Alayan-stk-2 2fbcd73c93 Great improvements to skin data (#3312)
* Add vertical tab support and get common files from a common folder

* License file for the common folder

* UI images shared by all 4 colored themes

* Delete redundant pictures

* Delete background.jpg

* Delete dialog.png

* Delete glassbutton_deactivated.png

* Delete glasscheckbox_checked_deactivated.png

* Delete glasscheckbox_deactivated.png

* Delete glass_rsection.png

* Delete glass_section.png

* Delete glassspinner.png

* Delete glassspinner_deactivated.png

* Delete glass_square_focused_bw.png

* Delete left_arrow.png

* Delete list_sort_down.png

* Delete list_sort_up.png

* Delete rating_star.png

* Delete right_arrow.png

* Delete scrollbar_bg.png

* Delete scrollbar_btn.png

* Delete table_header.png

* Delete tooltip.png

* Optimize image size and add vertical tabs

* Optimize image size and add vertical tabs for ocean skin

* The multiplayer colored squares are also shared

* Use the multiplayer colored squares from common

* Remove more redundant skin images

* Delete glass_square1.png

* Delete glass_square2.png

* Delete glass_square3.png

* Delete glass_square4.png

* Delete glass_square_focused.png

* Delete glass_square_focused2.png

* Delete glass_square_focused3.png

* Delete glass_square_focused4.png

* Optimize image size and add vertical tabs for peach skin

* Optimize image size and add vertical tabs for forest skin

* Special focus halo for ruby skin

Currently, the halo used in single player is shared with the one used for the first player in local multiplayer, despite the color of the top spinner widget not matching in this situation.

Better having this mismatch that a not-so-great halo in single-player.

I put it in common as it may be reused for multiplayer focus by other skins.

* Use pink selection halo

* Put the bottom bar among skinnable UI images

* Make the bottom bar part of the skins

* Coding style fix

* Delete bar.png

* Load bottom bar texture from skin rather than gui folder

Also rename bg_image to m_bg_image
2018-06-17 21:40:01 -04:00
2018-06-15 21:06:29 +02:00
2018-06-12 22:25:46 +02:00
2017-10-17 11:04:28 +08:00
2017-04-12 11:51:59 +08:00
2017-10-27 14:31:10 +08:00
2018-06-08 23:08:25 +02:00

SuperTuxKart

Build Status AppVeyor Build Status #supertuxkart on the freenode IRC network

SuperTuxKart is a free kart racing game. It focuses on fun and not on realistic kart physics. Instructions can be found on the in-game help page.

The SuperTuxKart homepage can be found at https://supertuxkart.net/. There is also our FAQ and information on how get in touch with the community

Hardware Requirements

To run SuperTuxKart, make sure that your computer's specifications are equal or higher than the following specifications:

  • A graphics card capable of 3D rendering - NVIDIA GeForce 8 series and newer (GeForce 8100 or newer), AMD/ATI Radeon HD 4000 series and newer, Intel HD Graphics 3000 and newer. OpenGL >= 3.3
  • You should have a CPU that's running at 1 GHz or faster.
  • You'll need at least 512 MB of free VRAM (video memory).
  • Minimum disk space: 800 MB
  • Ideally, you'll want a joystick with at least 6 buttons.

License

The software is released under the GNU General Public License (GPL) which can be found in the file COPYING in the same directory as this file. Information about the licenses for the artwork is contained in data/licenses.

3D coordinates

A reminder for those who are looking at the code and 3D models:

SuperTuxKart: X right, Y up, Z forwards

Blender: X right, Y forwards, Z up

The export utilities perform the needed transformation, so in Blender you just work with the XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously).

Building from source

Building instructions can be found in INSTALL.md

Description
My STK mod, still WIP.
Readme 433 MiB
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