The track I'm working on: Doughnut Land

Re: The track I'm working on: Doughnut Land

Postby hiker » 04 Jul 2012, 00:12

Monstertux {l Wrote}:Thanks! I got the drivline to look like the way that you had it but when I try to export I get:

Can you post your .blend file again?

Thanks!
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Re: The track I'm working on: Doughnut Land

Postby Monstertux » 04 Jul 2012, 16:19

@betharatux1:
Sorry, same error.
I don't understand: I got the same resault as you. Still, I don't seem to be connecting
lines: just making more.
@Joreg: sure. ASAP.
Last edited by Monstertux on 04 Jul 2012, 19:31, edited 1 time in total.
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Re: The track I'm working on: Doughnut Land

Postby Monstertux » 04 Jul 2012, 19:30

Okay:

Here is the latest version.
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DoughnutLand2.blend
Latest DL blend file
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Re: The track I'm working on: Doughnut Land

Postby Arthur » 04 Jul 2012, 20:18

Try this one. I removed duplicate vertices in your driveline and moved some vertices that were crossing each other. Not sure if it will export for you, but I don't have the time to do more at the moment.
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DoughnutLand2.blend
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Re: The track I'm working on: Doughnut Land

Postby Monstertux » 05 Jul 2012, 03:30

Still nothing...
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Re: The track I'm working on: Doughnut Land

Postby hiker » 05 Jul 2012, 05:53

Monstertux {l Wrote}:Still nothing...

Not sure that I understand you: With Arthur's changes the track is exported, though not with correct lap counting (you get a warning printed). If it doesn't export for you, could you make sure you have the latest copy of our scripts?

For proper lap counting you need a separate checkline somewhere, see our wiki for details. You have a checkline mesh at the start, which confuses things, since in your driveline you specify that 'checkline' is the checkline object (but the checkline object should just be two vertices and one edge, not a full quad). Best would be to rename this object (and add a proper checkline, i.e. really a line, elsewhere).

Cheers,
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Re: The track I'm working on: Doughnut Land

Postby Monstertux » 10 Jul 2012, 22:09

Okay. So it exported, and I got it to work in my STK I use for testing for a bit then I quit because i wanted to see if it worked in my non-testing version of STK. It didn't work again and now it doesn't work in either. Help?
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Re: The track I'm working on: Doughnut Land

Postby Arthur » 10 Jul 2012, 22:59

Please give us more information on error messages, whether it is in Blender or in STK or in both. We can't guess what's wrong.
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Re: The track I'm working on: Doughnut Land

Postby hiker » 11 Jul 2012, 00:57

Monstertux {l Wrote}:Okay. So it exported, and I got it to work in my STK I use for testing for a bit then I quit because i wanted to see if it worked in my non-testing version of STK. It didn't work again and now it doesn't work in either. Help?

Besides Arthur's comment: there is a chance that a recent exporter will export data that is not fully compatible with a previous release version. Auria would know for sure.

Cheers,
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Re: The track I'm working on: Doughnut Land

Postby Monstertux » 11 Jul 2012, 19:53

The only error I get is from STK. It quits right about 20 seconds in to the loading process of the level. Afterwards, it says in my console, "Bus error 10." It also says that in the Terminal app if I launch STK from there.
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Re: The track I'm working on: Doughnut Land

Postby Auria » 14 Jul 2012, 00:16

hiker {l Wrote}:
Monstertux {l Wrote}:Okay. So it exported, and I got it to work in my STK I use for testing for a bit then I quit because i wanted to see if it worked in my non-testing version of STK. It didn't work again and now it doesn't work in either. Help?

Besides Arthur's comment: there is a chance that a recent exporter will export data that is not fully compatible with a previous release version. Auria would know for sure.

Cheers,
Joerg


There is a chance yes, although if we did our job correctly STK should still not crash when being fed invalid data ;)

Monstertux, maybe you can upload a package of your latest blend-file and the exported version of it. I will have internet at home again soon and then I can test
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Re: The track I'm working on: Doughnut Land

Postby Monstertux » 27 Jul 2012, 21:01

I successfully got it to work again!
But uh, it kind of... well... sucks.
Yeah, it is probably the most fail track in the world, for the following reasons.

a) The driveline is using the street texture for some reason.
b) The road is way to narrow.
c) The bridge is really hard to drive on without falling off.
d) If you end up falling of, you spawn inside the bridge.
e) I don't know if the check-line even works, because I can't even drive through the start/finish line doughnut.
f) It doesn't work more than once. I tried using it by myself for testing, so I quit out afterwards and tried to do it with more karts but it doesn't even load. Even if I try again without any other karts besides me, nothing happens.
Yeah, It's probably an offense to the name "Track" Lol! :D
Well, at least it was my first!

Please see attachment.
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DoughnutLand With Blend File.zip
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Re: The track I'm working on: Doughnut Land

Postby betharatux1 » 29 Jul 2012, 00:17

well, will you impovement your track after it ? ( just ask, maybe you still not satisfied with latest result and feel "looks like i can do more in blender, make this track more beauty or making other one". ) :think:
Glad see you, made improvement ... Congratulation. :lol:
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