-Is there still interest on new tracks for the next Version?
This scotland track was developed for STK 0.6 but soon I will start to convert to the newest Version 0.7, that I downloaded today.
Auria {l Wrote}:Little tip : open the .blend in a text editor (make a backup first of course) and search-and-replace all occurrences of .rgb to .png, makes converting a track much faster than loading all PNG versions of textures manually
I think you should use a hex editor instead of a text editorLittle tip : open the .blend in a text editor (make a backup first of course) and search-and-replace all occurrences of .rgb to .png, makes converting a track much faster than loading all PNG versions of textures manually
Canis Lupus {l Wrote}: I'm planning: more ships, houses and pubs, highland cattles, different trees and flowers.
Canis Lupus {l Wrote}:-Has the track to be somewhere registered to be recognized by STK? So far I abused the directory of another track to add my one in it.
Canis Lupus {l Wrote}:-Where can I add the track-wide attributes? I wrote the track.xml by myself so far.
Canis Lupus {l Wrote}:This track attributes seemed to be connected to objects for my opinion
Canis Lupus {l Wrote}:-To convert the old drive lines to the new format was simple but the thing with the lap-check-line is more difficult. Is this just a simple line accross the road with property name type and value lap? It seems to work for my driver, but after adding this lines, all pc-controlled karts got stuck.
Canis Lupus {l Wrote}:-The animated water looks cool, my problem is just, that the ships should also move on the waves and not the waves over the ships. Is threre a simple trick to keep water and ship synchron?
Canis Lupus {l Wrote}:-The sun light and the resulting shadows were cool, but I think it were better to switch them of for the scotland track, because it looks also a bit strange in some places. How can I switch the sun off?
Canis Lupus {l Wrote}:-Now the biggest problem: I have planes with solid colors and no textures. Or for example: I mixed the water with dark solid blue, but after track-export, the dark blue is not included, just the texture. The sea of Scotland looks now as it were in the South Pacific.
Canis Lupus {l Wrote}:-Is there still a zipper.ac opject?
Canis Lupus {l Wrote}:By the way: The trick with the hex editor for exchanging all .rgb to .png pictures in the blender projects has worked work!
Canis Lupus {l Wrote}:-To convert the old drive lines to the new format was simple but the thing with the lap-check-line is more difficult. Is this just a simple line accross the road with property name type and value lap? It seems to work for my driver, but after adding this lines, all pc-controlled karts got stuck.
Auria {l Wrote}:Canis Lupus {l Wrote}:-The animated water looks cool, my problem is just, that the ships should also move on the waves and not the waves over the ships. Is threre a simple trick to keep water and ship synchron?
I'm afraid we don'tJoerg: can you think of any not too difficult way to achieve this?
For now, the best way is probably to keep the waves small enough so that it doesn't look weird that the ship doesn't move
Canis Lupus {l Wrote}:-The sun light and the resulting shadows were cool, but I think it were better to switch them of for the scotland track, because it looks also a bit strange in some places. How can I switch the sun off?
This one is for Joerg; theorically you should be able to move the sun in scene.xml so that the shadows are where you want them, but I believe it doesn't work right now.
m_sun = irr_driver->getSceneManager()->addLightSceneNode(NULL, core::vector3df(0,0,0),
m_sun_diffuse_color);
Auria {l Wrote}:Joerg: I remember; the problem is that what is important with the sun node is not its physical location, but its orientation, I believe. We would need to calculate the right angle given the position of the sun in blender (or document that we discard position and only consider sun angle, but does the exporter export sun angle?)
Canis Lupus {l Wrote}:-I've read the thing with the lap properties, and added a line in the tube, opposite the start, with the result, that the game crashed when the first kart crossed this line, so I changed its property a bit. Now it doesn't crash but does not count the laps correctly.
Canis Lupus {l Wrote}:-The music worked fine on Version 0.6, but with 0.7 I'm without success.
Canis Lupus {l Wrote}:-The zipper is a bit tricky, it worked before I added the zipper_collect.png to the material.xml
Canis Lupus {l Wrote}:-The sun and the shadows are cool but gives some cube effective to the sky. I'd prefere less sunshine.
Canis Lupus {l Wrote}:-How can I make screenshots of the screen for version 0.7 ?
Canis Lupus {l Wrote}:This thing with the checkline is more confusing- I followed your advise and set the properties correct, but now the game crashes again with the message Unknown other-id in checkline.
The build in PrintScreen of Windows delivers empty pictures, how bizarre! I think, I have to make the Screenshot with Version 0.6
Canis Lupus {l Wrote}:I'm sure that it's a stupid mistake I make with this driveline, but I just don't see it.
I used the new exporter but didn't get any warning. STK gave me an additional warning after crashing:
Warning: while loading track 'scotland', element 'default-start' was met but is unknown.
Canis Lupus {l Wrote}:The change from "other-ids" to "other-id" worked fine.
So the Scotland track is more or less finished, if there weren't the animations, I'de like to add.
It were a pitty not to use this new feature, but I didn'd have any luck with IPOs so far:
The objects moved in blender, but not on STK.
Is there any trick? (I didn't find much in the documentation about IPO animations in STK.)
Canis Lupus {l Wrote}:That's more or less what I've tried but I get now the strange python error:
see attachement 1
I've tried different settings:
- no Name property
- "Name"
- "name"
By the way, what do your recommend for the interaction property of decorating stuff, that never will have a collision to a kart? ghost or none?
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