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Sunday, July 22, 2012 - 09:16

Created the uvmap for the wheel for evo and seat models (the .obj you have is probably from the nimrud model, which have different uvs). Uploaded them (with the .blend also) to the same place ( http://dnt.dnteam.org/trigger/evo/ ).

 

About double sized, not sure how trigger do the wheel translation to each position (if the engine did not rotate them, it won't be usefull to have different textures for inside-outside).

Saturday, July 21, 2012 - 13:50

Created the uvmap for the seat model (uploaded to the same dir of evo: http://dnt.dnteam.org/trigger/evo/ ).

As I am very frustated for the .svg deletion, I've created the uvmap trying to be as much similar as the evo as possible (so, they can use the same textures, with little to no modifications).

You could check how similar their uv-maps are now:

http://dnt.dnteam.org/trigger/evo/evo_uv.png

http://dnt.dnteam.org/trigger/evo/seat_uv.png

 

Hope they are helpfull.

Thursday, July 19, 2012 - 21:13

I created a new uvmap for the evo model, and even reseted your new texture to it.

 

Uploaded the files here: http://dnt.dnteam.org/trigger/evo/

 

There are the .blend, the exported .obj/.mtl and the .png with the texture.

But I was so stupid (and tired, as the day was long today) that by mistake I deleted the .svg when cleaning the files to upload (thinking it was the old one)!!! And I have no backups, so if you feel in the mood to do it, use the .png as a base of what I've done to your texture... ouch!

Wednesday, July 18, 2012 - 09:36

Not have time to do the new uv maps yet.

 

But qubudop, for your Fox, you should use the uvmap defined for http://opengameart.org/content/trigger-nimrud , as it won't have the mirror problem (and the .obj is already exported and support by the game)...

 

By the way, the wheel you made for it was really well done!

Sunday, July 15, 2012 - 07:32

I liked him! Many thanks for your work nubux, and good travel to you!

Sunday, July 15, 2012 - 07:29

Great textures! Some suggestions:

 

For the evo: I belive that white paint in the front bumper makes not much sense with that front air entrance hidden it. It could be better if you shrink the air entrance a little to make the paint fully visible.

 

For the seat: The sentence in the front seens a lot distorted... 

 

I'll do later a new uv map for them and will adjust yours .svg to it, as I belive the mirrored sides diminish the great textures you've made...

Monday, July 9, 2012 - 10:51

The story behind those placeholders left is that they haven't yet an story (just the models were exported, but not yet in use on game... or just idle on some map, without actions... but they will have a role in few versions, I hope)...

The one called Zé is fat, bold and with a beard. Not thought about him.

The other, called Chico, is probably a 35 years old miner. One of the few that works on the deactivated gold mines, looking for some few gold traces on the rocks (as the collapse isn't too much before current DNT story, there are few people who believe the only way to keep some wealth is by gold... some others -- those richly enough -- saw that the real wealth would to keep cattle, usually not used to eat, but as social status: you got a horse: you should be a really powerfull man/woman!).

The tree portrait is no more needed. I've removed it.

Thursday, July 5, 2012 - 11:09

Good work so far, Buch!

 

Just a quick suggestion: Change all SDL related includes from

#include "SDL\SDL.h"

#include "SDL\SDL_image.h"

to

#include <SDL/SDL.h>

#include <SDL/SDL_image.h>

 

to make it more linux friendly.

Thursday, July 5, 2012 - 10:15

I liked Logan's portrait, but maybe with danimal's suggestion it'll look even better...

Monday, July 2, 2012 - 09:18

Loved that (collateral effect) green mustache! =^D

 

Althought mmo games aren't for my taste, good luck in the contest!

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