New Track: City lights

Re: New Track: City lights

Postby curseofmifan » 14 Feb 2013, 17:16

hiker {l Wrote}:Hi,
curseofmifan {l Wrote}:I replaced the arrow.png with an texture of classic_subsea, but this didn't work.

No, it's not a missing texture, it's an invalid texture (at least on some drivers). That's why I can't tell you which one it might be, since I can't reproduce the problem.

It might actually be possible to just remove/rename the textures, and see if this fixes the problem. If the texture is not found, it should just stay white. That might be a bit less work the copying a texture.

Note that at least the screenshot in that package has a minor problem: it's named .png, but is actually a jpg - though irrlicht (should) handle that without a problem.

Cheers,
Joerg


I tested the track on my brother's computer (Windows 7 x64, too) and there it's running without problems.

I now will test your idea to solve my problem.

EDIT: It's one of the textures. I just renamed all of the textures and now the track loads but of course it's completly white.
curseofmifan
 
Posts: 6
Joined: 10 Feb 2013, 17:30
Location: Germany

Re: New Track: City lights

Postby curseofmifan » 14 Feb 2013, 17:40

I found the file which is causing the problem: lightmap-ground-devel.png . After renaming the track works!

Thank you for all the help!
curseofmifan
 
Posts: 6
Joined: 10 Feb 2013, 17:30
Location: Germany

Re: New Track: City lights

Postby hiker » 14 Feb 2013, 23:55

curseofmifan {l Wrote}:I found the file which is causing the problem: lightmap-ground-devel.png . After renaming the track works!

Try loading this texture in your favourite image editor (even just paint in windows is fine), and save it again (still as .png file). That might just solve the problem.

Though in case of this particular texture it might be that it is too large - to test this resize the texture to make it (e.g.) 4096x4096 (or even smaller, but it has to be a power of two).

Cheers,
Joerg
Image
hiker
STK Moderator
 
Posts: 1428
Joined: 07 Dec 2009, 12:15
Location: Melbourne, Australia

Re: New Track: City lights

Postby curseofmifan » 15 Feb 2013, 08:39

hiker {l Wrote}:
curseofmifan {l Wrote}:I found the file which is causing the problem: lightmap-ground-devel.png . After renaming the track works!

Try loading this texture in your favourite image editor (even just paint in windows is fine), and save it again (still as .png file). That might just solve the problem.

Though in case of this particular texture it might be that it is too large - to test this resize the texture to make it (e.g.) 4096x4096 (or even smaller, but it has to be a power of two).

Cheers,
Joerg


After skaling the lightmap down to 4096x4096 with the help of GIMP 2, the track works now fine.

Thank you very much!
curseofmifan
 
Posts: 6
Joined: 10 Feb 2013, 17:30
Location: Germany

Re: New Track: City lights

Postby Wolfs » 21 Feb 2013, 20:19

I have just uploaded a new version of the track that features (among other things) a new second path. Its purpose is to give an easier but also longer alternative to the narrow road after the highway.
Please give feedback about the new skybox, the performance (which should have improved) and all other things that annoy you. Unfortunately, the track is still rather heavy on resources, but at least some of those weird graphic bugs should be fixed now.

city-lights.jpg
User avatar
Wolfs
 
Posts: 117
Joined: 26 Aug 2011, 09:56

Re: New Track: City lights

Postby Ludsky » 22 Feb 2013, 10:42

Wolfs {l Wrote}:I have just uploaded a new version of the track that features (among other things) a new second path. Its purpose is to give an easier but also longer alternative to the narrow road after the highway.
Please give feedback about the new skybox, the performance (which should have improved) and all other things that annoy you. Unfortunately, the track is still rather heavy on resources, but at least some of those weird graphic bugs should be fixed now.

city-lights.jpg


Whaaa, It's very Wonderful ! I wait your last version .....
User avatar
Ludsky
 
Posts: 632
Joined: 07 Aug 2011, 12:52
Location: France

Re: New Track: City lights

Postby Wolfs » 22 Feb 2013, 12:19

Ludsky {l Wrote}:
Wolfs {l Wrote}:I have just uploaded a new version of the track that features (among other things) a new second path. Its purpose is to give an easier but also longer alternative to the narrow road after the highway.
Please give feedback about the new skybox, the performance (which should have improved) and all other things that annoy you. Unfortunately, the track is still rather heavy on resources, but at least some of those weird graphic bugs should be fixed now.

city-lights.jpg


Whaaa, It's very Wonderful ! I wait your last version .....

It's already uploaded to STKAddons (should have mentioned that, sorry :)), but it has not been approved yet.
User avatar
Wolfs
 
Posts: 117
Joined: 26 Aug 2011, 09:56

Re: New Track: City lights

Postby Ludsky » 22 Feb 2013, 13:18

Wolfs {l Wrote}:
Ludsky {l Wrote}:
Wolfs {l Wrote}:I have just uploaded a new version of the track that features (among other things) a new second path. Its purpose is to give an easier but also longer alternative to the narrow road after the highway.
Please give feedback about the new skybox, the performance (which should have improved) and all other things that annoy you. Unfortunately, the track is still rather heavy on resources, but at least some of those weird graphic bugs should be fixed now.

city-lights.jpg


Whaaa, It's very Wonderful ! I wait your last version .....

