Kinsu {l Wrote}:Auria & Hiker, would it be possible to add some STK property to the blender object so they can randomly play a sound (eventually from a little "baa" sound collection), when players drive around ? This could then be added to the river & the waterfall, with water flowing sounds...
Kinsu {l Wrote}:@DJ Helium : I like your (music) track, it fits well the (race) track (haha). If you have the time & the will, the zen garden needs a japanese-like music (you know, traditional but not too calm either as it's a race... a kind of difficult balance to find, a little challenging).
Auria {l Wrote}:Actually this is already possible, check the Scotland track in SVN trunk
Arthur {l Wrote}:Why not, when we have LOD?
Auria {l Wrote}:Kinsu {l Wrote}:@DJ Helium : I like your (music) track, it fits well the (race) track (haha). If you have the time & the will, the zen garden needs a japanese-like music (you know, traditional but not too calm either as it's a race... a kind of difficult balance to find, a little challenging).
Well I like a lot your garden music, so I would personally just reuse the same garden music
Auria {l Wrote}:Kinsu {l Wrote}:Auria & Hiker, would it be possible to add some STK property to the blender object so they can randomly play a sound (eventually from a little "baa" sound collection), when players drive around ? This could then be added to the river & the waterfall, with water flowing sounds...
Actually this is already possible, check the Scotland track in SVN trunk
Kinsu {l Wrote}:I've worked on the sheep :
- triangle count : 574 -> 354 (around 40% of triangles removed)
- quality loss : very low, a little more angular model but this will not be seen in game (except for very curious players like me who get very close of the model to see the details).
- made 4 little animations : step forward, turn left, turn right, eat grass. Very basic, but that should be fine for decor elements.
I don't really know how it will be possible to chain these animations in STK... I see 2 possible problems to fix :
- What Wolfs said : the 4 anims should be played randomly, otherwise all the present sheeps will be synchronized,
- The ending pose of the sheep on the animations I made is the same than the beginning one, but the sheep is translated (or rotated). How will Irrlicht handle the animation chaining : will it reset the sheep transformations at each new animation (as the beginning transfo of the current anim are not the same than the ending transfo of the previous anim), as I fear ? and if yes, how to avoid this, so that the sheep can really move with the animation chaining ?
Kinsu {l Wrote}:I don't really know how it will be possible to chain these animations in STK... I see 2 possible problems to fix :
- What Wolfs said : the 4 anims should be played randomly, otherwise all the present sheeps will be synchronized,
- The ending pose of the sheep on the animations I made is the same than the beginning one, but the sheep is translated (or rotated). How will Irrlicht handle the animation chaining : will it reset the sheep transformations at each new animation (as the beginning transfo of the current anim are not the same than the ending transfo of the previous anim), as I fear ? and if yes, how to avoid this, so that the sheep can really move with the animation chaining ?
Wolfs {l Wrote}:How can I add such a sound in Blender? I couldn't find anything in the Scotland track blend-file
Kinsu {l Wrote}:Yes, this is simpler for now, as adding the chaining animation feature is prioritary for STK... and it could make it too complicated to make the decor.
I'll give it a try... but I don't know how to avoid the location reset at each new animation. Maybe trying blender automatic transitions... If someone knows something about it, please tell
Auria {l Wrote}:Wolfs {l Wrote}:How can I add such a sound in Blender? I couldn't find anything in the Scotland track blend-file
See http://supertuxkart.sourceforge.net/Tra ... s_overview , there is a "sound emitter" type. Note that this type is only available in Blender 2.5, so if you've been looking at the 2.4 blend you won't see it
Wolfs {l Wrote}:Since level of detail is also no longer working for me, I think I have to convert the track to Blender 2.5. I found a script called "convert_24_to_25.py" in the media repository, which exits with the error message
"Traceback (most recent call last):
File "convert_24_to_25.py", line 1, in <module>
import bpy
ImportError: No module named bpy"
when I start it within a terminal however. How can I use this script? And is it able to convert the LOD-Trees in my track?
Auria {l Wrote}:Hi Wolfs, could you upload your 2.5 blender file so I can debug the problem?
Auria {l Wrote}:Thanks Wolfs, should be fixed as of r9732.
Kinsu {l Wrote}:Here is a version of the sheep with a loopable action sequence, marked by the "loop-start" & "loop-end" markers. I bypassed the problem by using only animations which initial state is the same than the final one.
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