The new assets, content and track rework thread

The new assets, content and track rework thread

Postby rubberduck » 16 May 2023, 23:17

I recently started working on hexagonal columnar basalt rock formations, these here are only the first ones, more are planned. Right now tested in the track called darkness
And they are not properly cleaned yet, there are still interior faces that are not needed. Sadly I need to do this manually, because the select interior faces function in blender doesn't workas it should, it also selects outer faces.
This means I will be able to reduce the polycount a bit more


columns01.jpg

columns02.jpg


the poly count ranges from around 1K to 24K tris right now, which is an exceptionally large formation, something to be used only a few times
The cliff in the second image has around 2900 tris, and the bridge in the first image 4500

And finally different Variants are also planned, maybe a green alien variant, a crystal variant, or something else, maybe red for mars
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Re: The new assets, content and track rework thread

Postby CryHam » 16 May 2023, 23:42

Sounds great. I like new assets very much.
I found many new, recently on sketchfab. But since I got myself into SR3, restoring missing stuff is priority, also adding new, and I didn't even have time to do anything with assets.
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Re: The new assets, content and track rework thread

Postby rubberduck » 18 May 2023, 22:10

columns_update.jpg

more progress on the columns, a few more objects are planned, mainly some for cave building
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Re: The new assets, content and track rework thread

Postby CryHam » 18 May 2023, 23:52

Very cool.
Isn't it too dark though? I mean textures. This is desert, where brightness is quite high already, and these are really dark.
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Re: The new assets, content and track rework thread

Postby rubberduck » 19 May 2023, 06:57

I placed them here just for testing, they are meant for darker environments like volcanic ones
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Re: The new assets, content and track rework thread

Postby rubberduck » 20 May 2023, 22:38

I am finished now
https://sebastianplaten.lima-city.de/ot ... rce_V2.zip
there are 5 variants, with in total over 100 objects, or 21 x 5 = 105 objects: grey, brown, pink, crystal and metal
hextiles_overview.jpg

hex_crystals.jpg

hex_grey.jpg

hex_metal.jpg

hexrock_pink.jpg
Last edited by rubberduck on 29 May 2023, 19:38, edited 1 time in total.
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Re: The new assets, content and track rework thread

Postby CryHam » 25 May 2023, 18:24

Great. I can't say though, when will I deal with this, I'm fully occupied with "finishing" SR3.
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Re: The new assets, content and track rework thread

Postby rubberduck » 27 May 2023, 23:11

no problem, I even worked on a better version, that I will publish with a new track together I am working on

this isn't the new track though, I just placed some of these in an existing track for a screenshot, my new track isn't ready yet, and it is a bit dark there, a black desert track, not so dark as the other though.

hexrock_updates.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 29 May 2023, 19:41

I have updated the previously posted link to the new version of these hexrocks I just finished
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Re: The new assets, content and track rework thread

Postby CryHam » 29 May 2023, 21:32

Great stuff.
I'll convert to jpg, to save some space and add this to repo.
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Re: The new assets, content and track rework thread

Postby rubberduck » 30 May 2023, 18:33

I also made some new (surprise)-particles...
SurpriseParticles01.zip
(48.14 KiB) Downloaded 241 times
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Re: The new assets, content and track rework thread

Postby CryHam » 30 May 2023, 19:21

Very nice suprise :)
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Re: The new assets, content and track rework thread

Postby rubberduck » 31 May 2023, 22:59

more surprise, this time: fluids
surprise_fluids.txt
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Re: The new assets, content and track rework thread

Postby rubberduck » 01 Jun 2023, 22:35

I even gave it a try to give an old and almost boring looking track a new look: Winding has now cool landscape, a few (terrain-)obstacles and a bit water, even one of my newest alien cloud particles fit right into the mossy track, so I used them too

https://sebastianplaten.lima-city.de/ot ... nding2.zip
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Re: The new assets, content and track rework thread

Postby rubberduck » 03 Jun 2023, 15:38

a smaller update to my fluids, rivers are included too
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fluids_update_2023_06_03.txt
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Re: The new assets, content and track rework thread

Postby CryHam » 03 Jun 2023, 21:16

Cool. I'll add this soon.
Do you know git and github and could use it? Because it would be much easier for me to add it all to SR, if you could just edit SR files (add all new things in SR fluids.xml, mat, particle, etc) and create a PR, which I would just merge. Also possible without git, to include SR files with new added things e.g. attached here.
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Re: The new assets, content and track rework thread

Postby rubberduck » 03 Jun 2023, 21:48

I worked with git, should be no problem, I am working soon on some other things a bit, but I will come back from time to time
I also tried to add some hex tree variants, here I got a problem though, the editor crashed with a message that displays something about shared vertex data and waving wind, that it is not supported. Dou you know what causes this error and how to fix it.
I tried everything with my tree mesh
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Re: The new assets, content and track rework thread

