My STK projects

My STK projects

Postby SvenAndreasBelting » 21 Mar 2020, 15:14

Hello guys,

Because of reasons, schools in Germany are closed and I have more time to work on my STK projects now.


New Fortmagma:
This project is still very WIP And I try to work with different workflows than I did on my earlier tracks.
The track is not playable yet I'm working on three parts of the road but they aren't connected yet.
Because the track is WIP any ideas are welcome, it's probably the track I will work on the most next time.
newfortmagma-2020.03.21_13.36.46.jpg

newfortmagma-2020.03.21_13.36.26.jpg

newfortmagma-2020.03.21_13.38.45.jpg




Snowtrack:
Some of you might know this track already.
Most of the track is already done but I'm working on changing the big jump.
snow weeks-2020.03.21_13.40.29.jpg




You can download these tracks with the following link https://www.dropbox.com/s/d40301e5unvar ... s.zip?dl=0
The version of the snow track is not the newest one but most of the track is still the same.
And the magma track can't be really played it's just to let you see how it looks.


Realtrack or whatever you want to call it:
This is basically a track put together with assets I made for a game I'm making with a friend.
I just wanted to see what happens if you put more realistic assets into STK.
This track probably won't be released because it contains textures which aren't free to use.
real_track-2020.03.21_13.34.59.jpg
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Re: My STK projects

Postby benau » 21 Mar 2020, 17:03

We have /installaddon command now... ImageImageImageImage
Image
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Re: My STK projects

Postby eltomito » 21 Mar 2020, 18:06

Andreas, how did you learn to Blender so well?
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Re: My STK projects

Postby George Calibur » 21 Mar 2020, 18:10

These things are Well made!
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Re: My STK projects

Postby SvenAndreasBelting » 21 Mar 2020, 18:32

eltomito {l Wrote}:Andreas, how did you learn to Blender so well?

Well just by using it, nothing special I watched some tutorials and then I just worked with it and watched more tutorials and worked more and now I'm here. But I also started by moving the cube ;)
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Re: My STK projects

Postby QwertyChouskie » 21 Mar 2020, 21:03

Dang, these look good! I've had a copy of Snow Weeks for a while, but to see the beginnings of the new Fort Magma look epic! If I have one piece of advise, it'd be this: Go all out! This is the boss battle track, taking place on a distant planet. Throw things like gravity out the window, and just make the track as crazy as you can imagine. :) Also, moving obstacles, and maybe even track segments that fall out in the second and third laps. And speed boosts, lots of them ;)

https://www.youtube.com/watch?v=P8S176RmRJg and https://www.youtube.com/watch?v=9IR9hDg-tbI have a lot of valuable insight into good design principles, and are totally worth a watch.
Not an official dev, but a huge fan of STK!
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Re: My STK projects

Postby tempAnon093 » 22 Mar 2020, 02:00

QwertyChouskie {l Wrote}:Also, moving obstacles, and maybe even track segments that fall out in the second and third laps.

I certainly agree with these two suggestions. I've been thinking of using this Halo 3 level as inspiration for a dynamic level, although I can't pull that off any time soon.
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Re: My STK projects

Postby QwertyChouskie » 22 Mar 2020, 02:35

A couple more things:

Music. Specifically, this music:
fortress_stkr.zip
(1.47 MiB) Downloaded 9 times


Textures: There are a few specific textures that really embody the art style of STK excellently. These ones come to mind:
Screenshot_2020-03-21_17-22-46.png


They follow the 0.9+ art style nicely, while making sure to still provide dimension/depth. Textures like stk_generic_rockSnow_a.png, on the other hand, have that "oil painting" style, which is good, but look completely 2D/flat. The normal map helps, but it's not enough on its own. One trick I discovered in GIMP is that you can add the NM as a layer, apply the "grayscale" effect to that layer, then set the layer mode to "soft light" or "hard light". This bakes some depth/"lighting" into an otherwise completely flat texture. Example XCF: https://jacobspctuneup.tk/STK/stk_gener ... Snow_a.xcf (was made in GIMP 2.99 preview, may or may not open in 2.10 builds.)
Not an official dev, but a huge fan of STK!
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Re: My STK projects

Postby SvenAndreasBelting » 22 Mar 2020, 16:05

QwertyChouskie {l Wrote}:If I have one piece of advise, it'd be this: Go all out! This is the boss battle track, taking place on a distant planet. Throw things like gravity out the window, and just make the track as crazy as you can imagine. :) Also, moving obstacles, and maybe even track segments that fall out in the second and third laps. And speed boosts, lots of them ;)


Yes let's see what my fantasy will produce :D

And one question here, is it possible to play an animation when the player hits an action-trigger? I sadly have no idea how scripting works.



