puttz wrote:As for an editor, if you could provide a tool for making cars that goes with the game, that might be nice, something along the lines of Juan's car editor would be optimal so you have a model editor and physics editor all in one.
It seems to me a sensible idea indeed, and although I am not a master of programming, but I know the basics of Visual Studio, and I'm still going to have courses from it (for about a year), so I suppose I'm going to learn to use VS kinda well. In the worst case I could build a car editor, but that would be my biggest nightmare, as I hate that program...
puttz wrote:Finally, I think custom liveries should be a no-no. Stick to the original poly coloring method, but have a much broader palette of colors to choose from than in the original GR. Probably one of the most annoying things about painting cars in GR1 is the lack of a large range of colors, and complete lack of proper oranges or purples, and few options of some other colors (green, red, yellow). Perhaps an RGB coloring system would be best if that is possible, with the ability to make a custom pallete to quickly pick your desired colors.
As I've seen it in the video, Kimmo used Blender for constructing cars. As I know that program, too (also studying using Blender...), GR2 cars will definitely support using RGB palette on cars.
puttz wrote:Maybe increase the number of player/AI colors to 3 instead of 2, to allow for more diverse driver-specific liveries.
It is not that important to have a tertiary AI color IMO. It is just unnecessary to set a tertiary color to such small cars, although an other reason, say the poly limit is not going to be a problem anymore.