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Big Rigs Over the Internet Racing (iBigRigs) Discussion.
 
#1 06-08-2008, 15:51:58 PM
Hi, conorkirk here. I would just like to organize info in here about BROTIR.

Engine:

-Sauerbraten (Cube II)
  - Easy map making
  - Small source code base that is easy to understand
  - WINNER
  - Perfect physics for BROTIR

Whats Done

- Engine 10% (The Engine is going to need a lot of changes for it to be right)
- Models 0% (We don't have any! This process would be a lot easier if someone could write an importer for the SCO models)
- Sound 100% (What sound? :D)
- Textures 50% (The textures are already there for us, but we need to convert them ALL to jpeg (100% quality)



And about the model format...
The model format appears to be pretty simple. The center of the model is given as a set of coordinates, then each vertex of the model is giving in coordinates, and each face is given. The importer would basically go "Put vertex right here, put next vertex right here, etc" *We need a programmer who can write an importer for Blender!* (The Importers are written in Python)

GUI design:
The GUI (Like the menus), Somehow need to be made to work for Sauerbraten. Right now the Menu in Sauerbraten is a "3D" surface, but it has a 2D mode also.

3D menu:



2D Menu:




We will probably use the 2D one, then remove the setting for 3D or 2D (gui2d 1/0)


Networking:

The Sauerbraten engine's networking is very simple, and if you have pings of even 700, you will experience almost no lag. This is because Sauer is client based. Which means *Always* will movement be smooth on your screen. But others may see you as jumpy if you have a ping of like 1000 (as in most games)


Thats all I got for now.




#2 06-08-2008, 16:09:16 PM
Job well done :belair:

We can always pull the sound from SMD and put it in the intro like it should be.

How do you convert the textures to Jpeg?





#3 06-08-2008, 16:10:30 PM
Two ways:
1. Open each one and convert with your program of choice
2. Use a program that can do them all at once.

I am going to convert them right now, but I need to reboot into Windows.


KoЯndog
#4 06-08-2008, 16:12:11 PM
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I like the 3d menu.

That said I liked doom 3 so my opinion is null.



hi
#5 06-08-2008, 16:22:44 PM
I like the 3d menu.

That said I liked doom 3 so my opinion is null.



Im not so much worried about whether the menu is in 3d or not





KoЯndog
#6 06-08-2008, 16:23:37 PM
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it will make or break the game for me


hi
#7 06-08-2008, 16:41:49 PM
It needs to be 2D, and it will look almost the same as big rigs, which means it will be fullscreen.


#8 06-08-2008, 17:19:11 PM
Perhaps you could venture over into a python/blender specific programming forum and ask for help over there? Maybe there is one nice person that could even do it for us. I dont know of any good ones though :/


WE COULD PAY HIM 5$ THROUGH PAYPAL





#9 06-08-2008, 17:30:47 PM
Wherever you go, the answer is basically going to be do it yourself. I asked on blenderartists.org and thats what they said (albeit in the nicer way :P)

He said to take a look at existing importers then work from there. I can't even find the importers! I thought they would be in the Blender folder, but I guess not.


Work on the engine has begun. So far

1. Stripped the engine off all the content.2
2. Forced Thirdperson
3. Got rid of swimming model animations (big rigs don't swim!)


KoЯndog
#10 06-08-2008, 17:45:36 PM
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hi
KoЯndog
#11 06-08-2008, 17:48:10 PM
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  • "Improved signal transfer and corrosion resistance"
also I would volunteer but I only took a year of programming in high school, and that was mostly simple decision based programming.

http://somuchdamage.com/donut/wormsStats2.txt is probably the best thing I've done in python that I can find.


hi
#12 06-08-2008, 17:52:52 PM
and this is a Blender importer:

EDIT: oops that was an exporter


bjorno the hedgehog
#13 06-08-2008, 20:07:36 PM
I can model the rigs, I just need whatever specifications are needed. (format, size, etc.)



 cheers m8
bjorno780 http://img444.imageshack.us/img444/2969/freesorfzl1.gif
#14 09-08-2008, 02:40:14 AM
Can you model one of the Big Rigs, like Sunrise W12? I think Sunrise should be the first truck in the new engine :P


#15 10-08-2008, 12:48:06 PM
I have made some more progress.

