rate to be tweakable based on kart speed, so you could animate the wheels spinning in the idle and set the rate in which it speeds up to match the rest of the wheels.
thanks for the cheerleading, I am not exaggerating by saying that the positive feedback is a huge part of what keeps us going in this stressful and scary ( but rewarding ) process!
the wheels is only graphical, although the physical wheel the game uses is the same size. So the graphical wheel can look different but it would have to be about the same shape and size to look correct since it is parented to the invisible graphical wheel of a fixed size.
the wheels is only graphical, although the physical wheel the game uses is the same size. So the graphical wheel can look different but it would have to be about the same shape and size to look correct since it is parented to the invisible graphical wheel of a fixed size.
you solved flying cars for the most part...invisible wheel model + flying cart. tada... the flying carts would hover at the height the rolling ones go, so it'd be basically the same... right?
yep, that would work. I am just wondering how many people would put them on their regular karts and make them look odd. I guess it's not a huge deal - people are going to do all kinds of wacky stuff we can't always control.
for some bizarre reason I have created a NimbleBit myspace page. Add us if you are the myspace type! http://www.myspace.com/nimblebit
well can't you have them add in an option for tires a car CAN'T use?
like a text file with the tire id's that are disabled per car? that would allow you to make it so hover cars can't use the floaty wheels, and vice versa.
couple of things may need altering, worried about how much space the driver has inside the turret for anims and accesories, and the
treads, could possibly alter them to fit the wheels on the cart but that may look pants.
got a little texture space and a few polys to play with 2500 tris all in all, so i might add a little more stuff
yea as that stands right now, the character would be clipping through it like crazy. There are anims where they flail their arms about. Not sure how you could avoid that, I really like the concept.
mmm re-design it with lower turret sides and turn the rear of the turret into a spoiler/seat. its crazy but it just might work, this tanks gonna be rollin on chromes by the time its done
Took a while to catch up on this thread and I'm amazed with the sheer amount of quality work being displayed here! Awesome work!
Pior, Bunnygirl My favourite custom player model in UT. So ace seeing it modded for Zero Gear.
btw, that's the sniper hat from TF2 right? I'm not crazy?
it is... it goes with the pyro hat
I found an importer that works... shows my model in the LEXIViewer.. but no matter WHAT i do the model is looking up, and i have made almost the same material as yours (copied alot) and the rimlighting just won't turn on...
any ideas?
you don't have the rimlighting cubemaps that are being referenced in the same directory as the models so it can't find them. Take them out of here http://myzerogear.com/SteamGoggles.zip and put them in your model directory.
OK marsh, I'll get to work on something that fits the standard size a little better ORRR I think I have an idea on how to jimmy the train into the rig you support-- assuming you can "kart_velocity = idle_animation_speed;" on the extra wheels. If it doesn't work out, I'll just try something else, no biggie, its such a fun style to work in. Accessories will come too.
you don't have the rimlighting cubemaps that are being referenced in the same directory as the models so it can't find them. Take them out of here http://myzerogear.com/SteamGoggles.zip and put them in your model directory.
that's the issue... they ARE there.... i took them out of the zip seeing as you already had them...
there's a ton of brown.... or are you talking about the band? holy crap... i just opened it and see what you mean... yeah they are there, just hidden by a mask that it's not gonna show me that's messed up. but yeah it's all in skin.png.
also, damn you. i was gonna do that one tonight guess i'll have to do the spy.
Here is my TrainKart blocking out. Marsh, QQ. Can the driver's position be moved in any way (forward-backward, laterally, vertically)? In order to be train-y he's kinda gotta be towards the back (sitting over the rear wheel). It should be a simple offset, but depending on the engine it could cause difficulties. Figured I'd ask before fully fabricating it. Also, 4 Wheels just looked simpler... much better than any additional 'fake' wheels, so the design should no longer cause difficulties/additional work . On the wheels, if I want train-looking wheels, (kinda like the ones that be on the toy) should I texture those separately from the kart or on the same sheet? I'll be working on a version of this hat! while awaiting your response to my q's.
wip:
Love the cans! It really teaches the kiddos that the safest drivers wear sound-cancelling headphones
Army Helmets should be accompanied by a cigar, always!
Replies
*edit* did a ballcap real quick
I'm interesting in making a few things for characters and i'd like to know the scale.
That future bunny girl is looking pretty cool!
"Also put together a little static template skeleton in .obj flavour. The zip has a Maya8 .ma version of the original template too - to make it work under older Mayas simply textedit the few '8.0's at the beginning to the desired version."
http://www.pioroberson.com/files/ZG_driverrig_obj.zip
night vision goggles would be cool. I think a pyro tribute gas mask would own too.
so that head is the regular head size?? I might just do a pyro mask.... i was going to make a 300 helmet as well...
my question is... i use max, can i give you a 3ds and texture?
awesome work
no, I would need a format I can load into maya. Once we release the garage though, you will be able to get an exporter set up and see it on the characters. The head in that reference file is the "maximum" size, all the props are fit to fit on that, like a mannequin. Some have smaller or slightly different shapes but they will all basically fit inside that shape.
This thing looks awesome. If I understand it right the plan is to release it on steam?
like you've done anything productive lately?
