New Track : "Green Valley"

Re: New Track : "Green Valley"

Postby ctdabomb » 18 May 2012, 16:28

Wolfs {l Wrote}:
Auria {l Wrote}:I am also planning to upload a new revision of the track to the add-ons, because the version there seems to be a bit outdated :).

there is a version in addons? I guess I forgot that. really nice track BTW
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Re: New Track : "Green Valley"

Postby Auria » 19 May 2012, 00:43

Glad it works better :)

Regarding lap counting, I see you manually added a lapline. This is incorrect, manually added lap lines should only extend the driveline and not intersect with it (like in http://supertuxkart.sourceforge.net/New ... ine_groups )
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Re: New Track : "Green Valley"

Postby Wolfs » 19 May 2012, 08:47

Auria {l Wrote}:Regarding lap counting, I see you manually added a lapline. This is incorrect, manually added lap lines should only extend the driveline and not intersect with it (like in http://supertuxkart.sourceforge.net/New ... ine_groups )

Thanks, this was the problem. It works now :).
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Re: New Track : "Green Valley"

Postby Wolfs » 19 May 2012, 10:00

ctdabomb {l Wrote}:there is a version in addons? I guess I forgot that. really nice track BTW

Thanks :). I've just uploaded a new revision to the add-ons.
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Re: New Track : "Green Valley"

Postby Wolfs » 08 Jun 2012, 10:23

Having another question :). I am using level of detail for the plants, which lets them vanish after some distance, because they would not be visible anyway. However, there is not much sense in adding them to the physics, because a flower would hardly be able to stop a kart :). However, I found no possibility to use level of detail and setting interaction to "ghost" at the same time (because this requires the LoD model to be set to "Object" in STK panel. After this, it would not be a LoD model anymore). Is it somehow possible to enable both properties at the same time?
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Re: New Track : "Green Valley"

Postby Auria » 09 Jun 2012, 01:45

Indeed you are right, this is currently not directly possible. I created a ticket for this : https://sourceforge.net/apps/trac/super ... ticket/648

However there is another trick : you can mark the plants' texture as ignore in the materials panel :) this is still a little more work for STK than just ignoring the full object but can help achieve the same goal
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Re: New Track : "Green Valley"

Postby Wolfs » 09 Jun 2012, 16:10

Auria {l Wrote}:However there is another trick : you can mark the plants' texture as ignore in the materials panel :) this is still a little more work for STK than just ignoring the full object but can help achieve the same goal

Thank you, that worked well :)
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Re: New Track : "Green Valley"

Postby Iridium » 17 Jun 2012, 23:57

Wolfs {l Wrote}:Having another question :). I am using level of detail for the plants, which lets them vanish after some distance, because they would not be visible anyway.


Good idea!

Wolfs {l Wrote}:However, there is not much sense in adding them to the physics, because a flower would hardly be able to stop a kart :).


*groans at the horrendous STK bumping mechanics*
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Re: New Track : "Green Valley"

Postby Wolfs » 18 Jun 2012, 00:28

Iridium {l Wrote}:
Wolfs {l Wrote}:However, there is not much sense in adding them to the physics, because a flower would hardly be able to stop a kart :).


*groans at the horrendous STK bumping mechanics*

Well, maybe there will be a STK release in the distant future which makes it possible to design the flowers in a way that they are pulled out, flattened and spread all over the track if a kart drives over them :D.
(Which would be really cool btw, but I guess this is not a high priority in development :))
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Re: New Track : "Green Valley"

Postby ctdabomb » 18 Jun 2012, 00:49

errr i think that might be possible if you set the flower to "action trigger"(or something like that) and then I think you could have that action be an animation which would be the flower being pulled out and smashed..............
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Re: New Track : "Green Valley"

Postby Wolfs » 18 Jun 2012, 18:55

ctdabomb {l Wrote}:errr i think that might be possible if you set the flower to "action trigger"(or something like that) and then I think you could have that action be an animation which would be the flower being pulled out and smashed..............

Good to know that it is possible :). I guess I will do that someday, but it's not a very high priority task to do for me, too :).
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Re: New Track : "Green Valley"

Postby Auria » 19 Jun 2012, 04:07

ctdabomb {l Wrote}:errr i think that might be possible if you set the flower to "action trigger"(or something like that) and then I think you could have that action be an animation which would be the flower being pulled out and smashed..............


this is a longer-term goal but not available just now
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Re: New Track : "Green Valley"

Postby Wolfs » 18 Aug 2012, 16:25

I have just uploaded a new version to STK-Addons. The track contains more trees, a road with less polygons, a new skybox and several other tiny things. Please test and give feedback!
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Re: New Track : "Green Valley"

Postby Auria » 18 Aug 2012, 22:43

Excellent work, very well done :) the only thing I would change IMO is the grey rock texture
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Re: New Track : "Green Valley"

Postby Wolfs » 19 Aug 2012, 10:34

Auria {l Wrote}:Excellent work, very well done :) the only thing I would change IMO is the grey rock texture

I am glad you like it :). The rock texture is not that good, you are right there. What do you think about this one?
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Re: New Track : "Green Valley"

Postby Auria » 19 Aug 2012, 19:55

I think it's better yes
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Re: New Track : "Green Valley"

Postby TheK79 » 21 Aug 2012, 04:14

The new version hides itself from me. The driver should be scared of the track, not the other way around ;)
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Re: New Track : "Green Valley"

Postby Binky » 21 Aug 2012, 10:50

Green valley does not show up in the available addons list in 0.7.3
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Re: New Track : "Green Valley"

Postby ctdabomb » 21 Aug 2012, 15:15

Binky {l Wrote}:Green valley does not show up in the available addons list in 0.7.3

turn on artist debug mode. this track is still in alpha I think so you need to have this enabled to download the track.
http://supertuxkart.sourceforge.net/Artist_Debug_Mode
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Re: New Track : "Green Valley"

Postby Tuxfan » 21 Aug 2012, 21:40

The point is:
Green valley WAS available via the addon manager for users that didn't have Artist Debug Mode turned until just recently.
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Re: New Track : "Green Valley"

Postby Arthur » 21 Aug 2012, 22:23

Just a heads up: for some reason or another the Green Valley track was no longer marked as approved. Presumably due to human error or some bug. I've reapproved it as there were no notes giving any reasons for the sudden state of unapprovedness, nor have I seen any other plausible reason.

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Re: New Track : "Green Valley"

Postby sj04736 » 21 Aug 2012, 23:13

I believe there was a bug in 0.7.x where if the "latest" revision was unapproved, none of the revisions would show up. I don't remember whether the add-on manager automatically marks new uploads as being the "latest" revision or not, or whether this was related in this case, but I can look in to it.
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Re: New Track : "Green Valley"

Postby Arthur » 21 Aug 2012, 23:26

Even though this bug could've caused the same result, the actual issue this time was that none of the revisions were approved anymore. The latest revision was marked as featured and latest, but not approved, so presumably there was human error involved. Anyway, all should be well now, but I wouldn't mind if new uploads gets marked as latest revision automatically. ;)
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Re: New Track : "Green Valley"

Postby TheK79 » 22 Aug 2012, 03:58

At least it's there now (btw. was also invisible for the Nightly builds). Nice new textures now
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Re: New Track : "Green Valley"

Postby Binky » 22 Aug 2012, 09:25

latest uploaded version is completely broken for me.
Karts wont fall below an invisible layer which is above all but the highest track - turning the game into a flight sim!
Lap counting is also broken.
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