Postby CryHam » 03 Jun 2023, 22:03

Yes I know. This is also one of those old SR things. I didn't do it since a while.
For meshes that will be in vegetation (trees, rocks etc) extra procedure is needed for paged geom.
This file has some more details on top: https://github.com/stuntrally/blendfile ... eomxml.cpp
You'd need a .mesh.xml (should be there with export or convert mesh to mesh.xml) then run my tool with it so it converts xml syntax to have <sharedgeometry>, then to convert .mesh.xml to .mesh.
IIRC OFC, since I used it rarely, and made that tool 11years ago. Could be also done by editing xml but it needs knowing more details.
Binary exe file of this tool is there https://github.com/stuntrally/blendfile ... omXmlTrees
and project for VS on Windows only (which I don't use, except work).
SR3 doesn't need this luckily and has no page size or impostors with better Fps, but it's still WIP.
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Re: The new assets, content and track rework thread

Postby rubberduck » 03 Jun 2023, 22:24

ah ok
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Re: The new assets, content and track rework thread

Postby CryHam » 04 Jun 2023, 21:41

I forgot to comment about Winding2 track.
I like it, it's cool now. I added it, I think I'll drop the desert one, I found it boring too, hence it had rating 1. Also I imagine it'd be really hot inside an all-pipe track on a desert.
Preview:
Image
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Re: The new assets, content and track rework thread

Postby rubberduck » 05 Jun 2023, 08:19

yeah, that is also how I found a track that I want to improve, I sorted them by the rating to find the most boring tracks
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Re: The new assets, content and track rework thread

Postby rubberduck » 07 Jun 2023, 16:38

I actually tried to build SR for linux today, mainly to get rid of the vegetation bug in the editor, but only got this far, giving me this error

{l Code}: {l Select All Code}
-- GCC detected, adding compile flags
-- Found Boost: /usr/lib/x86_64-linux-gnu/cmake/Boost-1.71.0/BoostConfig.cmake (found version "1.71.0") 
-- Adding Bullet::Bullet target
-- Found OGRE
--   static     : OFF
--   components : Bites;Bullet;MeshLodGenerator;Overlay;Paging;Property;RTShaderSystem;Terrain;Volume
--   plugins    : Plugin_BSPSceneManager;Plugin_OctreeSceneManager;Plugin_PCZSceneManager;Plugin_ParticleFX;RenderSystem_GL;RenderSystem_GLES2;RenderSystem_GL3Plus;Codec_STBI
--   media      : /usr/local/share/OGRE-14.0/Media
-- Using 'OGG' system library (Found by pkg_config)
-- Added inteface Ogg::ogg  /usr/lib/x86_64-linux-gnu/libogg.so
-- Using 'Vorbis' system library (Found by pkg_config)
-- Added inteface Vorbis::vorbis  /usr/lib/x86_64-linux-gnu/libogg.so;/usr/lib/x86_64-linux-gnu/libvorbis.so
-- Using 'Vorbisfile' system library (Found by pkg_config)
-- Added inteface Vorbis::vorbisfile  /usr/lib/x86_64-linux-gnu/libogg.so;/usr/lib/x86_64-linux-gnu/libvorbis.so;/usr/lib/x86_64-linux-gnu/libvorbisfile.so
-- Using 'Tinyxml' system library (Found by pkg_config)
-- Added inteface tinyxml::tinyxml  /usr/lib/x86_64-linux-gnu/libogg.so;/usr/lib/x86_64-linux-gnu/libvorbis.so;/usr/lib/x86_64-linux-gnu/libvorbisfile.so;/usr/lib/x86_64-linux-gnu/libtinyxml.so
-- Using 'Tinyxml2' system library (Found by pkg_config)
-- Added inteface tinyxml2::tinyxml2  /usr/lib/x86_64-linux-gnu/libogg.so;/usr/lib/x86_64-linux-gnu/libvorbis.so;/usr/lib/x86_64-linux-gnu/libvorbisfile.so;/usr/lib/x86_64-linux-gnu/libtinyxml.so;/usr/lib/x86_64-linux-gnu/libtinyxml2.so
-- Adding OGRE::OGRE target OgreBites;OgreBullet;OgreMeshLodGenerator;OgreOverlay;OgrePaging;OgreProperty;OgreRTShaderSystem;OgreTerrain;OgreVolume;OgreMain
-- Found Boost: /usr/lib/x86_64-linux-gnu/cmake/Boost-1.71.0/BoostConfig.cmake (found version "1.71.0") found components: system thread filesystem wave
-- Adding boost::boost target
-- The following REQUIRED packages have been found:

 * Bullet
 * OGRE
 * SDL2
 * MyGUI
 * OGG
 * Vorbis
 * Tinyxml
 * Tinyxml2
 * OpenAL
 * ENet
 * boost_system (required version == 1.71.0)
 * Threads
 * boost_atomic (required version == 1.71.0)
 * boost_chrono (required version == 1.71.0)
 * boost_date_time (required version == 1.71.0)
 * boost_filesystem (required version == 1.71.0)
 * boost_thread (required version == 1.71.0)
 * boost_headers (required version == 1.71.0)
 * boost_wave (required version == 1.71.0)
 * Boost

-- Configuring done
CMake Error at source/CMakeLists.txt:111 (add_executable):
  Target "sr-editor" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:111 (add_executable):
  Target "sr-editor" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:111 (add_executable):
  Target "sr-editor" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:111 (add_executable):
  Target "sr-editor" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:111 (add_executable):
  Target "sr-editor" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:111 (add_executable):
  Target "sr-editor" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:111 (add_executable):
  Target "sr-editor" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:77 (add_executable):
  Target "stuntrally" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:77 (add_executable):
  Target "stuntrally" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:77 (add_executable):
  Target "stuntrally" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:77 (add_executable):
  Target "stuntrally" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:77 (add_executable):
  Target "stuntrally" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:77 (add_executable):
  Target "stuntrally" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/CMakeLists.txt:77 (add_executable):
  Target "stuntrally" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/oics/CMakeLists.txt:14 (add_library):
  Target "oics" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/paged-geom/CMakeLists.txt:7 (add_library):
  Target "paged-geom" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/btOgre/CMakeLists.txt:7 (add_library):
  Target "btOgre" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/shiny/CMakeLists.txt:57 (add_library):
  Target "shiny.OgrePlatform" links to target "OpenAL::OpenAL" but the target
  was not found.  Perhaps a find_package() call is missing for an IMPORTED
  target, or an ALIAS target is missing?


CMake Error at source/shiny/CMakeLists.txt:35 (add_library):
  Target "shiny" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


CMake Error at source/sdl4ogre/CMakeLists.txt:16 (add_library):
  Target "sdl4ogre" links to target "OpenAL::OpenAL" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?


-- Generating done
CMake Generate step failed.  Build files cannot be regenerated correctly.


I read something about building the newest ogre version from source, that at least worked well, also installing all other dependecies.
Then I read something that I need to build MyGui from source, where I got an compiler error, which is the same that I found in this bug report (https://github.com/MyGUI/mygui/issues/258)

If nothing else works, I need to wait until this is fixed or until SR 2.8 is released. That I can't see the trees where they should be, really annoys me, and when I make a copy of the track, they are everywhere, even on the road :(
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Re: The new assets, content and track rework thread

Postby CryHam » 07 Jun 2023, 20:50

Can you get this auto build stuntrally-win from here?
https://github.com/stuntrally/stuntrall ... 4402701635
If not, I'll may need to upload this as 2.7.1 or something.
I checked it today and it didn't have that vegetation bug (caused by bug in older Ogre).

Did you use conan when building?
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Re: The new assets, content and track rework thread

Postby rubberduck » 08 Jun 2023, 19:34

ok, the trees work (mostly, because I discovered another issue at least in the editor)
If I go high with the density of trees or rocks, things are going to get messed up
oops.jpg

On the other side it seems like it isn't the newest build, rather from a few months ago, so I need to copy my stuff in it.

For building I have not tried conan yet, I don't build things often and this is something I heard now the first time, when I read how to build SR (Years ago in the past I was much more programming and building things, now I mostly do more art related things)
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Re: The new assets, content and track rework thread

Postby CryHam » 08 Jun 2023, 20:00

If I go high with the density of trees or rocks, things are going to get messed up

Lol, yeah, that stupid funny new thing, IDK when it started. But I got some partial solution for it, on Vegetation tab change the page value (and refresh, press V twice), could be a small change that fixes it. I had this and somehow found values that fixed it, after it got bad on few tracks, in few areas. Probably depends on how many vertices in total are in page or so. So you could also decrease page more, not by a lot, because that means more batches and more short lags. Yeah this stupid thing is gone in SR3 at least, was one of the worst in old SR.

On the other side it seems like it isn't the newest build, rather from a few months ago

Yes, later are broken, I didn't realize for a while, but I reported it here.

so I need to copy my stuff in it.

Or you could get only those binaries from it and copy them into your latest git repo clone (which you can pull), it's up to you.

Building SR also got worse (complicated) lately, and I don't really test that either, I'm slightly familar with CMake but not at all with conan. But I can say, I installed Conan and I use it when building SR since then, so it's more likely to work I think.
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