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Re: better Shifting Sands track

PostPosted: 06 Nov 2012, 15:15
by ctdabomb
samuncle {l Wrote}:Congratulation ctdabomb :)

The track looks good. You can add a particle emitter next to the waterfall. I have also found a little bug in the palm tree, but maybe it's my netbook.

do you want me to fix these? and i think you are right about the palm tree, I was messing around with one once and might not of reverted all the changes.

samuncle {l Wrote}:For the camel I know it's difficult to make a good animation. But I think I would be perfect with our new feature "knock the player".

woah! what's this? knock the player? :?

Re: better Shifting Sands track

PostPosted: 06 Nov 2012, 15:52
by ctdabomb
here is the license. with all issues fixed. track Released under GNU GPL.
{l Code}: {l Select All Code}
except palmtree3.png by dakal released under CC BY-SA 3.0,
road.jpg and waterfall.png by ctdabomb released under CC BY-SA 3.0,
egypt2.png ("FreeLogographs", 2012, made with Inkscape and Gimp), by Ned J. and Lili Lith, released under CC BY-SA 3.0,
camel model by rudy85 released under CC0,
house models by dakal released under CC BY-SA 3.0,
texture_egypte.jpg by dakal released under CC BY-SA 3.0,
monkey statue, camel_col.jpg, monkey_col.png, sphinx.png by kalado released under GPL,
skybox by ctdabomb relased under CC-BY-SA 3.0 based on images sky3.jpg by Mac released under CC-BY-SA 3.0, and egypt.png relased under GPL.

Re: better Shifting Sands track

PostPosted: 07 Nov 2012, 02:20
by Auria
Thanks for the updated license!

Re: better Shifting Sands track

PostPosted: 07 Nov 2012, 09:52
by samuncle
ctdabomb {l Wrote}:
samuncle {l Wrote}:Congratulation ctdabomb :)

The track looks good. You can add a particle emitter next to the waterfall. I have also found a little bug in the palm tree, but maybe it's my netbook.

do you want me to fix these? and i think you are right about the palm tree, I was messing around with one once and might not of reverted all the changes.

Ok I will commit your new version when you have finished :).
samuncle {l Wrote}:For the camel I know it's difficult to make a good animation. But I think I would be perfect with our new feature "knock the player".

woah! what's this? knock the player? :?


It's very simple. You can see in Fort magma the cannon ball as an example. It's an option for physic objects, when the player hits them it's knocked.

Re: better Shifting Sands track

PostPosted: 07 Nov 2012, 23:23
by Auria
If you make changes please use the version from media repository if it's not too late already!! I converted it to use JPG textures instead of thw huge PNG/BMP/TGA files

Re: better Shifting Sands track

PostPosted: 08 Nov 2012, 00:48
by ctdabomb
more fixes and stuff.

Re: better Shifting Sands track

PostPosted: 09 Nov 2012, 00:13
by Auria
Thanks, committed!

Re: better Shifting Sands track

PostPosted: 09 Nov 2012, 10:55
by Ludsky
Thanks You, Congratulations !

Re: better Shifting Sands track

PostPosted: 13 Nov 2012, 21:22
by ctdabomb
I fixed the challenge bug:
{l Code}: {l Select All Code}
    <?xml version="1.0"?>
    <challenge version="2">
        <track id="sandtrack" laps="3"/>
        <mode major="single" minor="quickrace"/>
        <requirements trophies="0"/>
       
        <hard>
            <karts number="1"/>
            <requirements energy="16" time="165"/>
        </hard>
        <medium>
            <karts number="1"/>
            <requirements energy="12" time="180"/>
        </medium>
        <easy>
            <karts number="1"/>
            <requirements energy="10" time="200"/>
        </easy>
    </challenge>
     

Re: better Shifting Sands track

PostPosted: 14 Nov 2012, 00:30
by Auria
This was applied in SVN by Joerg, thanks!

Re: better Shifting Sands track

PostPosted: 24 Nov 2012, 01:35
by Hero
Hello, I just noticed that there is a problem with the pillars for the bridge up to the first pyramid. Their normals are facing inwards. Flip normals and reexport and it should work.

Re: better Shifting Sands track

PostPosted: 24 Nov 2012, 01:52
by Auria
Hero {l Wrote}:Hello, I just noticed that there is a problem with the pillars for the bridge up to the first pyramid. Their normals are facing inwards. Flip normals and reexport and it should work.


fixed in SVN, thanks