It's already uploaded to STKAddons (should have mentioned that, sorry :)), but it has not been approved yet.


I look forward, can you put a files, please ?
User avatar
Ludsky
 
Posts: 632
Joined: 07 Aug 2011, 12:52
Location: France

Re: New Track: City lights

Postby charlie » 22 Feb 2013, 16:22

Wolfs {l Wrote}:I have just uploaded a new version of the track that features (among other things) a new second path. Its purpose is to give an easier but also longer alternative to the narrow road after the highway.
Please give feedback about the new skybox, the performance (which should have improved) and all other things that annoy you. Unfortunately, the track is still rather heavy on resources, but at least some of those weird graphic bugs should be fixed now.

city-lights.jpg


Looks better but I still don't think you should be using a skybox with skyscrapers in it.

Skybox should just be night sky (stars etc). Put some distant unreachable flat polygons as skyscrapers in the background. /0.02c
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2021
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: New Track: City lights

Postby Wolfs » 08 Mar 2013, 19:39

charlie {l Wrote}:Looks better but I still don't think you should be using a skybox with skyscrapers in it.

Skybox should just be night sky (stars etc). Put some distant unreachable flat polygons as skyscrapers in the background. /0.02c

Sorry for the late answer, and thanks for your feedback. It is true that the skybox-skyscrapers can look weird, especially when you are driving on the highway. However, I hesitate to add those polygons. In the rendered skybox there are more than 3000 skyscrapers. I do not feel comfortable to add so many more faces to a track which already suffers from performace issues. Additionally, adding just one polygon per skyscraper would look bad for skyscrapers which are not directly in front of the player. There would have to be more faces per skyscraper in this case. But maybe I am wrong here or there is a better solution, I have virtually no knowledge of 3D designing after all ;).
User avatar
Wolfs
 
Posts: 117
Joined: 26 Aug 2011, 09:56

Re: New Track: City lights

Postby charlie » 08 Mar 2013, 20:57

My suggestion would be to just try it with a few. Make them far enough away so that they are always mostly-facing the player. 3000 is definitely too many - there's no way to see most of them. You could get a nice effect with 2-3 layers of flat polygons and using the same (or several) textures. If you're concerned about some looking flat, you could use 4* polygons for the more significant ones; I'm sure STK could handle 50-60 x 4 polygon distant skyscrapers.

* or 3 or 2:

{l Code}: {l Select All Code}
                            |_   2 here

     .=============.
     |             |         _
     |    track    |        |_   3 here
     |             |
     '============='
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2021
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: New Track: City lights

Postby Wolfs » 13 Mar 2013, 14:31

charlie {l Wrote}:My suggestion would be to just try it with a few. Make them far enough away so that they are always mostly-facing the player. 3000 is definitely too many - there's no way to see most of them. You could get a nice effect with 2-3 layers of flat polygons and using the same (or several) textures. If you're concerned about some looking flat, you could use 4* polygons for the more significant ones; I'm sure STK could handle 50-60 x 4 polygon distant skyscrapers.

I understand, this is worth a try.
User avatar
Wolfs
 
Posts: 117
Joined: 26 Aug 2011, 09:56

Re: New Track: City lights

Postby ChemBroTron » 24 Mar 2013, 10:46

At the end of the highway, I think, you need to adjust the hard right turn, because, well, I have problems, but the AI drives straight into arrow sign (with a imidiate recovery by the thunderbird mascot). I recorded it, so if you need a video, I could upload one to youtube.

Also I tried to do a video of this track, but it seems that even for my pc the track is too demanding, which results in bad video quality.
ChemBroTron
 
Posts: 49
Joined: 03 Nov 2010, 10:05

Re: New Track: City lights

Postby Wolfs » 24 Mar 2013, 21:02

ChemBroTron {l Wrote}:At the end of the highway, I think, you need to adjust the hard right turn, because, well, I have problems, but the AI drives straight into arrow sign (with a imidiate recovery by the thunderbird mascot). I recorded it, so if you need a video, I could upload one to youtube.

Thanks for posting this, I noticed that too. Tbh, I do not really know what is the best way to handle this. There used to be a slowdown texture, but I did not like it a lot. On the other hand, it is rather easy to drive along the turn by braking a bit first and then skidding around it. Maybe the AI should be able to do this?
User avatar
Wolfs
 
Posts: 117
Joined: 26 Aug 2011, 09:56

Re: New Track: City lights

Postby hiker » 25 Mar 2013, 02:12

Wolfs {l Wrote}:Thanks for posting this, I noticed that too. Tbh, I do not really know what is the best way to handle this. There used to be a slowdown texture, but I did not like it a lot. On the other hand, it is rather easy to drive along the turn by braking a bit first and then skidding around it. Maybe the AI should be able to do this?

