My Collection of Fixed-up Add-ons

My Collection of Fixed-up Add-ons

Postby Worldblender » 30 Apr 2017, 23:37

I'm finally back, this time around I have more Blender experience after developing a collection of karts based on Smash Bros. fighters (they will be revamped soon, with more animations) (the topic at https://forum.freegamedev.net/viewtopic ... 18&t=11372). This place will now point to a Git repository containing all add-ons that I work with. Unless otherwise specified, I am the only person who works on everything I list here.

The B3D importer at https://github.com/joric/io_scene_b3d is useful for dealing with karts and tracks whose original author(s) never published the original Blender files for them. For STK content published for versions from 0.7 to 0.9.2.
The AC3D scripts at https://github.com/majic79/Blender-AC3D are useful for dealing with karts and tracks whose original author(s) never published the original Blender files for them. For STK content published for versions 0.6.2 and older.

The Git repository: https://gitlab.com/Worldblender/stk-contrib-addons
This repository uses Git Large File Storage (LFS), in order to keep the repository sizes more manageable. See https://git-lfs.github.com/ for more information and how to get the client.

Convenience listing of available karts and tracks:
Karts:
  • Duke, the Java mascot

    Tracks:
    • Flat Track (flattrack)
    • Voxel Village (based on City Skyway)
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/voxel-village/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/voxel-village/
      • Original source files: http://download.tuxfamily.org/stkaddons/old/tracks/City%20Skyway%20(0.6).zip
      • Screenshot: Image
      • Original author: TuxThePenguin
      • Last STK appearance: 0.6.2
      • This track is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=tracks&name=voxel-village
      • License: GNU GPL v3+
      • Additional changes:
        • Music changed from Chillcarrier-Druckverlust to random-race, from [urlhttps://opengameart.org/content/arcade-racing-tune[/url], made by rezoner, and licensed under CC BY 3.0+.
        • Default number of laps changed to 2, due to the large size of the main driveline. One lap takes slightly longer to complete than one lap on official track Black Forest.
        • Skybox usage. Also enlarge the ground plane and use vertex coloring to make it more green.
        • The entire looped road is used as the main driveway, with the secondary road being turned into a secondary one. All mid-road concrete barriers have been removed (at least not exported) as a result. The horizontal highway is used as part of an alternate driveline, and it is no longer possible to drop down to it from the main road. However, an array modifier has been applied to it so that it covers the entire grass plane (but extends out of it to the west). It now can only be accessed from the secondary road, to make getting there more challenging.
        • More gift boxes, nitro, and banana peels have been added throughout the whole track, on every driveline.
        • Major re-skin has been done to give the track a voxel/retro theme. All of the old buildings have been replaced with ones from https://opengameart.org/content/voxel-buildings, made by mehrasaur, and licensed under CC0. They have their material colors baked into their vertex colors.
        • Moving cars now occupy the main driveline and the horizontal highway, and move quite fast (driven by Bézier curves placed on the roads). The cars on the former are from [url][https://opengameart.org/content/voxel-vehicle-starter-pack/url], made by JohnM25, and licensed under CC BY 3.0+ (just like the buildings, they also have their material colors baked into their vertex colors), while the ones on the latter are library objects. Hitting or getting hit by them causes karts to get knocked (I originally planned on having them get flattened instead, but the cars move very fast to bump karts to very far distances, even off of the roads!).
        • The cars on the main driveline take 45 seconds to complete one loop around it (1:30 equals two loops, and they will complete four loops by the time the karts are about to complete two laps), and initially drive away from the start line. They are placed on all four lanes, so the middle of the road is usually the safest area to drive. However, five pairs of banana peels with big nitro in between them make this area not always safe to stay on. The cars on the inner part of the main driveline drive forward, while the ones on the outer part drive backwards (the roads have cars drive on the right side), and this distinction does not change even if reverse mode is enabled. Watch out from the front and back; the cars may pop up in an unwelcome surprise, but after they pass, it's safe to stay on the side they passed for a while. They do stop at their starting points however, moving at a slower speed when close to them.
        • Track, grass, and metal grid textures replaced. Grass texture no longer resets karts. 4-lane road texture replaced with https://opengameart.org/content/golgotha-textures-tunnelroadjpg, made by Crack.com, and licensed under CC0.
        • Reverse mode enabled, fully working. Secondary road has its beginning altered from a drop to a ramp to support this mode. The horizontal highway is also supported by this.
        • The secondary road had some major changes near its ends (regular mode direction): it no longer ends with a dead end, now leading to the horizontal highway instead with a Bézier curve-based section. Additionally, the ramps leading to the main driveline (from the secondary road to it, and from the horizontal highway to it, with the latter becoming larger) have been redesigned with Bézier curves, to make it easier for AI karts to turn on, and to prevent karts from flying off of them at their highest points.
        • Two gates (library objects of love gates) have been added; one to mark the start line, and the other on the secondary road before it curves to merge with the horizontal highway. They have vertex coloring similar to United States highway guide signs (all of the checkerboard signs are like this too, except that the color is in the textures themselves, and the text is blue instead of white).
        • Four zippers are added along the main driveline, and one zipper is added along the horizontal highway, to reduce how long it takes to traverse them. Most of the less-risky big nitros are placed along the horizontal highway, the roads connecting them, and the ramps connecting the main driveline to the secondary road. The more-risky big nitros are on the main driveline, usually sandwiched between two banana peels.
        • All of the billboards now advertise something in the in-game universe. Another two along the horizontal highway instead contain arrows that point to the ramps that karts have to drive to to complete their laps (they cannot just simply drive on it forever). Three more have been placed along the main driveline since the entirety of it is now being used. The billboard near the starting line has been moved to the love gate that marks the start line, and has been turned into a bidirectional start sign.
