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XR591 Irrlicht conversion

PostPosted: 05 Jun 2010, 20:44
by Varivar
Hey,

I converted the XR591 track to Irrlicht format. I haven't added pickups yet, but everything else works fine. The track runs a bit slow for me, so I hope this will be better in the future.

Btw, is it possible to lower the rotation speed of the skydome? I think it rotates to fast right now, but I don't know how to get it slower.

Re: XR591 Irrlicht conversion

PostPosted: 06 Jun 2010, 02:04
by Auria
Hi,

thanks you very much :D
I would like to have the blend file, however.

And indeed, it would be nice to be able to configure sky rotating speed (or stop it). I'll open a ticket about it

Re: XR591 Irrlicht conversion

PostPosted: 06 Jun 2010, 13:52
by Varivar
Here are the updated scene.xml file (with pickups) and the blend file.

btw, is anyone still working on the Olivermath track? If not, I'll try to convert it to Irrlicht.

Re: XR591 Irrlicht conversion

PostPosted: 06 Jun 2010, 15:53
by Auria
thanks :)

I think MiniBjorn is still working on a mathclass remake from time to time

Re: XR591 Irrlicht conversion

PostPosted: 07 Jun 2010, 00:01
by papite59
Really nice!
There is only one small thing you might add, Auto-reset when we touch the the green acid. because we can drive on it.
Anyway this is great and love that race!

Re: XR591 Irrlicht conversion

PostPosted: 07 Jun 2010, 01:33
by Auria
papite59: Yes, I added that before committing the track ;)

SnowTuxPeak Irrlicht conversion

PostPosted: 07 Jun 2010, 20:29
by Varivar
The Snow Peak track has just been converted to Irrlicht. Besides converting I also added some new textures and other details.

I need some help with the lap counting system. The wiki page tells me that the first quad of the driveline functions as a lap counter, but it doesn't do anything. However, if I add a special lap counting line, the race starts at the second lap. I added the blend file to the archive, so maybe you can have a look at it.

edit: looks like I forgot add a reset function to the ice texture. Please add this before committing the track ;)

Re: XR591 Irrlicht conversion

PostPosted: 07 Jun 2010, 22:13
by stked
Do you plan on working on Industry any time soon?

Re: XR591 Irrlicht conversion

PostPosted: 08 Jun 2010, 02:17
by Auria
Varivar: wow, your modifications are awesome :D thank you!!
I am committing the track now. I will take a look at the start line issues; they are generally caused by not having placed a checkline (usually near the middle of the track)

Re: XR591 Irrlicht conversion

PostPosted: 08 Jun 2010, 08:06
by Varivar
Thanks :D In the second part of the track the nitro containers were missing, so I fixed the scene.xml file. here's the updated version.

Re: XR591 Irrlicht conversion

PostPosted: 08 Jun 2010, 17:12
by Varivar
stked {l Wrote}:Do you plan on working on Industry any time soon?

Actually I want to convert all official tracks first, before working on the industry track. My next track will probably be the city track. Btw, the industry track is very inefficient with poly's, so I will probably make a completely new one.

Re: XR591 Irrlicht conversion

PostPosted: 08 Jun 2010, 17:33
by stked
OK. I was going to port it, but I can't add that shortcut in the quads list. :(

Re: XR591 Irrlicht conversion

PostPosted: 09 Jun 2010, 02:08
by Auria
Hi Varivar,

since you mentionned the city track : we seriously considered removing this track because of several issues, mostly being too narrows and having steep uphill sections ( as well as having narrow steep uphill sections ^^ ) besides being quite big, giving a hard time to lower end computer.
Therefore, I am afraid that this track will need some serious work to make it enjoyable; this is a shame because it's one of our best-looking tracks :( maybe we can reuse the assets with a better roadway

Re: SnowTuxPeak Irrlicht conversion

PostPosted: 09 Jun 2010, 07:05
by hiker
Varivar {l Wrote}:The Snow Peak track has just been converted to Irrlicht. Besides converting I also added some new textures and other details.

