lol, those are both awesome! Right now the position of the player is constant across all karts . . . I am trying to think if there would be any problems allowing people to set a custom offset for the driver as long as that point lies somewhere within the collision mesh... I could see where it could be useful. I wall talk to my programmer about it.
meanwhile,
engy helmet
*edit* programmer says that should be no problem, full steam ahead!
it has a tilt, I just took a screenshot of it at a top down angle. And eyewear is a separate "Accessory" item type. There are hats, and there are Accessories, for things like glasses, moustaches, etc that go on the front of the face.
The rim lighting is working, there is just some kind of weird lighting or texture weirdness with that model.
it seems like the cubemap is being applied, it just is not wrapping around the model the way it should. I think you have some wierd normals going on. Try setting all your normals to face and see if it looks correct besides the hard edges of course.
I'm just gonna make a bunch of models, and once I get a lot of free time, I'll see if I can figure out OGRE importing. Or do you just want me to give OBJs or FBXs?
Next up, I think I'm tempted to make a Solid Snake bandana/mustache combo. Or maybe I shouldn't, as I don't want to start crossing the infringement line.
I'm just gonna make a bunch of models, and once I get a lot of free time, I'll see if I can figure out OGRE importing. Or do you just want me to give OBJs or FBXs?
I can't keep up with getting a bunch of other stuff game ready, I am happy to try and troubleshoot people generating assets that will load in ogre though.
PROTIP: if you use 3ds max and are wondering why LEXIViewer won't show rimshading etc. it's because 3ds max somehow locks down tga display and nothing else can use them. so close max and you stuff will look awesome.
"In the force we trust" - nice. Did you straight up paint that portrait of abe? There should be a traction penalty for having such cool looking kart wheels.
Oh, what resolution is a standard Kart textured at? How about wheels? Trains-a-comin'
Lowpoly done. Integrated Railroad Crossing sign along with the warning lights as the brake lights. Quick paintover of what I think the color groups are going to look like, right now they're displayed in Brass/Red/Black. The wheels will be separately controlled but I imagine them being red by default like the original toy. Might adjust later for balance.
those wheels are awesome! Really dig the general cap too, btw
sweet train, boomz. paint it up!
sorry about the height of the chef hat, I wasn't even thinking about it. I can re-export it shorter after the weekend.
I hacked together some files for the fryHat, but I can't get it looking as good as it did in Maya . I guess it's just an inherent challenge to coloring with this method.
I'm also using color1,2,3 within multiple shaders in this one - is that not allowed? I wasn't sure
the texure sizes I have been sticking to are 512x512 for characters (in some cases two if the face needs a lot of detail)
one 512 for karts, and one 256 for wheels, accessories, and hats
There will be a size limit per item type, but I have not gotten to the point where I know what it should be yet.
you can have up to 6 customizable colors.
I suck. Sorry, I forgot to resize the textures. And I'll check about the rim lighting too in a few days when I can get back to my computer. and does this mean it's okay to have 'color1' in more than one shader?
Its just missing something... A clown. A really freaky, but cute, clown. You knwo the kinda that try so hard to be nice and kiddy like but scare you more than IT? Yeah, would rock
just a FYI for everyone making stuff in the thread, we are still a week or more off in getting the garage operational ( my brother and new GUI programmer is on his honeymoon! ) so until that happens I wont be able to throw anybody's stuff in game easily. But we WILL release the garage as a stand alone toy in the somewhat near future, so your work on getting these into the right format and making even more stuff is not in vain.
We have small mention in this month's computer graphics magazine 3DWorld! The issue focuses on open source technology, a lot of which we use in Zero Gear. If you see it on news stands, check it out!
I've been messing around a bit with a fish-hat, hopefully it's not too tall. I haven't had much time to set up color masks to my liking yet. I'm clearly going about it wrong every time :P
That is about as clean of a setup as you could possibly make . . . can you do the rest of my work please? lol
*edit*
I suppose I should mention in the workflow doc I made that you need to either set your working units to meters, or set it to be meters in the exporter About 100 times too big, but still f*cking awesome.
This morning I woke up and realized we had no 4th of July themed hat, so I took care of that
Also, a very enthusiastic Zero Gear fan (ok, my wonderful girlfriend) decided to make an entirely physical version of our sock monkey character, complete with a Zero Gear butt-label! Awesome!!!