QwertyChouskie {l Wrote}: https://www.youtube.com/watch?v=P8S176RmRJg and https://www.youtube.com/watch?v=9IR9hDg-tbI have a lot of valuable insight into good design principles, and are totally worth a watch.


OK thanks I will take a look at them
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Re: My STK projects

Postby tempAnon093 » 22 Mar 2020, 21:24

SvenAndreasBelting {l Wrote}:And one question here, is it possible to play an animation when the player hits an action-trigger? I sadly have no idea how scripting works

I believe it is, I can try and help out a little bit there if you would like.
I haven't dealt with Blender/STK animation before but I have gotten action triggers to run code just fine.

If you are using curve-based animation, there is a function to pause and resume it: Animator::setPaused (true/false)
I can't find anything for resetting though...

I also found some skeletal animation functions here: https://doxygen.supertuxkart.net/group_ ... cd9b8d780c

Unless one of the devs is familiar with Blender animation and can pitch in, I would recommend just creating an extremely simple test and making sure we can get it working how you want, before you put actual effort into it. (Worst case scenario, it might require a source code change and therefore won't work until v1.2 or v1.3)
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Re: My STK projects

Postby SvenAndreasBelting » 24 Mar 2020, 22:17

tempAnon093 {l Wrote}:I believe it is, I can try and help out a little bit there if you would like.
I haven't dealt with Blender/STK animation before but I have gotten action triggers to run code just fine.

Would be great if you could help :)

script_test.zip
(392.12 KiB) Downloaded 8 times

That is a simple test scene with an animated object and an action trigger.
At the moment the animation just plays one time and stop after that.
The goal would be to play the animation only when the player hits the trigger.

If that's possible I think I could add a few really nice effects to the tracks.
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Re: My STK projects

Postby Ludsky » 24 Mar 2020, 23:41

Whoa. It's so Wonderful. I Love All ♡♡♡
Congratulations Sven :)
I hope 3 new official track ^^

For your Third track, perhaps change the texture by free texture ;)

You work on New Fort Magma : I Love the screen & Snow track soon finish ?

Wonderful ❤
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Re: My STK projects

Postby tempAnon093 » 25 Mar 2020, 00:57

I did a quick test, it appears you are using IPO animation.

It turns out scripting for IPO animations is basically non-existant right now: there is only a 'setPaused' function, which just stops the animation from updating (it still keeps running in the background, just freezes visually until you unpause).
However, I believe that skeletal mesh animations will allow me to pause, play, loop, jump around, etc. immediately. If you are able to do the same animations with a skeletal mesh, that will be quite powerful.

We can also try and get the devs to add the same kind of skeletal mesh scripting functions to IPO animation scripting, but I don't know how quickly they will implement it.
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Re: My STK projects

Postby SvenAndreasBelting » 25 Mar 2020, 01:43

If it will work with skeletal animations that would be fine for the most things.
I think the only thing which doesn't work with skeletal animations is collision with the karts.

I could do another test scene with an skeletal animation tomorrow.
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Re: My STK projects

Postby SvenAndreasBelting » 25 Mar 2020, 14:39

So here is the test track with an skeletal animation.

script_test_2.zip
(385.07 KiB) Downloaded 12 times


Hope that works :)
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Re: My STK projects

Postby tempAnon093 » 26 Mar 2020, 04:43

(Disregard previous deleted post)
It appears that the skeletal animation isn't updating collisions during the animation (box moves away but the collision box doesn't). I was able to get the animation to replay after hitting the trigger box, so that's certainly possible! However, we'll need to talk to the devs to get this working. I'm going to try and start a conversation in the IRC/Matrix/Discord bridged chat.

Update: Benau is considering a setCurrentFrame function for IPO, skeletal collisions just won't happen due to hardware skinning.
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Re: My STK projects

Postby Typhon » 26 Mar 2020, 08:11

All these tracks are looking awesome so far...
What about a pyroclastic flow crossing the road in the New Fort Magma Track? Is that possible?
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