V6-Crematoria [in ver 2.2] old name HighDrive

V6-Crematoria [in ver 2.2] old name HighDrive

Postby rubberduck » 02 Oct 2013, 20:02

This is my last track for now, i will make more tracks later (in ca. 3 - 6 weeks )

this is a really long track, ca 10 km long and it is hard.
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Re: HighDrive (Track)

Postby CryHam » 02 Oct 2013, 22:05

Very cool track. Really twisted and long road, I like it.

I had to fix few things before I drove it.
Road material was DesertFast, that's for terrain ! Made really slow drive and high drag on road. Use road* materials for roads (changed on Layers - road - surface, combo).
And I reduced damage to 30%, something that is in scene.xml (and not yet on Gui) <car tires="0" damage="0.3" />.
Start place was a bit skewed. And many checkpoints were wrong (use just 1 on bridges) and don't place them on crossings or even near crossing. Btw I fixed editing this on master (I should have done it earlier).
And of course minimap road (that 1st image) is wrong. I've looked into your log, road render material has an error, happens probably only on lower settings.

It has the potential to be pretty. Idk if I manage to do it before holiday, but next I want to use more road materials. Then use align terrain to road to, to make some road fragments go on terrain (without changing road shape). This would make it much more interesting, it's a long track, it needs to. The same way like I did for S7 track. Some columns are very tall and unnecessary. Also maybe 1 or 2 corners with pipe? It is quite narrow. Mostly you can go fast and it's ok, but few sections are too tight.
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Re: HighDrive (Track)

Postby CryHam » 02 Oct 2013, 22:06

So here are the quick fixes.
Ah and it will be V6-HighDrive in next ver.
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Re: V6-HighDrive

Postby rubberduck » 03 Oct 2013, 09:56

it is now much harder

there are two cases where terrain is not right. it is there because i deformed terrain a bit after road was ready
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Re: V6-HighDrive

Postby CryHam » 03 Oct 2013, 10:56

Is it much harder ? Hmm. I had problems before since I couldn't reach any good speed and fell from top of loops.
Surely you can go faster now, and I think making road wider (or on terrain) would be good since I hit wall too much.
Hehe, I thought that spike on road was intentional.
Well I usually go through all road in editor and clean all terrain that goes inside wall, takes some time.
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Re: V6-HighDrive

Postby rubberduck » 03 Oct 2013, 12:09

ok, it isn't so much harder, because i am not the best driver i drive easy mode and not simulation at the moment.

Because road is not the same, you get faster and it feels more"slippery" and you make more turns that you bring into wrong direction.
I think that it also has to do with the mode (easy or simulation).

when you want to make some road on terrain, let 90% or more in the air.
which difficulty would you appreciatethe track, hard, very hard or extreme. (i think it would be a bit too hard for hard)
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Re: HighDrive (Track)

Postby Wuzzy » 04 Oct 2013, 20:22

CryHam {l Wrote}:And I reduced damage to 30%, something that is in scene.xml (and not yet on Gui) <car tires="0" damage="0.3" />.

I wasn’t aware that damage is handed differently for each track. What a surprise.
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Re: V6-HighDrive

Postby Wuzzy » 04 Oct 2013, 23:09

LOL, this track looks like what I had actually planned with my first track, 0W12-Peaks. But it became much shorter then, because balancing all the heights and curves and tiltings is really hard. I have to check V6-HighDrive out, that’s for sure. :)
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Re: V6-HighDrive

Postby CryHam » 05 Oct 2013, 00:03

Yeah damage is reduced. It's easier so and you don't have to change the simulation mode.
On normal it would be really to hard. Had to never hit walls etc. This goes also for S14-Refinery (and S3-Loops), you do hit walls (and car bottom in loops) many times to drive them through.
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Re: V6-HighDrive

Postby Wuzzy » 05 Oct 2013, 07:14

Aah, I like this track.

At 96% (forwards direction) there is a curve; you can very easily fall through. You have to be careful at that part. Apart from that, it is not very hard to not fall down. It’s certainly a classic endurance track, however, and as such, I like it. Backwards this track takes longer to finish and can be difficult at some parts, obviously this track was not designed for driving into the other direction. It’s still possible, but it’s harder and not always smooth. Maybe I should use a faster car. :D A track like this one is really something I imaginged for Peaks. :) Especially the road winding around the mountains. As for the track, it can and should keep in my opinion.

