City Conversion

City Conversion

Postby ggreenn » 14 Nov 2010, 17:47

Can someone tell me what I'm doing wrong?
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track.7z
My converted city
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Re: City Conversion

Postby asciimonster » 14 Nov 2010, 18:22

Why are there dashes (-) in front of each XML node? Did you copy them from Internet Explorer? :o

{l Code}: {l Select All Code}
<?xml version="1.0" ?>
- <!--  Generated with script from SVN rev 5037
  -->
- <graph>
- <!--  First define all nodes of the graph, and what quads they represent
  -->
  <node-list from-quad="0" to-quad="629" />
- <!--  map each quad to a node 
  -->
- <!--  Define the main loop
  -->
  <edge-loop from="0" to="629" />
  </graph>
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Re: City Conversion

Postby ggreenn » 14 Nov 2010, 19:26

Here's a newer version, still doesn't work though
Attachments
city.7z
Updated version
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Re: City Conversion

Postby Auria » 14 Nov 2010, 20:29

When making tracks, run STK from terminal, you will get useful error messages there :

Cannot find music file <Ethereal_Spectrum.music>


After music is fixed, there seems to be a problem with the drivelines; this I would leave to Joerg, not sure what the problem is
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Re: City Conversion

Postby ggreenn » 14 Nov 2010, 20:39

thanks, do you have any idea what the driveline error is?
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Re: City Conversion

Postby ggreenn » 14 Nov 2010, 20:48

I manually exported all 629 drivelines. Is there an easier way to do this because I don't know how. Also this makes it more likely that there is an error
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Re: City Conversion

Postby Auria » 14 Nov 2010, 22:43

ggreenn {l Wrote}:I manually exported all 629 drivelines. Is there an easier way to do this because I don't know how. Also this makes it more likely that there is an error


What do you mean, manually?? :shock:
Just use the track exporter and follow the instructions on our website, everything is automatic
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Re: City Conversion

Postby ggreenn » 15 Nov 2010, 00:21

Oh,,,,, ok. And by manually, I mean I typed in all 629 lines of code by hand.
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Re: City Conversion

Postby asciimonster » 15 Nov 2010, 09:24

ggreenn {l Wrote}:Oh,,,,, ok. And by manually, I mean I typed in all 629 lines of code by hand.

Oh dear, that must have been an awful lot of work... :shock:
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Re: City Conversion

Postby ggreenn » 15 Nov 2010, 22:18

I know your said that I could find all of the information about the track on your website but I still don't understand how to make the main driveline and the other drivelines so that the exporter will recognize them. What I don't get is how to get from the blend (posted below) to the pictures ofthe drivelines on your website. Also, If it wouldn't be to much trouble is there a way that I could keep the drivelines I already haveand just have someone tell me what's wrong with them. Thanks, ggreenn
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Re: City Conversion

Postby Auria » 15 Nov 2010, 22:37

The page is http://supertuxkart.sourceforge.net/Tra ... %27s_Guide , and http://supertuxkart.sourceforge.net/New ... new_format is also useful

You will need to have at least a minimum of blender knowledge to convert the drivelines, sorry, making STk tracks cannot be done without blender knowledge
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Re: City Conversion

Postby ggreenn » 16 Nov 2010, 02:37

I know, anyway I think I understand how to make the drivelines the right way, I will try it now. Hopefully it works.
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Re: City Conversion

Postby ggreenn » 17 Nov 2010, 02:17

hey, hiker, do you have anything to say that might help me?
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Re: City Conversion

Postby hiker » 17 Nov 2010, 02:29

ggreenn {l Wrote}:hey, hiker, do you have anything to say that might help me?

Help with what? Last thing I read was that you thought you had figured it out?

Cheers,
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Re: City Conversion

Postby ggreenn » 17 Nov 2010, 03:46

Well I was wondering if you could help me with my quads because Auria said that you were really good with code.
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Re: City Conversion

Postby hiker » 17 Nov 2010, 04:06

ggreenn {l Wrote}:Well I was wondering if you could help me with my quads because Auria said that you were really good with code.

I still don't know what the problem is - so let me know what the problem is (is it the exporter or using in STK, do you get a warning, error message printed?), and post your latest .blend here.

Cheers,
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Re: City Conversion

Postby ggreenn » 17 Nov 2010, 20:08

Auria said,
there seems to be a problem with the drivelines; this I would leave to Joerg, not sure what the problem is


See I didn't understand how to get the quads to be made in blender so I mnaually typed all 629 lines and I was wondering if you could find the error in the quads before I feel that all of that work was wasted.
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Re: City Conversion

Postby hiker » 18 Nov 2010, 00:50

ggreenn {l Wrote}:
Auria said,
there seems to be a problem with the drivelines; this I would leave to Joerg, not sure what the problem is


See I didn't understand how to get the quads to be made in blender so I mnaually typed all 629 lines and I was wondering if you could find the error in the quads before I feel that all of that work was wasted.

Please provide the latest .blend, I won't check any manually entered numbers (for the record: line 165 contains a reference to 191, which should be 161).

Manually entering the number is a waste of time - sorry for that. We need the .blend files with all structures properly set up.

Cheers,
Joerg
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Re: City Conversion

Postby ggreenn » 20 Nov 2010, 21:47

here's the blend file.
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Re: City Conversion

Postby Auria » 21 Nov 2010, 01:36

ggreenn {l Wrote}:here's the blend file.


It's not there, I think you forgot to attach it
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Re: City Conversion

Postby ggreenn » 21 Nov 2010, 03:23

Sorry, I'll upload it later I just need to finish working on it
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Re: City Conversion

Postby ggreenn » 07 Dec 2010, 02:15

I've almost gotten to a playable version.
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Re: City Conversion

Postby horace » 10 Dec 2010, 09:29

hi,

i am the original author of the city track. did you make any changes to the track or did you just try to convert it and export it to the new track format? can you show screenshots?

my plan was to overhaul the city track a little. make the track wider and less steep (since there were complaints about it a while ago - but i am not sure if this still is an issue since the new kart physics settings seem to work great?), try to make nicer buildings (i find the current ones really ugly) and maybe add some trees.

sorry, that i didn't notice this thread sooner but during the transition phase to irrlicht i didn't visit here very often. i wasn't sure when the new formats are final and so on. only now with the recent release candidate i have realized that supertuxkart is in a great state again. :)
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Re: City Conversion

Postby horace » 10 Dec 2010, 15:01

{attachment removed}
here is my first export. it's only the track. i made it wider and less steep. is it ok this way?
i still have to fix the terrain, add better buildings and some vegetation. this will take a bit longer...
Last edited by horace on 11 Dec 2010, 15:59, edited 1 time in total.
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Re: City Conversion

Postby Auria » 10 Dec 2010, 19:38

Hi Horace,

nice work :) I still think it would be nicer if the track was less steep, however; uphill parts are just not that fun IMO :) The track is also still quite long, making it go less high could help shorten it too
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