Author Topic: Multiple stencilling techniques?  (Read 17210 times)

Maxaxle

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Multiple stencilling techniques?
« on: December 25, 2013, 12:43:27 am »
Long story short, let's say you have a specific paint pattern you want to add to the side of your car. How would the game handle this?
1. The stencil for the pattern "wraps" to the car, preventing distortion but preventing interesting patterns.
2. The decal acts more like a spray nozzle for the paint tool, which allows for trapezoidal distortion of paint patterns depending on which way the camera is pointed.

The first one is fairly rare in games, but the second approach can be seen in any TrackMania game that includes car painting (i.e. 90% of them, not including the first one).

cdoublejj

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Re: Multiple stencilling techniques?
« Reply #1 on: December 28, 2013, 03:20:26 am »
i'd think they would just do it like "spray tags" in FPS multiplayer games. it would just be a textures that can utilize alpha layers (so part of can be invisible for logos and stuff)

then every one could have their own custom stencils, also since they would be small they might even work be able to work/show up in multiplayer.

Maxaxle

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Re: Multiple stencilling techniques?
« Reply #2 on: December 29, 2013, 01:03:06 am »
Wait, what? I'm talking about how exactly paint would be applied to a car. It's hard to explain, but to put it simply, the first one results in fixed-size, fixed-scale, fixed-proportion paintjobs, the second one results in "projected" paintjobs.

cdoublejj

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Re: Multiple stencilling techniques?
« Reply #3 on: December 29, 2013, 07:27:02 pm »
well since paint won't exist in the game, instead RGB colors and textures it's hard to understand you.

as far as painting in game play it will more than likely be like in Gear Head Garage, you can click one to paint an entire part and entire color and or "free spray", not all unlike MS paint. it's not unlikley that we will add some stuff to the painting mechanics/game play.
« Last Edit: December 29, 2013, 07:28:38 pm by cdoublejj »

Maxaxle

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Re: Multiple stencilling techniques?
« Reply #4 on: December 30, 2013, 12:16:50 am »
well since paint won't exist in the game, instead RGB colors and textures it's hard to understand you.
Well about the textures:
1. Would they be decals (impossible to distort but fixed color, fixed size), vinyls (impossible to distort, but color(s) can be picked, POSSIBLY fixed size), or paint patterns (distort-able, variable color, variable size)?
2. Sorry if it's hard to understand me, English is my first language.

cdoublejj

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Re: Multiple stencilling techniques?
« Reply #5 on: December 31, 2013, 07:19:59 pm »
why not all of the above?

Maxaxle

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Re: Multiple stencilling techniques?
« Reply #6 on: January 01, 2014, 12:11:57 pm »
Because paint patterns (i.e. "projected paint", distortable by moving the camera or zooming in/out) don't exist in reality, because paint doesn't act like light.

cdoublejj

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Re: Multiple stencilling techniques?
« Reply #7 on: January 07, 2014, 03:43:19 am »
have you ever play need for speed carbon or pro street. i'm sure other games have the same paint and decal system as those games but, those are my examples of what i think the SR3 paint and decals should have.

Maxaxle

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Re: Multiple stencilling techniques?
« Reply #8 on: January 07, 2014, 02:33:33 pm »
have you ever play need for speed carbon or pro street. i'm sure other games have the same paint and decal system as those games but, those are my examples of what i think the SR3 paint and decals should have.
Ah, right.

cdoublejj

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Re: Multiple stencilling techniques?
« Reply #9 on: January 12, 2014, 09:15:19 am »
i certainly would like to see a paint and decal system that lets you pretty muhc do what ever you want, including importing your own texture and decal image files.

Maxaxle

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Re: Multiple stencilling techniques?
« Reply #10 on: January 12, 2014, 11:31:54 am »
i certainly would like to see a paint and decal system that lets you pretty muhc do what ever you want, including importing your own texture and decal image files.
I have exactly one problem with this, if multiplayer is ever implemented. What should and shouldn't be allowed?

cdoublejj

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Re: Multiple stencilling techniques?
« Reply #11 on: January 12, 2014, 08:44:06 pm »
file size limit. there needs to be a file size limit of some sort so the textures for player's cars can be distributed to the other players easily and fast.

As far as i can figure every thing else is fair game, even a cock and balls with ricer graphics.

Maxaxle

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Re: Multiple stencilling techniques?
« Reply #12 on: January 12, 2014, 09:11:38 pm »
As far as i can figure every thing else is fair game, even a cock and balls with ricer graphics.
See, this is what I was talking about.

cdoublejj

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Re: Multiple stencilling techniques?
« Reply #13 on: January 13, 2014, 12:52:35 pm »
i don't know of any way to censor the user created skins/decals, other than booting them from the server/game.

Maxaxle

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Re: Multiple stencilling techniques?
« Reply #14 on: January 13, 2014, 01:33:16 pm »
i don't know of any way to censor the user created skins/decals, other than booting them from the server/game.
Well I mean we'd have to set standards. Or maybe it could be one of the possible text boxes for server owners (like the name or description).
« Last Edit: January 13, 2014, 01:34:57 pm by Maxaxle »