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the Cube 0.7

PostPosted: 14 May 2010, 21:44
by asciimonster
This is the cube ported to 0.7.

Still a large issue with the sky-sphere. Otherwise this one is even better than the 0.6 version. One could say the new version really came my way... :)

Sorry I had to split the archive. It's still a bit large.

Re: the Cube 0.7

PostPosted: 27 Sep 2010, 01:01
by ggreenn
Maybe I'm doing something wrong, but when I downloaded the track no matter what I did it wouldn't let me play it.

Re: the Cube 0.7

PostPosted: 27 Sep 2010, 03:27
by hiker
ggreenn {l Wrote}:Maybe I'm doing something wrong, but when I downloaded the track no matter what I did it wouldn't let me play it.

It worked for me. Did you combine the three 7z.00?.7z files into one, and then uncompress them into the tracks subdirectory? Do you see the track in the list of tracks? What exactly is your problem?

Cheers,
Joerg

Re: the Cube 0.7

PostPosted: 27 Sep 2010, 14:01
by Crendgrim
Hmm.. only one thing I think I should mention: The sky looks very ... interesting:

thecube1.png


In fact, there is no sky - it's built off the other objects in repetition ... (ouf, I don't know how to explain it in English =/ I hope you can see / understand what my problem is... )


Crendgrim

Re: the Cube 0.7

PostPosted: 27 Sep 2010, 14:10
by Arthur
Crendgrim, this is because this track don't have a skybox around the track. The 0.6 series would automatically fill in with a light blue color if there was no skybox, but 0.7 requires the tracks to have a skybox, or else you'll get this psychedelic effect.

We can just hope asciimonster would be so kind to update the track with a skybox. :)

Re: the Cube 0.7

PostPosted: 27 Sep 2010, 14:24
by Crendgrim
@Arthur: OK, thanks. :) I didn't know that.

To the track:
I've found some more bugs / failures:

1) the street borders (is "crash barrier" the right word?) - as you also can see on the screenshot - aren't transparent but black. This looks a bit strange ;)
2) the driving paths are too narrow. These karts always drive in the walls.
3a) the water - only a moving plane - looks strange. Particularly, when the edge moves over the street ...
3b) Did you ever drive through the water? :p As I remember, this wasn't possible in 0.6 .. is there a way to prevent it?

Well.. this must be enough. If you'll be so kind and edit the track, I'll have maybe new ideas what could be criticized :D


Crendgrim

Re: the Cube 0.7

PostPosted: 28 Sep 2010, 01:53
by ggreenn
Once I put all of the .7z files together in one archive, how do I decompress them?

Re: the Cube 0.7

PostPosted: 28 Sep 2010, 02:07
by hiker
Linux:
{l Code}: {l Select All Code}
cat  thecube.7z.00* >thecube.7z
7z x thecube.7z

Of course this needs 7z to be installed.

Cheers,
Joerg

Re: the Cube 0.7

PostPosted: 28 Sep 2010, 12:34
by asciimonster
Arthur {l Wrote}:We can just hope asciimonster would be so kind to update the track with a skybox. :)

With 0.7alpha2 I collected all documentation on trac design and started on the task... The only thing was:
  • Transparency wouldn't work.
  • I did add a skybox in there, but it just wouldn't display (no idea why). :|
  • Also I had some objects with IPO animation who wouldn't animate. :?
  • And some physics objects (movable dice) which wouldn't show or be movable. :x
I got fed up with trying and decided to wait for the next alpha (hoping it wasn't me but the release). :oops:

When my IRL activities allow I will try and put it right. Also, any help would be appreciated...

Re: the Cube 0.7

PostPosted: 28 Sep 2010, 16:21
by Auria
Transparency definitely works, just need to edit the materials.xml file. If you have issues please tell us which texture is giving you trouble.

Skybox should display too; did you specify the attributes in blender like documented? If you still have issues then I can have a look.

Movable objects work too, IPO objects too

Re: the Cube 0.7

PostPosted: 30 Sep 2010, 21:06
by asciimonster
Crendgrim {l Wrote}:Hmm.. only one thing I think I should mention: The sky looks very ... interesting:

(attachment removed)

In fact, there is no sky - it's built off the other objects in repetition ... (ouf, I don't know how to explain it in English =/ I hope you can see / understand what my problem is... )

I finally found out what the problem is... :shock:

I used to think the problem was the sky not being shown. I just learned it actually IS, although it is not in the drawing distance. :x

Is it advisable/prudent/called for to increase the drawing distance? And if so: How do I do that?

Re: the Cube 0.7

PostPosted: 30 Sep 2010, 23:46
by Auria
asciimonster {l Wrote}:I finally found out what the problem is... :shock:

I used to think the problem was the sky not being shown. I just learned it actually IS, although it is not in the drawing distance. :x

Is it advisable/prudent/called for to increase the drawing distance? And if so: How do I do that?


