updated city track

Re: updated city track

Postby horace » 07 Mar 2011, 00:55

maybe i have a helicopter model too. i will have to check my backups...

does the level format support hierarchical animations? like moving the helicopter around and rotating its rotors at the same time? the rotors maybe could be done with a scrolling semi-transparent texture though.
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Re: updated city track

Postby Auria » 07 Mar 2011, 01:05

Joerg would know this best, but I think it should work.

I'm not sure the exporter supports parenting nodes (Joerg?) but it any case you could have them both move together

Regarding the unique thing, actually it's not just about Tux Tollway, it's really that we like it when all tracks have something special that really sets them apart (that can be used to identify them) - like Canyon has those cartoon cactuses, Tollway has the gas station, scotland has the large castle and the lochness monster, etc... City track is perhaps a little too "straight" for SuperTuxKart (i.e. realistic type city). But anyway that's not too important, the current state is good too :)
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Re: updated city track

Postby hiker » 07 Mar 2011, 01:10

horace {l Wrote}:maybe i have a helicopter model too. i will have to check my backups...

does the level format support hierarchical animations? like moving the helicopter around and rotating its rotors at the same time? the rotors maybe could be done with a scrolling semi-transparent texture though.

No, it doesn't atm. You could animate the rotors with skeletal animations, and then move the helicopter using IPOs, that should work.

Texture animations support atm only moving in u/v direction, but adding a rotation shouldn't be too hard. Let me know if you need that.

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Re: updated city track

Postby horace » 07 Mar 2011, 01:27

no, i don't need rotating textures. it should work by deforming a polygon band into a disc and then simply scroll the texture in u direction. but probably i will try to use bones first...

i don't think it's a very realistic city. :) but now i understand a bit better what you mean. my style isn't as cartoonish as the style of some other tracks but that's quite impossible to fix in this state. it also will be hard or rather impossible to achieve a consistent style for stk with so many different artists who only work on it for fun. i think it's a lot more important that the tracks are consistant within themselves.

but i have some ideas for additions now that won't be much work to add.



edit:
one more question... is it supported to animate the helicopter along a curve in blender? or do i have to use many location/rotation keyframes?
Last edited by horace on 07 Mar 2011, 18:50, edited 1 time in total.
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Re: updated city track

Postby hiker » 07 Mar 2011, 01:43

horace {l Wrote}:edit:
one more question... is it supported to animate the helicopter along a curve in blender? or do i have to use many location/rotation keyframes?

At this stage you have to use keyframes. I've done some work on curves (and I think I actually have code that can read in the curve data), but iirc the main problem I had was a matter of speed: STK needs the length of a curve in order to know where to place an object at a certain time.

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