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Episode: 3729
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Title: HPR3729: Contributing to SuperTuxKart
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3729/hpr3729.mp3
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Transcribed: 2025-10-25 04:43:06
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---
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This is Hacker Public Radio Episode 3,729 for Thursday the 17th of November 2022.
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Today's show is entitled, Contributing to Super Tux-Cart.
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It is hosted by Celeste and is about 15 minutes long.
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It carries an explicit flag.
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The summary is, Explaining the Warplow to Contribute to this FOSS game with Media Assets.
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Okay.
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Hello everyone.
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This is a bit of an experiment of recording experiment.
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As I usually tend to make way too long audio messages while I drive,
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I put the phone in recording mode to a friend of mine,
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and when I stop the car, I stop the recording and my friend does that too.
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So, we exchange these long messages.
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So I thought, hey, let's make a car rumbling podcast while I drive,
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and I will stop the recording when I reach the destination.
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So, about 15 minutes, I guess.
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Right now, as a traffic light.
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So, today's topic is about how to contribute to Super Tux-Cart.
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A game which, from now on, I will call Super Tux-Cart,
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because, you know, I'm Italian and saying the U-A is so strange.
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It sounds so bad to me.
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I will name the Penguin Tux, not DAX.
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So, Super Tux-Cart.
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For those who don't know it, it's a 3D racing game, mainly for Gnolidux,
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under a free end-up in source license, and not only the engine is free end-up in source,
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but also all the assets.
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So, I think it's a great opportunity for those of you who are interested in 3D graphics or audio production,
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or they are 2D artists, even, to join making some improvements to the game.
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Obviously, you can also contribute to each programmer in C++.
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But, you know, you expect that a software needs programmer,
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but a video game also needs artists from every possible spectrum, every possible subject,
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from graphics to 3D graphics to audio.
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Animation to animation is a really difficult part for artists.
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So, if you know that, or you're studying animation,
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it's a great contribution you can give to the project.
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So, about this stuff, I want to say that you will have to release your work under
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a creative commos, share like, or similar, one of the creative commos licenses.
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So, that first, the artwork can be incorporated into the main game, or in the Adon's website.
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And secondly, you will probably, you're encouraged to share not only the end result,
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but also the project files.
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I'll try to explain it.
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When you build some assets, being that audio, or a picture, you have two files.
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One project file, for audio, it would be an art or maybe audacity project.
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While for 2D drawing, it may be a CRETA project, or GIMP, Inkscape, or 3D Blender.
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So, the original source file, so that others can make changes and adapt it.
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On the other hand, you don't include the Blender file in the game.
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You will include only an exported model in a specific format that the game wants.
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Same for the textures, you won't include the CRETA file in the...
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Sorry, a friend calling me with the old Nokia tune, and that's part of the show, I guess.
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I will cut it.
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Okay, the call is finished.
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What I was saying, yes.
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So, you don't include the CRETA project or Inkscape file into the main game.
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You will include probably a PNG, probably scaled, because you won't include a 4K resolution PNG into the...
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into...
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into a small texture that it's used in a little part of the model.
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It's a completely waste of resources, and it will slow the game, or it will make it
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load so much stuff in the RAM that it won't run on lower devices.
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So, you will have the source files at full resolution with the license that others can...
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so that others can edit it and change it, and the production file.
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So, to guide you, there are two repositories.
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One for the code, it's called SDK code on GitHub, and one on the SVN.
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Yeah, it uses SVN, which is called the media label, which only has every possible source file of the tracks, of the tracks, of the car, of the arenas.
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Everything is there, and you want that.
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Why don't you load the entire media label with the source file?
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The answer is that, if you are creating a track,
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you will be able to import or readymade props or readymade trees, benches, houses, maybe some skydome.
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The skydome is a closed area, which represents the sky in video games.
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I don't know how to keep a better idea. It's like a sphere, but seen from the inside, and it acts as a proxy of a sky.
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So, I was saying, you don't include the real source file with the game.
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You will include only the production file.
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Which tools will you need to contribute in some way?
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So, I was saying, one of the benefits about trying to contribute to the assets, maybe with a character.
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You learn the workflow of a real game by doing so.
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You learn that you will have to interact with the already existing style.
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So, if you are an artist, you will be forced to match the style of the rest of the game.
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So, it keeps, it maintains the consistency.
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Also, you will be able to publish your and product, maybe your character with the card, or in the main game,
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or if it's not possible in the main game, you will be able to publish it in the add-on website.
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So, Secret X Cartamont takes these big add-ons website, where everyone cannot start, and it's directly integrated into the game.
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So, from the main screen of the game, there is an add-on section.
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And if you are connected to the internet, you can download what you want from that without the event opening a browser.
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And it's very convenient that people will be able to find out your and even rate your product, your creation.
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So, this is also useful if you are starting as a curriculum as a portfolio of your work to show to an employee or an employer
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to showcase, hey, I can do this, I can do 3D model, I can animate it, I can do textures, I can do...
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I can integrate into a bigger environment with different tasks for every person.
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I'm able to do that, I'm able to do that.
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And I think it can be appreciated because it's also published on the internet and can be verified by the employer.
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I always confuse employee employer, sorry, employer, I would say.
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Okay, so, if you are making 2D or 3D stuff, the process changes a bit.
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It's a lot easier for 2D stuff, so you just have to pick up gym or create if you are hand-drowing something.
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And that's it, you don't need any other software or plugin.
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It's a different story if you are talking about 3D, then you need Blender, you need to read the documentation on the Super Tax Card website.
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They give you the link to a plugin for Blender that acts as a metaware between the Blender file and the Super Tax Card format that will be used in the game.
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So, it adds a new export option and it lets you edit the metadata of your creation.
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For instance, if you are creating a track, you can specify the name, the preview picture and similar stuff.
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You can also specify the checkpoint on the track so that when you fall down the track, you are reset at the checkpoint.
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And, sorry, there's a cross scene.
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Okay, part of the car driving podcast problem.
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Anyway, I forgot what I was saying.
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Okay, I was talking about 3D on Blender.
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So, you can edit all the metadata, you can add the wheels and tell the game that this 3D model is a wheel for a cart.
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This 3D model is the frontal light of the cart, this 3D model and so on and so on.
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You will specify all things that the game needs to know to properly function.
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And then you export the project and you can unload the exported stuff, you can load the exported stuff to the Adon's website.
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This is a general idea of how it works so you can get started.
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If you are starting with 3D, not problem.
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If you are starting with 3D, I highly suggest you to begin by making a character or simply opening the existing source file from the media label.
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And then trying to make the character because it's much easier than a track.
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The track is really more error prone.
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There is so much going on, you need to specify the track, you need to specify the path in order to guide the AI.
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The characters on the track, you need to specify some way, some out the collisions, you need to...
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So, it's much more complex and it's much more difficult to travel shoot too.
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I mean, the developers tried to make a 3D track editor, but they also stayed in the documentation that it's completely broken.
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So, I would say like that, try with Blender, try to make a character, explore the existing projects, explore the existing source file and only after that, maybe try to make a track.
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Anyway, remember to thinkar, we did try and let me know how it goes.
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Maybe we will see new characters from HPR, HPR listeners, who knows.
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It's all from me today and see you next time.
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You have been listening to Hacker Public Radio at Hacker Public Radio does work.
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Today's show was contributed by a HPR listener like yourself.
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If you ever thought of recording a podcast, click on our contribute link to find out how easy it means.
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Posting for HPR has been kindly provided by an honesthost.com, the internet archive and our syncs.net.
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On the satellite status, today's show is released under Creative Commons Attribution 4.0 International License.
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