Sorry, I don't quite understand your query
The far-clip distance is quite large by default; and a sky box or dome is not affected by drawing distance (a "real" one that is; if you made one with a mesh it may happen, but we don't recommend faking a sky with meshes)

Re: the Cube 0.7

PostPosted: 01 Oct 2010, 02:33
by downer
It was kinda hard for me to find the first time, but this page covers the camera-far.
http://supertuxkart.sourceforge.net/Track_exporter
Its in the scene.xml as <camera far="200"/> if you want to quickly edit by hand to see what setting is best before changing in Blender.

I hope you continue to work on this map!

Re: the Cube 0.7

PostPosted: 01 Oct 2010, 06:46
by hiker
Hi,

asciimonster {l Wrote}:I finally found out what the problem is... :shock:

I used to think the problem was the sky not being shown. I just learned it actually IS, although it is not in the drawing distance. :x

Is it advisable/prudent/called for to increase the drawing distance? And if so: How do I do that?

It looks like you added a camera-far distance of 100, which is not much. If you increase this value (I used 1000) then worked fine for me - just go to the id-property page and modify the value for camera-far.

The irrlicht skybox actually has a radius of 1000 by default (which we don't change). If necessary we could determine the radius more precisely based on the actual track - if it gives us any benefit.

Cheers,
Joerg

Re: the Cube 0.7

PostPosted: 01 Oct 2010, 15:50
by downer
I've also started changing the "/View/View Properties/Clip End" in Blender to be the same as camera-far so that I don't have to redo sections of a map later.

Re: the Cube 0.7

PostPosted: 01 Oct 2010, 17:00
by Auria
hiker {l Wrote}:Hi,

asciimonster {l Wrote}:I finally found out what the problem is... :shock:

I used to think the problem was the sky not being shown. I just learned it actually IS, although it is not in the drawing distance. :x

Is it advisable/prudent/called for to increase the drawing distance? And if so: How do I do that?

It looks like you added a camera-far distance of 100, which is not much. If you increase this value (I used 1000) then worked fine for me - just go to the id-property page and modify the value for camera-far.

The irrlicht skybox actually has a radius of 1000 by default (which we don't change). If necessary we could determine the radius more precisely based on the actual track - if it gives us any benefit.

Cheers,
Joerg


Joerg, I somehow assumed the skybox/skydome would not be subject to far clipping. Am I wrong? Ideally the skybox/dome would be rendered first, with Z buffer off and clipping off. But maybe irrlicht doesn't do it in this optimal way because of the too-simple scene graph class

Re: the Cube 0.7

PostPosted: 01 Oct 2010, 23:06
by asciimonster
One other thing: Is it possible to have water objects not at z=0? Can the amplitude of the wave be decreased? I'm trying to tune the water effects

P.S. I think the water effects are very cool. :D

Re: the Cube 0.7

PostPosted: 02 Oct 2010, 10:06
by Crendgrim
@asciimonster:
Why don't you move all the track upwards?
I think this would also solve your problem ...


Crendgrim

Re: the Cube 0.7

PostPosted: 03 Oct 2010, 17:47
by asciimonster
Crendgrim {l Wrote}:Why don't you move all the track upwards?
I think this would also solve your problem ...

I tried that: I caused all karts to have invalid start positions...

b.t.w. How DO you set start positions in 0.7??? :?

Re: the Cube 0.7

PostPosted: 03 Oct 2010, 18:12
by Auria
start positions are supposed to be automatically generated from the drivelines, but there may be some assumptions about the start position being at (0,0,0)

Regarding the waves needing to be at height=0, this sounds like a bug, could you open a bug report ticket at sourceforge for this?

Re: the Cube 0.7

PostPosted: 03 Oct 2010, 18:38
by asciimonster
Finally some progress!...

Visually, the track is now much better!

Re: the Cube 0.7

PostPosted: 04 Oct 2010, 18:21
by rudy85
There is many files :? so can you send an unique package, please ?

Re: the Cube 0.7

PostPosted: 02 Dec 2010, 00:35
by rudy85
rudy85 {l Wrote}:There is many files :? so can you send an unique package, please ?

Done I found answers in this post :oops:

I found a little bug :

Colors-inside.png


It seem like flipped faces but it isn't, Auria told me that was old b3d exporter script's fault

Re: the Cube 0.7

PostPosted: 07 Dec 2010, 15:06
by asciimonster
Time for a revamp! :D
I've now used the array and curve modifiers to make a more smooth track and I really like it.
Also: The are now really two paths to complete a lap. :lol:

Things to be done/investigated:
  • Collectables are in the wrong place
  • lap line not extended over the full width. Adding two lines with type=lap and activate=checkline (as suggested here) is giving export errors.
  • Improving kart cornering.
  • Implement invalid short-cuts. I can only see 1 way: make transparent texture with reset=true. Then create objects to "catch" short-cuts. But there must be a better way (e.g. type=check,reset=true)
  • In the game the tarmack in the outfield doen't seem to match the one in blender. Don't know why.
  • Karts all take the same route... Makes for boring ride.

Re: the Cube 0.7

PostPosted: 07 Dec 2010, 16:02
by Auria
asciimonster {l Wrote}:[*]lap line not extended over the full width. Adding two lines with type=lap and activate=checkline (as suggested here) is giving export errors.


Make sure you use the latest version of all the scripts- if the error still persists then please post the errors and we (or, should I say, Joerg) can help