:P
Yes, that is our goal.
progress so far...
question: what should i have on it that can be colored? i was thinking the rings around the eyes and breathers...
new hat, be a TV star!
final i guess. max exports obj, can i send that and the textures? or do you want . .mat too as i have no idea how those work.
About an hours work, don't know if it will amount to anything.
fry-hat?...
edit- found the bugger from ages back on the concept tag thread, pity coulnt find the one with all the knickers falling out the boot
that fry-hat is f*cking awesome. That looks like an easy one to try and get into the game real quick.
Obviously, as I am only one person who is trying to do the job of about 8 people, including making my own cool stuff - I can't work on getting everyone's stuff into the game right now. But what you can do to get ready for the day we release the garage editor that will allow you to test out all your custom content - is bone up on the Ogre3d asset format.
you can poke around the Ogre wiki for tuts http://www.ogre3d.org/wiki/index.php/DCC_Tutorials
here are some exporters for most popular 3d apps http://www.ogre3d.org/index.php?option=com_content&task=view&id=413&Itemid=133
here is a bit about the material script http://www.ogre3d.org/wiki/index.php/Materials
finally, once you get something exported, you can view the asset using LEXIVIEW, a model viewer for Ogre3d which you can download here: http://myzerogear.com/LEXI.rar
here is an example item I have pulled from the game and zipped up. This is how all the items are set up at the moment. You should be able to load this in the lexiviewer to check it out.
http://myzerogear.com/SteamGoggles.zip
one last thing to mention, it is not necessary - but if you would like to follow the style I have setting, I bake AO into all my maps using this tool: http://www.xnormal.net/ obviously there are lots of other ways to bake AO into your maps as well. This helps give objects some depth and illumination even though they are actually full bright in the engine.
btw, the skull car is an AWESOME idea! Any thoughts on how to make it work as a single seater?
right now we only support 4 wheels, which are in the same spot on every kart. The wheels themselves can be customized but they have to be a standard size
What if you only had 4 wheels working (real wheels) and 2 wheels on the kart model? So it would be apart of the cart chassis instead of 2 more sets of real wheels.
Just a thought... I don't know if it even works, maybe you need so much distance between the cart and the ground that it would screw everything up :P
Either way, i gotta say it again... YOU GUYS ARE RAWKIN!!!
hmm, thats an interesting idea actually. It could work. It would depend on us setting up the idle animation rate to be tweakable based on kart speed, so you could animate the wheels spinning in the idle and set the rate in which it speeds up to match the rest of the wheels.
thanks for the cheerleading, I am not exaggerating by saying that the positive feedback is a huge part of what keeps us going in this stressful and scary ( but rewarding ) process!
maybe
if not couldn't you make a wheel that is sideways (ala back to the future) for hover cars? or maybe booster engines?
if all else fails, what about a wheel that is clear? as in there is a model but it's alphaed out?
an no comments about the pyro hat? i r offended! :P
you solved flying cars for the most part...invisible wheel model + flying cart. tada... the flying carts would hover at the height the rolling ones go, so it'd be basically the same... right?
for some bizarre reason I have created a NimbleBit myspace page. Add us if you are the myspace type!
http://www.myspace.com/nimblebit
Also, a reminder that we also have a Zero Gear steam group - join up if you haven't already!
http://steamcommunity.com/groups/zerogear
like a text file with the tire id's that are disabled per car? that would allow you to make it so hover cars can't use the floaty wheels, and vice versa.
couple of things may need altering, worried about how much space the driver has inside the turret for anims and accesories, and the
treads, could possibly alter them to fit the wheels on the cart but that may look pants.
got a little texture space and a few polys to play with 2500 tris all in all, so i might add a little more stuff
new WIP
Pior, Bunnygirl My favourite custom player model in UT. So ace seeing it modded for Zero Gear.
-caseyjones
get both of my hats Here. I'm only posting them as there is apparently no ogre exporter for 3ds max
http://www.ogremax.com/
btw, that's the sniper hat from TF2 right? I'm not crazy?
it is... it goes with the pyro hat
I found an importer that works... shows my model in the LEXIViewer.. but no matter WHAT i do the model is looking up, and i have made almost the same material as yours (copied alot) and the rimlighting just won't turn on...
any ideas?
New hats in ogre format HURR
that's the issue... they ARE there.... i took them out of the zip seeing as you already had them...
got some DJ cans goin
I will put the rim lighting files in there and try and see what your problem is Skiz
*edit* are you baking color into the verts?
btw, dibs on engy helmet!
also, damn you. i was gonna do that one tonight guess i'll have to do the spy.
Here is my TrainKart blocking out. Marsh, QQ. Can the driver's position be moved in any way (forward-backward, laterally, vertically)? In order to be train-y he's kinda gotta be towards the back (sitting over the rear wheel). It should be a simple offset, but depending on the engine it could cause difficulties. Figured I'd ask before fully fabricating it. Also, 4 Wheels just looked simpler... much better than any additional 'fake' wheels, so the design should no longer cause difficulties/additional work . On the wheels, if I want train-looking wheels, (kinda like the ones that be on the toy) should I texture those separately from the kart or on the same sheet? I'll be working on a version of this hat! while awaiting your response to my q's.
wip:
Love the cans! It really teaches the kiddos that the safest drivers wear sound-cancelling headphones
Army Helmets should be accompanied by a cigar, always!