Difference between revisions of "User:Torran"

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== About Me ==
 
== About Me ==
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Boredom drives my motivation.
 
Boredom drives my motivation.
  
=== My Version Numbering ===
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== Torran's Tips and Tutorials ==
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=== Lightmaps ===
  
The version numbering of my tracks works a bit differently than what you're probably used to, especially if you follow [[Version_number|this]].
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''Under construction.''
In my world, they can only be within one of these two stages of development:
 
* Release Candidate - When I first release a track to the general public, I mark it as a release candidate. Version numbering in this stage works like so: A track is given the version numbering format RCX.Y, where X is an unsigned integer representing the major version and Y is an unsigned integer representing the minor version. Every time a track is updated, the major version increments only if the track's solidity changes (making it incompatible with previous versions online). Otherwise, the minor version increments instead. The minor version can be hidden if it's a 0. A track will continue to stay in this stage until development reaches a point that requires me to completely scrap the original source files of the track and start anew. When that happens, the track version will be promoted to the next stage.
 
* Final Version - Version numbering in this stage works differently than it did in the previous stage and it now follows the format vX.Y, where X is an unsigned integer representing the major version and Y is an unsigned integer representing the minor version. If the change log of the next version only features bug fixes or minor changes then the minor version is incremented. Otherwise, the major version is incremented. The minor version is never hidden.
 
PS: The initial numbering of the major version reflects what I think about the track at the beginning of each stage:
 
* 0 - Alpha.
 
* 1 - Beta.
 
This may not necessarily apply in later versions of the track.
 
  
== An Abridged Guide to Shadows (Not For Dummies) ==
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This guide will walk the reader through the creation of lightmaps for custom tracks using [[3ds Max]]. This guide will assume that the reader has basic knowledge of both [[3ds Max]] and [[BrawlBox]] as well as concepts involving materials, textures, uv maps, and shaders. If you do not possess such knowledge, please go familiarize yourself with said concepts before continuing. This guide will also assume that the track's implementation is complete; the course model should be complete as should the [[KMP]] for static objects not part of the course model. Do not continue if any of these elements are incomplete as they are crucial to the creation of a complete shadow map. Now that all of the formalities are out of the way, let's begin.
  
''Under construction''.<!--This guide will cover advanced methods of shadow creation for custom tracks using [[3ds Max]]. This guide will assume that the reader has basic knowledge of texture mapping and the [[3ds Max]] interface. If you do not possess such knowledge, please go familiarize yourself with those concepts before continuing. This guide will also assume that the track's implementation is complete; the course model should be complete as should the [[KMP]]. Do not continue if any of these elements are incomplete as they are crucial to the creation of a complete shadow map.-->
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First, we will cover shadow projection via sun or other light sources. This will require you to know the location of any and all light sources on your track.
  
 
{{User-Torran-Link}}
 
{{User-Torran-Link}}
 
[[category:People]]
 
[[category:People]]

Revision as of 06:26, 14 October 2012

Torran
Avatar: 200px
Skype: watorran

About Me

Hello, I'm Torran, or WATorran on other sites if the former is already taken.
I specialize in the porting of past courses from various Mario Kart games.
I also dabble in a bit of original CT creating from time to time.
*wink* *wink* *nudge* *nudge*
Boredom drives my motivation.

Torran's Tips and Tutorials

Lightmaps

Under construction.

This guide will walk the reader through the creation of lightmaps for custom tracks using 3ds Max. This guide will assume that the reader has basic knowledge of both 3ds Max and BrawlBox as well as concepts involving materials, textures, uv maps, and shaders. If you do not possess such knowledge, please go familiarize yourself with said concepts before continuing. This guide will also assume that the track's implementation is complete; the course model should be complete as should the KMP for static objects not part of the course model. Do not continue if any of these elements are incomplete as they are crucial to the creation of a complete shadow map. Now that all of the formalities are out of the way, let's begin.

First, we will cover shadow projection via sun or other light sources. This will require you to know the location of any and all light sources on your track.