I agree, a slowdown texture for that is not the right solution. I can have a look why the AI is not braking, though it will be a few weeks (with hopefully GSoC coming) before I can get to that. Could you open a ticket?

Cheers,
Joerg
Image
hiker
STK Moderator
 
Posts: 1428
Joined: 07 Dec 2009, 12:15
Location: Melbourne, Australia

Re: New Track: City lights

Postby Wolfs » 25 Mar 2013, 21:11

hiker {l Wrote}:I agree, a slowdown texture for that is not the right solution. I can have a look why the AI is not braking, though it will be a few weeks (with hopefully GSoC coming) before I can get to that. Could you open a ticket?

Done (#902). Thanks for looking into this!
User avatar
Wolfs
 
Posts: 117
Joined: 26 Aug 2011, 09:56

Re: New Track: City lights

Postby Ludsky » 25 Apr 2013, 09:49

Possible this track replace a normal city track ? (Auria, hiker, samunle ....) ?? for 0.8.1 ?
User avatar
Ludsky
 
Posts: 632
Joined: 07 Aug 2011, 12:52
Location: France

Re: New Track: City lights

Postby tavariz91 » 25 Apr 2013, 13:38

If #902 is done, then I think it should be implemented in the official game too.

But what about small config players? Maybe there could be a big and a small texture, using old-age-computer settings could make the game choose smaller textures.
I think this could be done for other tracks too.
"I do not agree with what you say, but I will fight up to death so that you have the right to say it"
- Voltaire
User avatar
tavariz91
 
Posts: 146
Joined: 03 Apr 2013, 11:22
Location: Lausanne, in my Sweet Zerland

Re: New Track: City lights

Postby Totoplus62 » 26 Apr 2013, 15:23

This track is really good but need optimizations and another music :) this one doesn't really fit
"Imagination is more important than knowledge." Features under CC-BY 3.0, CC-BY-SA 3.0 or equivalent GNU license
Image SuperTuxKart Popularity
User avatar
Totoplus62
 
Posts: 584
Joined: 10 Nov 2012, 13:33
Location: France - Pas-de-Calais

Re: New Track: City lights

Postby 0zone0ne » 26 Apr 2013, 21:50

If this is going to get integrated into the core game (do it!) then I could try to do some music for it.
User avatar
0zone0ne
 
Posts: 324
Joined: 26 Aug 2012, 02:34

Re: New Track: City lights

Postby rubberduck » 26 Apr 2013, 21:56

when do you upload the next version for testing or to addons
i can't wait :think: :o
working on LaundredSheep, a 3D platformer game
https://forum.freegamedev.net/viewtopic.php?f=22&t=7531
User avatar
rubberduck
 
Posts: 614
Joined: 23 Apr 2013, 18:31
Location: sitting with tux in a bathtub

Re: New Track: City lights

Postby Ludsky » 14 May 2013, 12:21

rubberduck {l Wrote}:when do you upload the next version for testing or to addons
i can't wait :think: :o


It's same for me, i would like this track remplace "City" ^^^for 0.8.1.
User avatar
Ludsky
 
Posts: 632
Joined: 07 Aug 2011, 12:52
Location: France

Re: New Track: City lights

Postby rubberduck » 14 May 2013, 20:37

i think, that the lighting must be a bit better, not so dark and with some colors
working on LaundredSheep, a 3D platformer game
https://forum.freegamedev.net/viewtopic.php?f=22&t=7531
User avatar
rubberduck
 
Posts: 614
Joined: 23 Apr 2013, 18:31
Location: sitting with tux in a bathtub

Re: New Track: City lights

Postby Wolfs » 25 May 2013, 22:38

Totoplus62 {l Wrote}:This track is really good but need optimizations and another music :) this one doesn't really fit

Thanks :). I agree with you, the track is really heavy on resources. The problem is that I currently do not really know why that is so. For example city lights has for me roughly 13-28 ktris while driving with one kart and the old tux tollway track at least 40 - 60 ktris. Nevertheless tux tollway runs smoother.

rubberduck {l Wrote}:i think, that the lighting must be a bit better, not so dark and with some colors

The lighting is something I am working on. I am plannig to make the lanterns shine in a slightly yellow light and I want to add lights to the buildings so that the windows shine onto the road. I was actually thinking that the track is too bright in its current state and I was thinking about making it darker :), but apparently the brightness is depended on the screen.

rubberduck {l Wrote}:when do you upload the next version for testing or to addons
i can't wait :think: :o

I'm sorry but this will take some time :(. As usual I do not have a lot of time to work on the track, and there is also green valley where I am currently experimenting with a lightmap and improving the texture colors to fit the skybox better.
User avatar
Wolfs
 
Posts: 117
Joined: 26 Aug 2011, 09:56

Re: New Track: City lights

Postby jpenguin » 26 May 2013, 04:06

Well, this track didm't work at all with 0.7.3, but it works fine with 0.8.0 on both my computers

ATI Radeon HD 4670
GeForce GTX 650 Ti
jpenguin
 
Posts: 43
Joined: 13 Jan 2010, 05:43

Who is online

Users browsing this forum: No registered users and 1 guest