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Re: Subsea Track

PostPosted: 01 Aug 2011, 02:49
by STKRudy85
I know samuncle have other techniques than mine, I think I will ask him to do improvements

Re: Subsea Track

PostPosted: 01 Aug 2011, 09:21
by Narann
Shine effect from the sea could be good too (like samuncle do in lava track to simulate volumetric density). :)

Re: Subsea Track

PostPosted: 01 Aug 2011, 20:38
by Funto
The blue tint, just as a fullscreen wavey effect (which would be wrong in that case, the camera is not in the water), could be easily added via post-processing, but there should be way to indicate in the Blender file where and when the effect should start/stop.
As for light refraction, I don't see the place it would have here.
On another hand, what would be much more important in my opinion would be to add animated caustics on the floor :)

Re: Subsea Track

PostPosted: 05 Aug 2011, 12:21
by xeno74
Very nice track :) I like this track ;)

Re: Subsea Track

PostPosted: 15 Aug 2011, 16:20
by STKRudy85
Back of my holidays , I submit the evolution of subsea track. Track isn't finished , I have to:
* Animate fishes
* Texturing the gull
* Add plants and Rocks on floor
* Do a LOD.
* Do a startline
* Adding a metal structure as track support
I want your feedback (and if it's possible examples of improvements you want in this track , light effect in water...)

Anecdote : After 15 hours of improvements on this track, I lost my work, finding my blender files as 0 octets files.
I had to do the same work again :| (I done a save, just before going holidays ,ouf ! )

Re: Subsea Track

PostPosted: 15 Aug 2011, 16:22
by STKRudy85
If you want to give me a good screenshot I will accept it with gratitude

Re: Subsea Track

PostPosted: 15 Aug 2011, 18:49
by Ludsky
It's very Wonderdul, It's the best track of you, Congratulations

Re: Subsea Track

PostPosted: 15 Aug 2011, 21:24
by Funto
Haven't tried it yet, I don't really have time now, but I tried earlier versions which seemed promising :)

As for your saving problems, normally Blender creates .blend1, .blend2...etc files each time you do a save. I think this can be configured somewhere...maybe you should search for that ;)

Re: Subsea Track

PostPosted: 17 Aug 2011, 21:28
by KroArtem
I think it is in a good state now, but still needs some work with animations and 'subsea feeling' (as charlie wrote). The rest is awesome, I <3 those part where glass is old and plants are growing.

Re: Subsea Track

PostPosted: 19 Aug 2011, 20:57
by STKRudy85
Here is the point I stop, I have to learn blender 2.5.

This is the best I can do before animating , everybody is welcome to try improvement to get a better underwater feeling.

Thanks

Re: Subsea Track

PostPosted: 20 Aug 2011, 00:45
by Auria
Thanks, I have approved the track on stkaddons.net :) nice work, congratulations

Re: Subsea Track

PostPosted: 23 Aug 2011, 23:15
by Arthur
Forgot to write in and say you've done excellent work, STKRudy85. I'm playing the track regularly, and find it most impressive, especially graphics-wise. It might be a little too long, but not much to do with it now. Maybe keep it in mind for your next project. I sure hope you'll make more nice tracks such as this one. ;)

Re: Subsea Track

PostPosted: 24 Aug 2011, 03:42
by Kinsu
I've tried the last version recently, and I also like the improvements ! Especially the pirate cave and the big fish we drive in (with animated textures Image).

Re: Subsea Track

PostPosted: 29 Aug 2011, 15:23
by Iridium
Kinsu {l Wrote}:I've tried the last version recently, and I also like the improvements ! Especially the pirate cave and the big fish we drive in (with animated textures Image).

+1 :) This track is evolving into a truly awesome piece of work. Thanks Rudy ;)
-Iridium

Re: Subsea Track

PostPosted: 29 Aug 2011, 21:43
by Tuxfan
My favourite part of this track is, when one reenters the sea. (On the branch parallel to the pirate cave.)

Re: Subsea Track

PostPosted: 01 Sep 2011, 14:02
by DJHelium
I like this track very much :)

I have an idea for the music... But I don't know if it's possible...
I'll try to explain it :p

I would like to play with the music like in Super Mario 64 or Mario Kart Wii...
For example, the koopa cape... The music change when the player go into the water or into the tube, see this : http://www.youtube.com/watch?v=J8xhV7j6Ks8 at 0:28 and 0:41 ;)

So, I know, if I we can do this (I don't know how to code this :) ), I have to do like 3 (or 4) differents parts... There is the normal part, the pirate part, the outside part and the water-grass part in this track... So it can be a bit heavy... But I can just do a shorter music like 1 minute...