I think the terrain (which is of course mostly independent from the track) needs some work, only for style reasons. It looks too obviously too close to a result of a generator. Also the textures are to “repeaty” and this does not just look good. There should be at least three textures. The stone texture should have maximum scale to make is look less “repeaty”. In general, I think a bit more detail to the terrain shape would be good. What would be awesome would be something that looks like an old volcano which is somewhere well visible on the map; the map is certainly big enough for that.
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Re: V6-HighDrive

Postby CryHam » 05 Oct 2013, 22:28

Ok, it happened.
Gentleman I present to you: V6-Crematoria.
I hope you are okay with such burst of creativity :), and I renamed it.
Changelog: yeah what not.
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Re: V6-HighDrive

Postby CryHam » 05 Oct 2013, 22:33

Here it is.
But it has new layer textures. If you're using 2.1 (not master), you need to download these and put them into data/terrain2/
https://raw.github.com/stuntrally/stunt ... 2/lava.png
https://raw.github.com/stuntrally/stunt ... ava_nh.png
https://raw.github.com/stuntrally/stunt ... va_prv.png
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Re: V6-Crematoria [in ver 2.2]

Postby CryHam » 05 Oct 2013, 22:44

Hmm I noticed another common thing.
That last fall off corner was because of too far road points, and then many close to another.
Guys it's really best to put points with some distance, even if the road goes straight, not just putting them where corners are. This allows easy editing them later (e.g. changing material, roll angle).
Also do I think right, that you made those loops by hand ? They had weird roll angles, e.g. 12 -4 6 or 0 40 60, this can't go like this. Especially in loops, road points either need the same roll angle (eg. 0) or need a smooth increasing/decreasing, e.g. 0 6 12 18... if not it will feel extremely twisted and if you don't steer a lot you hit walls just driving straight.
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Re: V6-Crematoria [in ver 2.2]

Postby Wuzzy » 06 Oct 2013, 01:41

Aaah, now I understand why the track felt not hard to me. It was because of the track material! Funnily, I even read your post but I still didn’t quite get it. xD

And this looks like a track that deserves the “V”. Good idea to add new textures for this, it was about time that there are more textures for volcanic-themed tracks. :) You did a great work on the terrain. Using fog for the volcanic atmosphere is a nice hack. ;)

I was at first a bit skeptical of making 10% of the track on the ground but after seeing that this makes the track even more difficult, I am fully in favor in it. And this track is indeed way more difficult since the desert road was clearly a mistake.

I would say both rubberduck and CryHam have done a really awesome job. Rubberduck made an awesome track and CryHam made the terrain awesome. I like that. Thanks to both of you!

But, CryHam, I think you should not rename a thread like this. Adding the usual theme prefix like “V6” is okay to me but completely renaming it is not. Some users may have some trouble searching for “V6-HighDrive” now. When you rename a track like this, you should at least preserve the original track name in the thread title. For example, like “Y12-Blablabla (previously called ‘SomeRandomTrackName’)”.
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Re: V6-Crematoria [in ver 2.2]

Postby CryHam » 06 Oct 2013, 08:45

Cool. I'm glad you like it.

Right, I added the old name to topic.

Of course all this is a hack. The red part of lava texture is just specular (should be emissive, we don't have it, also needed another texture for it).
And that glow is just 1 color of too bright fog. But that's what is possible now.
Some fire particles from lava, and smoke from volcanoes would be great, will definitely be there someday.
I was thinking of a track with real lava since a while :) But didn't know this will be the first one.
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Re: V6-Crematoria [in ver 2.2] old name HighDrive

Postby rubberduck » 06 Oct 2013, 15:50

i also planned a new track with a new scenery: moon, a bit grey with moon-craters and some moon-"cars"
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Re: V6-Crematoria [in ver 2.2] old name HighDrive

Postby CryHam » 06 Oct 2013, 15:56

Cool. Although I fear it will be difficult to make it so interesting like the latest V and X tracks. There is nothing colorful, no fog and no vegetation on moon, only rocks.
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Re: V6-Crematoria [in ver 2.2] old name HighDrive

Postby rubberduck » 06 Oct 2013, 16:35

it could be a bit bluish.

and when the track is a bit bumpy, it also makes more fun to drive.
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Re: V6-Crematoria [in ver 2.2] old name HighDrive

Postby CryHam » 06 Oct 2013, 17:05

Good idea. Maybe also a slight height fog black near terrain (small and not too opaque, alpha e.g. 0.6).
We need a new skymap for it IMO. Something with only stars and 1 big planet there, could be jupiter or saturn (not even earth).
Also an idea, trying very low sun pitch angle. Would make terrain bumps very noticable, not too dull or boring like with high pitch sun.
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Re: V6-Crematoria [in ver 2.2] old name HighDrive

Postby rubberduck » 06 Oct 2013, 17:14

and the earth must be in the sky.
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