Beehive (track) wip

Re: Beehive (track) wip

Postby rubberduck » 26 Mar 2015, 07:13

i tested it but it still does not work :(

and i created a particle effect with a new texture called honey.xml, but it crashes when i try to load the track then, it says something like the texture is not in the known list , how can i solve this?? :shock: :(
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Re: Beehive (track) wip

Postby rubberduck » 26 Mar 2015, 19:35

hihi, i had everywhere duplicates of my objects in my blend file :lol: and i don't know why. but there was a relatively fast way to remove them, outliner helped me to find out if the selected is a duplicated :o

edit: i need a bee-model should be rigged,
please do this if anyone wants to make this, (i could do this too, but...)
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Re: Beehive (track) wip

Postby rubberduck » 12 Apr 2015, 12:46

http://platen-software.de/sebastian/beehive_track_final_1.zip

this is the final version of my track.

you need these library objects from me:
viewtopic.php?f=90&t=6240
viewtopic.php?f=90&t=6218
viewtopic.php?f=90&t=6219

there are still some issues that i can't really fix:

> problem with the fluid (does not appear, does not work with refraction for me)
> "honey-fall" and particles
> problem with the animation of the bee (in game is not the same as shown in blender)
> drivelines are not perfect
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Re: Beehive (track) wip

Postby Anon » 12 Apr 2015, 18:25

Hi rubberduck!

I downloaded and tried opening the the track, but Blender seemed to have difficulty finding a lot of the image textures.

Looking at the "Datablock" mode of the outliner, this seems to be an issue with the way the paths for the images files are stored. For example, the image "bee_obj" is stored using an absolute url (/home/sintel/stk_media_repo/tracks/beehive/bee_tex.png). Some other images, like "speedy", are stored using relative paths that point to places outside the media repository (//../../../Desktop/beehive_track/track_source/speedy.png). There's also at least one image, called "bee", that's not even set to use a file as the source (it's set to "Generated").

You could run [File]->[External Data]->[Make All Paths Relative], and then manually change the paths for any files outside the media repo to fix this. That takes a while to do though, and it's hard to know whether or not it will work until it gets tested on another computer. The fastest fix would be to simply pack all files and reupload, but that would create more work for anyone who wants to merge the track into the media repository, while greatly increasing download size.

Overall, the modeling looks pretty solid. There's not much else to look at without textures though :p
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Re: Beehive (track) final

Postby rubberduck » 16 Apr 2015, 15:51

i don't want to change this now, because i don't want to re-upload and needed textures are all included in the pack.

but there is also one small thing i forgot. i wanted to add some more flowerpot objects, they should be in the beehive close too road at some points (placed so that it is no problem for ai karts)
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Re: Beehive (track) wip

Postby GeekPenguinBR » 21 Apr 2015, 18:33

Congratulations rubberduck!
The track looks beautiful, but would be nice to see a lot of bees flying around. :)
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Re: Beehive (track) wip

Postby samuncle » 21 Apr 2015, 19:11

rubberduck can you upload it in the new addon website ? addons.supertuxkart.net
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Re: Beehive (track) wip

Postby rubberduck » 22 Apr 2015, 07:11

i can't really upload it there at the moment, because it has some issues that i can't fix
in the post with the download-link i listed up these issues.

i tried to fix them, but i didn't know how to do this.
and what is with new library objects, does this work with addons, or do you have to add them manually?
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Re: Beehive (track) wip

Postby samuncle » 22 Apr 2015, 11:04

For the lib nodes now they can be easily embedded into the track directory in a directory called library.

So you have something like: track_name/library/your custom nodes

It's now very easy to share tracks that are using custom nodes and submit them in the addons. Each track can embedded what's needed in order to run properly.
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Re: Beehive (track) wip

Postby charlie » 22 Apr 2015, 14:30

GeekPenguinBR {l Wrote}:Congratulations rubberduck!
The track looks beautiful, but would be nice to see a lot of bees flying around. :)

Great idea. Some buzzing bees would really add the finishing touch! You'd probably want quite a few - just have them on a fairly unobvious (i.e. not circular) path and have 20-30 just zipping about. It'd look really cool!
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Re: Beehive (track) wip

Postby samuncle » 23 Apr 2015, 04:34

I have tested the track and it looks quite interesting :). You should add a skybox + Ambient light map that would help a lot.

The parrot seems a bit out of place, also more foliage and adding some object (like trees) in the distance could improve the track.
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Re: Beehive (track) wip

Postby rubberduck » 23 Apr 2015, 12:50

i don't have so much time to change / add things in the next days and weeks and i still don't know, how to fix the issue with refraction / reflection enabled.
i also want to add a new particle effect (i have placed some placeholder emitters that emits some default particles)
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