Replies
meanwhile,
engy helmet
*edit* programmer says that should be no problem, full steam ahead!
if you take the beer cans off you could also make a baseball helmet.
the goggles have to be part of the helmet, else it would look weird... also need the slight lean that the real one has
anyword on those rimlights on mine? or did they work for you?
The rim lighting is working, there is just some kind of weird lighting or texture weirdness with that model.
i have NO clue what it is.
i seperate the hat and glass to see if that would work.. it KIND of did... but then failed.
I'm just gonna make a bunch of models, and once I get a lot of free time, I'll see if I can figure out OGRE importing. Or do you just want me to give OBJs or FBXs?
Next up, I think I'm tempted to make a Solid Snake bandana/mustache combo. Or maybe I shouldn't, as I don't want to start crossing the infringement line.
I can't keep up with getting a bunch of other stuff game ready, I am happy to try and troubleshoot people generating assets that will load in ogre though.
General Cap
LEXIView with all the goodies + color variations:
Flats:
Mesh, Material, Masks, Etc. Available Here
Gotta say I had fun with this one. Can't wait to do more tomorrow, especially now that I know a little more. Hopefully I'll also get a train done!?
Got the mesh, material, and nonsense here
need to do some wheels..
penny:
Oh, what resolution is a standard Kart textured at? How about wheels? Trains-a-comin'
Lowpoly done. Integrated Railroad Crossing sign along with the warning lights as the brake lights. Quick paintover of what I think the color groups are going to look like, right now they're displayed in Brass/Red/Black. The wheels will be separately controlled but I imagine them being red by default like the original toy. Might adjust later for balance.
sweet train, boomz. paint it up!
sorry about the height of the chef hat, I wasn't even thinking about it. I can re-export it shorter after the weekend.
I hacked together some files for the fryHat, but I can't get it looking as good as it did in Maya . I guess it's just an inherent challenge to coloring with this method.
I'm also using color1,2,3 within multiple shaders in this one - is that not allowed? I wasn't sure
one 512 for karts, and one 256 for wheels, accessories, and hats
There will be a size limit per item type, but I have not gotten to the point where I know what it should be yet.
you can have up to 6 customizable colors.
I suck. Sorry, I forgot to resize the textures. And I'll check about the rim lighting too in a few days when I can get back to my computer. and does this mean it's okay to have 'color1' in more than one shader?
Its just missing something... A clown. A really freaky, but cute, clown. You knwo the kinda that try so hard to be nice and kiddy like but scare you more than IT? Yeah, would rock
Chef Hat
Fry Hat
@skizot: I'm not having any problems with the rim lighting, but I pumped the chef hat up to the full rimlighting instead of the 50
hmmm
We have small mention in this month's computer graphics magazine 3DWorld! The issue focuses on open source technology, a lot of which we use in Zero Gear. If you see it on news stands, check it out!
*edit*
SHOEWHEEL
rollin' on dubs!
and congrats on the mention in 3dworld!
I'll do files when I get some more time.
I have been following the work everyone has been doing here and I can't tell you how much inspiration it provides Marsh and me.
Keep all the awesome content coming everyone! I can't wait to have my fish hat on while riding my train kart and smoking my cigar!
http://nimblebit.blogspot.com/2008/07/holy-custom-content-batman.html
http://myzerogear.com/workflow/
and thanks, guys
I got the files together for the fish-hat.
you can grab em here
that's probably enough thread-spamming from me for now, although a friend suggested a Turkey-car to go with my chef hat
keep up the good work
*edit*
I suppose I should mention in the workflow doc I made that you need to either set your working units to meters, or set it to be meters in the exporter About 100 times too big, but still f*cking awesome.
probably a lot of the blurriness and flatness is coming from my poor texturejob mixed with my uncertain color masking.
btw - should I re-export with the right scale?
What I did instead of study...
Loosely based off...
Files:
Pacman Hat
MAXIMUM UV SPACE
Not a day goes by where I don't wish I had this game on my computer. It will be an instant network classic here at work.
Also, a very enthusiastic Zero Gear fan (ok, my wonderful girlfriend) decided to make an entirely physical version of our sock monkey character, complete with a Zero Gear butt-label! Awesome!!!
Have a happy and safe 4th of July everyone!
I got inspired. Sloppy but almost ready to tex.
Mini Truck