1. I got the Sauerbraten engine to compile

2. It runs, but doesn't resemble BROTRR at all yet.


Things to do:

1. Disable mouse look, and enable keyboard turning. (mouselook enabled in editing mode)

2. Tweak player speed.

3. Increase gravity a lot so truck doesn't leave the ground. (Done in like 1 minute)

4. Turn off jumping (Done in like 1 minute)

5. I need to make a CFG file that lists each texture.


CFG File:


here is what i have so far:

Code: [Select]
texture 0 "textures/03_bh_wall_in_256.bmp"
texture 2 "texutres/12_beton2.bmp"
texture 3 "textures/12_ht_beton.bmp"
texture 4 "a_h1_boards1.bmp"
texture 0 "a_h1_boards2.bmp"
texture 0 "a_h1_bracket_o.bmp"
texture 0 "a_h1_bracket.bmp"

the 2 3 4 textures are there because they are needed, the rest of the textures go texture 0.


I need to add a line for each texture I have, here is a list:

Code: [Select]
03_bh_wall_in_256.bmp
12_beton2.bmp
12_h1_beton.bmp
Bush2.bmp
Bush2_o.bmp
Bush_arid .bmp
Bush_arid _o.bmp
Copy of Metalnsd.bmp
Door big.bmp
FONAR01.BMP
FONAR02.BMP
FONAR03.BMP
FONAR05.BMP
FONAR06.BMP
H.bmp
LEAF1OP.bmp
Metalnsd.bmp
NEW_TEXT.BMP
NEW_TEXT1.bmp
OLDWOOD.bmp
OLDWOOD_1.bmp
OLDWOOD_2.bmp
ROAD_1.bmp
R_barrel.bmp
R_barrel1.bmp
Road100.bmp
STOJANKA FASAD.bmp
STOJANKA FASAD2.bmp
STONE.bmp
STONE1.bmp
Thumbs.db
a_h10_doors_windows.bmp
a_h10_roof.bmp
a_h10_wall.bmp
a_h1_boards1.bmp
a_h1_boards2.bmp
a_h1_bracket.bmp
a_h1_bracket_o.bmp
a_h1_doors.bmp
a_h1_lattice.bmp
a_h1_roof.bmp
a_h1_wall.bmp
a_h1_windows.bmp
a_h2_roof.bmp
a_h2_wall.bmp
a_h2_windows.bmp
a_h3_doors.bmp
a_h3_roof.bmp
a_h3_wall.bmp
a_h4_doors.bmp
a_h4_lattice2.bmp
a_h4_stairway.bmp
a_h4_wall.bmp
a_h4_windows.bmp
a_h5_doors.bmp
a_h5_metal.bmp
a_h5_wall.bmp
a_h5_windows.bmp
a_h6_doors.bmp
a_h6_lattice.bmp
a_h6_roof.bmp
a_h6_wall.bmp
a_h6_wall_windows.bmp
a_h6_wall_windows_o.bmp
a_h6_windows.bmp
a_h7_ floor.bmp
a_h7_doors.bmp
a_h7_lattice.bmp
a_h7_rubbish.bmp
a_h7_rubbish_o.bmp
a_h7_table.bmp
a_h7_wall.bmp
a_h8_boards.bmp
a_h8_doors.bmp
a_h8_doors1.bmp
a_h8_lattice.bmp
a_h8_rubbish1.bmp
a_h8_rubbish1_o.bmp
a_h8_wall.bmp
a_h8_wall_windows.bmp
a_h8_wall_windows_o.bmp
a_h9_ fence.bmp
a_h9_doors.bmp
a_h9_fronton.bmp
a_h9_mozaik.bmp
a_h9_roof.bmp
a_h9_wall.bmp
a_h9_windows.bmp
a_h9_windows1.bmp
a_h9_windows1_o.bmp
back.bmp
