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Working on Minigolf-track

Posted:
25 Apr 2013, 18:54
by rubberduck
i wanted to work on minigolf, because i thought, that the drivelines could be improved
now the drivelines are better, but not perfect yet.
and i have improved the shortcut

- improved shortcut
i have deleted ca. 400 doubles in this track, there were hidden faces(see selecteted faces)

- hidden faces
i don't know, where i should upload the new parts of the minigolf track, because the blend-file and the other files are too big i think
Re: Working on Minigolf-track

Posted:
25 Apr 2013, 23:50
by Auria
Hi,
if the zipped blend-file is too big to upload here, you can upload it to an online file-sharing service (dropbox/mediafire/etc.) and give us the link?
Re: Working on Minigolf-track

Posted:
26 Apr 2013, 08:02
by rubberduck
i can do that, but before i had to improve the track a bit more, there are stretched textures, that i want to make normal
also i saw that the track was hard to drive in reverse
the next thing i want to do is to improve the drivelines a bit and then i test it before(also in reverse)
Re: Working on Minigolf-track

Posted:
26 Apr 2013, 18:15
by rubberduck
i made some changes
what i have to do now is texturing the new thing, deleting some stones near this new thing, better texturung for the looping
, better texturing for the rest of the track, improving the drivelines and testing the track
Re: Working on Minigolf-track

Posted:
26 Apr 2013, 18:34
by Ludsky
Wow i like your improvements ! Good Job

Re: Working on Minigolf-track

Posted:
26 Apr 2013, 18:47
by rubberduck
this new thing has one advantage more:
the ai don't drive against this thing so much like in the curve before.
what i have done now is:
i textured the new thing and i deleted some of these stones
Re: Working on Minigolf-track

Posted:
07 May 2013, 22:45
by rubberduck
the last days i worked on minigolf track
i have newer version of the improved minigolf-track
it is a bit buggy at the moment, because i work on drivability of the track
http://platen-software.de/sebastian/min ... st2.tar.gz
Re: Working on Minigolf-track

Posted:
08 May 2013, 23:54
by Auria
Not bad; the loops in the background are a little plain, they look a bit too much like plain cylinders; the ramp is perhaps a bit too steep too?
Re: Working on Minigolf-track

Posted:
09 May 2013, 10:49
by rubberduck
which ramp do you mean
is it the new u-formed thing?
you said, the loops in the background are a little plain, what should i do here?

you have 2222 posts now, some days ago the forum had 2222 members

Re: Working on Minigolf-track

Posted:
31 May 2013, 13:23
by rubberduck
i worked on minigolftrack again
Re: Working on Minigolf-track

Posted:
31 May 2013, 19:55
by Ludsky
It's Good

Re: Working on Minigolf-track

Posted:
31 May 2013, 21:47
by rubberduck
i wanted to add a cannon, a golfball that can hit you
Re: Working on Minigolf-track

Posted:
31 May 2013, 22:30
by Ludsky
rubberduck {l Wrote}:i wanted to add a cannon, a golfball that can hit you
Mhh, is good idea i think but not distort the landscape of minigolf ^^
Re: Working on Minigolf-track

Posted:
31 May 2013, 22:51
by tavariz91
rubberduck {l Wrote}:i wanted to add a cannon, a golfball that can hit you
IMHO I'm don't think it's a good idea because this track is already quite challenging...
Re: Working on Minigolf-track

Posted:
01 Jun 2013, 09:32
by rubberduck
i will make a version with it and a version without, so you can choose, what better is
Re: Working on Minigolf-track

Posted:
01 Jun 2013, 11:57
by samuncle
Wow that looks good. I like the little pond
But you need to activate the grass shader for the tree leaf texture. Without it the trees are dark.
Re: Working on Minigolf-track

Posted:
01 Jun 2013, 12:26
by rubberduck
how can i activate the shader?
Re: Working on Minigolf-track

Posted:
01 Jun 2013, 18:21
by Auria
rubberduck {l Wrote}:how can i activate the shader?
In the materials panel, for the left texture, select "grass" in the "graphical effects" dropdown (you may need to update your blender scripts if you haven't done so recently)
Re: Working on Minigolf-track

Posted:
02 Jun 2013, 15:41
by rubberduck
it's done, but i don't see a difference,for me it looks like before, could it be, that the fog in the track has an influence, because i tried to deactivate "affected by fog", but that didn't look good, so i reactivated it
when i updated the scripts, i saw, that grass shader already was set for the trees, i think because i copied them out of the newest lighthouse-track
which versions of supertuxkart can use the grass shader?? 0.8 or only newer dev-versions??
Re: Working on Minigolf-track

Posted:
03 Jul 2013, 20:49
by rubberduck
last days i worked on it again and the shader-problem is solved now (before i had not the svn-version)
i decided not to use a cannon (before i wanted to add a golfball that can hit you)
i changed some parts (the tunnel in picture 1) is now better for the AI (they always get stuck in original track) and texturing isn't done yet
Re: Working on Minigolf-track

Posted:
03 Jul 2013, 22:37
by RaceAce
Is it still a tunnel or is it open? The tunnel adds interest and makes it more like a real minigolf course. I think a golf ball cannon would be a great addition.
Re: Working on Minigolf-track

Posted:
04 Jul 2013, 06:25
by rubberduck
yes, there is still a tunnel (you can see start and end in picture 1)
and the thing with the cannon, i want to wait, what others say
Re: Working on Minigolf-track

Posted:
10 Jul 2013, 20:00
by rubberduck
i think i will upload tomorrow minigolf-track (not the final.version), it isn't ready yet, there are some small texture-issues, i will change that after
Re: Working on Minigolf-track

Posted:
13 Jul 2013, 16:22
by rubberduck
now i am really ready and i will upload the track tomorrow, cannon is in track and texturing is done
i have not uploaded it yet, because it wasn't ready before, the only thing to do now is to "update" the license-file because of some new added textures