Auria {l Wrote}:I just tried it; the track is quite good and fun to drive,
though I somewhat wonder how you will manage to put a stadium around thatOr did you want to remove the stadium?
Pixel {l Wrote}:One of Hiker's concerns is high poly-count. The stadium was a large contributor to that. I have in mind removing it, in favor
of two or three bleacher sets or separate grandstands at strategic points on the track. I want to keep some of the track's original flavor,
while having more flexibility with both track layout and poly count.
Pixel {l Wrote}:You mean, use my Racetrack mod without the stadium in the regular racing modes, and use just the stadium itself as a battle area?
I have no problems with that, in fact I like the idea quite a bit. I could work on clearing the stadium of road objects.
To confirm, is that the way the direction I should go?
Auria {l Wrote}:that was my idea ( now I'm not ordering you to do anything, it's just my idea)
Pixel {l Wrote}:I've almost got the stadium ready for arena modifications. The track exporter page doesn't appear to mention
arena tracks. How do I specify an arena track in the ID Property browser?
<start x="61.815" y="70.136" z="-89.58" h="270" />
<track name = "..."
arena = "true"
...
Auria {l Wrote}:Another idea I had : it could be interesting to keep the original stadium by Horace, since it looked quite good; but remove the road and keep only the stadium, and use it as a battle arena. Since we have very few battle arenas it could be great. I could maybe look into making the battle stadium in addition to your racetrack (though if someone else can go ahead!)
Pixel {l Wrote}:I thought about banking the loop outside the main track. I tried a 30° bank, but the kart seemed to take issue with it. I may try 20°.
I wanted to ask about a possible feature inclusion, if it isn't already available. Would it be possible to have a texture that is invisible until
a kart touches it? Not just run over it, but if any part of a kart touches it. A timer property could be used to say how long the texture
stays visible after it's touched.
About "battle" mode - which axis of the empty points the direction the kart will initially face?
hiker {l Wrote}:After 0.7 I will be working on the physics, I already have some good ideas what might improve things. So those things should work then.
hiker {l Wrote}:That would be very difficult. In STK we are using a raycast from the center of the kart to the ground to determine e.g. the terrain a kart is on. Getting from a collision back to what is actually there would be a rather big effort. What effect are you trying to reach - perhaps we can think of a better way?
hiker {l Wrote}:Y is the forward axis.
Auria {l Wrote}:Good job with the arena! I'll need to check how to integrate it, and get battle mode working again.
@Hiker : does the exporter export start points for battle mode yet?
(@Pixel: about force field, I can't answer, Joerg is the physics expert here)
hiker {l Wrote}:I don't fully understand this - ...do we need this (till we officially support jumps from ramps)? I don't see a real need for this.
hiker {l Wrote}:...once we have replaced the explosion,...
Pixel {l Wrote}: This way, the wall wouldn't regularly interfere with the view of the track, but if a kart hit the side of the wall, it would not just fall back for no apparent reason, the player could see why.
hiker {l Wrote}:...once we have replaced the explosion,...
I remember reading that there would probably be more animation, and less physics. Is that going to include the way weapon(s) impact the targeted kart(s)?
hiker {l Wrote}:I think it would just look odd if a wall suddenly appears and disappears.
hiker {l Wrote}:Yes, whenever you are hit instead of blowing (more or less randomly) in the air, you will get a kind of animation (e.g. the kart might rotate on the spot, or perhaps do a simple straight up jump and rotate, or so) - but it will always be the same, taking the same time, and making sure that you end up at the same location.
Pixel {l Wrote}:So that means I wouldn't have to worry about the kart going over walls?
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