If you haven't understand, you can ask me to explain another way ;)
If you understood, is it a good or a bad idea ? :)

Re: Subsea Track

PostPosted: 01 Sep 2011, 16:03
by Auria
DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs

Re: Subsea Track

PostPosted: 01 Sep 2011, 16:16
by DJHelium
Thank you Auria :)

Auria {l Wrote}:DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs

Yes ! And I said that I can make a music just shorter than the others ;)
And if it's still too heavy, I can make just two differents parts instead of three or four :)

Re: Subsea Track

PostPosted: 01 Sep 2011, 18:28
by Kinsu
The example video is very cool. But that will be hard to do it like this : notice that the transition is very clean, and that the music tracks must correspond so the melody does not restart...

Maybe making different channels (eg. 1 for the "trunk" of the song, which is not changed, and 1 other for each instrument which changes from a version to another..) could help to have different versions for a music track, using less space than several entire tracks ... ?

Re: Subsea Track

PostPosted: 01 Sep 2011, 19:06
by Arthur
The problem is transitions. People would enter the areas at different times, and without using a MIDI style format, it would be very hard to not have the rhythm cut off, unless we just use quick cross-fading or some "keep track of where in the music we are, and buffer it"-mumbo-jumbo of some sorts.

Re: Subsea Track

PostPosted: 01 Sep 2011, 19:29
by DJHelium
Okay, for me, we have to launch all the different music at the same time and fade it when the player change the area...
There is only one at the beginning and he other one is also playing but muted, when me change, mute the first one and unmute the second one ;)
It's possible or not ?

Re: Subsea Track

PostPosted: 01 Sep 2011, 19:48
by code-breaker
You shouldn't have to play them all. Just keep track of where you are. For example, say you want to change tracks. Just see where you are in the current track (eg., 1min14sec) then move the play cursor to 1min14sec in track 2, start playing it, then stop track 1.

Re: Subsea Track

PostPosted: 01 Sep 2011, 20:07
by DJHelium
code-breaker {l Wrote}:You shouldn't have to play them all. Just keep track of where you are. For example, say you want to change tracks. Just see where you are in the current track (eg., 1min14sec) then move the play cursor to 1min14sec in track 2, start playing it, then stop track 1.

Yeah ! It's easier, yeah... But, the problem is that you have to move the cursor to the exact moment and not in second... But, I think it's possible to do like you think ;)

Re: Subsea Track

PostPosted: 02 Sep 2011, 02:07
by hiker
Auria {l Wrote}:DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs

I like the idea. While I don't want the download to get too large (which would be a problem when we add this track to the main package), we can also extend the addons manager to support sound packages. Switching the music in game at a certain location needs then to be added to stk as well. There actually is some code that detects if a kart is inside a certain sphere (the original idea was to use this to change e.g. ambient light if the kart enters a cave or so, but was never used). The code for this could be used to define an area where the main music is replaced by a different music (and the code actually allows a gradual change).


Cheers,
Joerg

Re: Subsea Track

PostPosted: 02 Sep 2011, 08:10
by DJHelium
hiker {l Wrote}:
Auria {l Wrote}:DJHelium, this is not a bad idea, and it could be done, but I would be afraid that it makes the download a bit too heavy? if we include 4 songs for the same track it will take several MBs

I like the idea. While I don't want the download to get too large (which would be a problem when we add this track to the main package), we can also extend the addons manager to support sound packages. Switching the music in game at a certain location needs then to be added to stk as well. There actually is some code that detects if a kart is inside a certain sphere (the original idea was to use this to change e.g. ambient light if the kart enters a cave or so, but was never used). The code for this could be used to define an area where the main music is replaced by a different music (and the code actually allows a gradual change).


Cheers,
Joerg

Okay, so my idea is to make a music shorter than the others (like only 1 minute) and/or make only 2 different parts instead of 3 or 4...
By the way, I'm glad to see that making this kind of transition is possible... I'll try to do a beginning of the music this afternoon ;)
We'll see if we keep only 2 parts, or if I have to make only 1 part :)