It looks great!

I need some help with the lap counting system. The wiki page tells me that the first quad of the driveline functions as a lap counter, but it doesn't do anything. However, if I add a special lap counting line, the race starts at the second lap. I added the blend file to the archive, so maybe you can have a look at it.

Yes, the lap counting line was not exported if no other check structure was defined (which is actually necessary for proper lap counting since otherwise the lap counting line works exactly once). I have updated the exporter to print a warning in this case and write the lap counting line nevertheless (r5491). So it should work better, but best option is still to just add one reset line.

One other suggestion: this track just needs a special sound effect when driving over the wooden bridges. If anyone supplies an appropriate sfx, I'll add material specific sfx!!

Cheers,
Joerg

Re: XR591 Irrlicht conversion

PostPosted: 09 Jun 2010, 19:26
by stked
How are we supposed to make correct checklines if we can't use the exporter? :(

Re: XR591 Irrlicht conversion

PostPosted: 10 Jun 2010, 00:21
by hiker
stked {l Wrote}:How are we supposed to make correct checklines if we can't use the exporter? :(

Why can't you use the exporter? Even though there was a minor bug, it worked as expected if you followed the instruction (i.e. included a reset check line).

Cheers,
Joerg

Re: XR591 Irrlicht conversion

PostPosted: 10 Jun 2010, 02:00
by Auria
Varivar {l Wrote}:Thanks :D In the second part of the track the nitro containers were missing, so I fixed the scene.xml file. here's the updated version.


thanks for the file.

But we need the blend :)

EDIT: oh, and if you can please provide lossless versions of the JPEG pictures, we always prefer having them

Re: XR591 Irrlicht conversion

PostPosted: 10 Jun 2010, 17:33
by stked
I have no Blender skills. None.

Re: XR591 Irrlicht conversion

PostPosted: 10 Jun 2010, 23:51
by hiker
stked {l Wrote}:I have no Blender skills. None.

Not much I can do about this - except saying study a tutorial, and be prepared to invest some time, since it's not really trivial at the beginning.

Cheers,
Joerg

Re: XR591 Irrlicht conversion

PostPosted: 10 Jun 2010, 23:54
by stked
It's not like I can't port tracks; it's just more time consuming.

Re: XR591 Irrlicht conversion

PostPosted: 11 Jun 2010, 08:40
by Varivar
Auria {l Wrote}:thanks for the file.

But we need the blend :)

EDIT: oh, and if you can please provide lossless versions of the JPEG pictures, we always prefer having them

Here, s the blend file. I converted the old rgb images directly to jpg, so there are no png files :( The cottage textures are from Burningwell and were already in jpg format. I will try to find the png version of the snowyroad texture, but I think I lost it. I will think about this the next time ;P

Auria {l Wrote}:since you mentionned the city track : we seriously considered removing this track because of several issues, mostly being too narrows and having steep uphill sections ( as well as having narrow steep uphill sections ^^ ) besides being quite big, giving a hard time to lower end computer.
Therefore, I am afraid that this track will need some serious work to make it enjoyable; this is a shame because it's one of our best-looking tracks :( maybe we can reuse the assets with a better roadway

I had a look in the blend file, and it looks like this track is very inefficient with poly's. It will probably take a lot of time to port this track and make it visually more interesting. I won't have time to convert tracks during the next three weeks, so for now I stopped working on this track.

edit: uploaded blender file

Re: XR591 Irrlicht conversion

PostPosted: 12 Jun 2010, 17:09
by Auria
Hi,

thanks, I committed the updated blend file; I also fixed lap counting by adding a checkline

Re: SnowTuxPeak Irrlicht conversion

PostPosted: 12 Jun 2010, 17:16
by Auria
hiker {l Wrote}:One other suggestion: this track just needs a special sound effect when driving over the wooden bridges. If anyone supplies an appropriate sfx, I'll add material specific sfx!!


What about this sound? :)

when looped on top of the engine it should sound reasonably good