back_o.bmp
balkon derevo d 1.bmp
balkon derevo o.bmp
banner_o.bmp
barrel.bmp
bigbord.bmp
bigbord_2.bmp
bigbord_3.bmp
bigbord_4.bmp
bitum.BMP
bochka.bmp
bochka01.BMP
bokovoie_prepadstv.bmp
bordur01.bmp
brick_1.bmp
cement1.bmp
cement2.bmp
cement3.bmp
cement5_1.bmp
cest_bok.bmp
cesterna.BMP
ch1_1_head.bmp
ch1_1_skin.bmp
checkp.bmp
chrome.bmp
default.cfg
derev.bmp
derevo most pokritie.bmp
dirt_vodo_truba.bmp
dirt_vodo_truba_a.bmp
dirt_wall.bmp
dirt_wall_a.bmp
dno01.BMP
dom s magazinom bok.bmp
dom s magazinom.bmp
door.bmp
door_peregor.bmp
fence.bmp
fence2.bmp
finish.bmp
floor.bmp
fortress_road.bmp
gates.bmp
h2_roof1.bmp
h2_roof2.bmp
h2_roof_detail.bmp
h2_roof_detail_o.bmp
h3_wall1.bmp
h3_wall2.bmp
h3_wall2_2.bmp
h3_window.bmp
jelezn_balki.bmp
jelezn_balki_o.bmp
kafe bok.bmp
kafe fasad.bmp
kafe viveska.bmp
kaktus.bmp
kamni.bmp
krieshk1.BMP
krisha cafe red.bmp
krisha green.bmp
krisha zapravki.bmp
lattice.bmp
leaf1.bmp
markiza red d.bmp
markiza red o.bmp
metal_cil.bmp
metal_roof1.bmp
metals.bmp
musor1.bmp
musor1_o.bmp
opora.BMP
palatka_tk.bmp
palatka_tk_o.bmp
palka.bmp
palm_far.bmp
palm_far_o.bmp
pautina.bmp
pipes_01.bmp
pit.bmp
plant3_betonblue_512.bmp
plant3_betonblue_512_darker.bmp
plant3_betonblue_512_upper.bmp
plant3_blocks_raw_512x256.bmp
plant3_osnova_256x128.bmp
plant3_wndws_128x64.bmp
plant3_wndws_128x64a.bmp
razdelitel.bmp
road1.bmp
road1_o.bmp
road_01.bmp
road_01_1.bmp
road_01_o.bmp
road_02.bmp
road_mud.bmp
road_mud_o.bmp
road_plashka.bmp
road_plashka_o.bmp
roadcars.bmp
roadcars_o.bmp
roof_detail_mod1.bmp
stairway.bmp
stn_gn.BMP
stn_gn2.BMP
stn_gn3.BMP
stn_gn4.BMP
stolbiki zapravki.bmp
t-h.bmp
text_01.bmp
text_02.bmp
text_03.bmp
text_04.bmp
text_05.bmp
text_06.bmp
text_07.bmp
text_08.bmp
text_09.bmp
text_10.bmp
text_11.bmp
text_12.bmp
text_door.bmp
text_door1.bmp
text_win.bmp
tresh.bmp
tresh_o.bmp
treshina.bmp
treshina_o.bmp
truba.bmp
vazon zapravka o.bmp
vazon zapravka.bmp
ventilation_1.bmp
ventilation_2.bmp
wall_1.bmp
wall_2.bmp
wall_3.bmp
wall_in.bmp
walls_c.bmp
wind_glass1.bmp
wind_glass1_o.bmp
window.bmp
window2.bmp
wood.bmp
wood_window.bmp
wt_wood.bmp
zapravka.bmp

Any programmers that could write code that generates this file? I think that this could be done in python.


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