        • Additional library objects added include two speed traps on the secondary road that mark an area where there are four houses along it, four mailboxes in front of those houses, and four blue neon arrows near the redesigned part of the secondary road that indicate where to drive to. Two are attached to a pylon underneath the main driveline, and another two are attached to the love gate on the secondary road.
        • Added point lights to the front and back of the start indicator (two for every side), and to all of the checkerboard arrow signs.
    • High in the Sky
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/highinsky/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/highinsky/
      • Original source files: http://download.tuxfamily.org/stkaddons/old/tracks/High%20in%20the%20Sky%20(0.6).zip
      • Screenshot: Image
      • Original author: TuxThePenguin
      • Last STK appearance: 0.6.2
      • This track is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=tracks&name=high-in-the-sky
      • License: GNU GPL v3+
      • Additional changes:
        • Scale all objects in the original track by 1.5 Blender units. This also has the effect of making the track wider.
        • Music changed from TheDeadRocks-EasyJob to airship_2/Cold Breeze (ships with the platforming game SuperTux, can be found at https://github.com/SuperTux/supertux/blob/master/data/music/airship_2.ogg under licenses CC BY-SA 3.0+ or GNU GPL v2+).
        • Default number of laps changed to 4, as each lap can take as little as around 30 seconds to complete.
        • Skybox usage. Removed sky dome and sky floor (at least not exported).
        • Blimp has all its signs changed to imply it's owned by the in-game company Royal Cupcake Airways, and has been changed to become made of blue plastic fabric. The signs no longer mention the track name as a result, and cannot be seen normally unless artist debug mode is enabled, except in the track's screenshot. Additionally, applied the solidify modifier only to its side fins so that they can be seen from below.
        • Replaced wood, metal, window, booster, and track border, and track textures. Wood becomes overlapped metal, boosters (and start sign) become yellow, track border is given a blue-pink aesthetic. All of the blimp metal is now rusted blue, matching the blue plastic fabric with the rest of the blimp.
        • The two fans near the rear of the blimp have been replaced with turbines, using similar animations from official track STK Enterprise. In other words, they are now animated.
        • Reverse mode enabled, and is now usable after adding a cannon just after the start line (karts will go up in regular mode, and they will go down in reverse mode). In addition, the curved segment after it has been raised to make the track more dynamic, and walls are placed around here to stop karts from falling off of this section.
        • Arrows are placed at the cannon area, pointing in the direction the karts will drive. They change depending on if reverse-mode is enabled or not.
        • A shortcut has been added, it consisting of a modified helix that takes the same amount of time to drive through as the main driveline. A glass cover is placed to prevent karts from falling out of this shortcut. The widest part of the track (originally with only a big nitro, now with two small nitro surrounding it) has been split, with another driveline added so that AI karts can pick it up.
        • Crates (actually just stretched cubes) using textures from https://opengameart.org/content/shipping-container-texture-pack (made by p0ss and dual-licensed under CC BY 3.0+ or GNU GPL v2+) are placed to stop karts from driving across the lower portion of the track and skipping all the turns. Other crates are stacked to stop karts from going into places they shouldn't go. Some of the drivelines are placed after some endings of the crate walls, so even if the crates weren't there, karts do not have their lap counted if they skip all the turns.
        • Library objects consisting of two airplanes (the same ones from official track Gran Paradiso Island), two vans, and some tire barriers have been added, to fill up most of the empty space viewable by karts. The tire barriers serve to stop karts from driving to places where they shouldn't go, and a line of them are placed at the widest part of the track with an alternate driveline.
        • Welcome sign is changed to become the start sign. The start line has also been repositioned to support up to 20 karts without items in the way. The small sign near the start line is now an advertisement for Al Xandria (the greater location that official track Shifting Sands takes place in).
        • The three ramps containing zippers are now flat, so that karts don't collide with them in reverse mode. The one just before the start line has been moved closer to it, with a banana pair moved away from it as well.
        • Added point lights to the front and back of the start indicator (two for every side), and to all of the checkerboard arrow signs.
    • Origami Animosity
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/origamianim/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/origamianim/
      • Original source files: http://download.tuxfamily.org/stkaddons/old/tracks/Origami%20Animosity%20(0.6).zip
      • Screenshot: Image
      • Original author: TuxThePenguin
      • Last STK appearance: 0.6.2
      • This track is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=tracks&name=origami-animosity
      • License: GNU GPL v3+
      • Additional changes:
        • Scale all objects in the original track by 1.5 Blender units. This also has the effect of making the track wider.
        • Skybox usage, with it being the same as the one used in former official tracks Tux Tollway and Shiny Suburbs.
        • Track has been given a slight Asian theme, instead of being almost entirely white.
        • Paper, track border, box, roof, and booster textures replaced. Added in-game cardboard, blue Asian roof, colored metal, and carpet textures. Paper borders become Japanese red wood to make them easier to see, but karts can get stuck in the middle of them. Outmost paper is now grass that matches the replaced skybox.
        • The paper tent had been relocated to cover part of a track (after the paper airplane with a part of it sunken into the track), and another one has been added to another part of the track (the southernmost curve).
        • Flatten the track border for parts of it on the ground, so that karts don't fly up if they happen to drive into them at certain angles. Raise the border for the elevated parts of it, so that karts cannot fall off on those parts.
        • Two more rows of three gift boxes have been added to the track, and one set of two gift boxes and one nitro has been relocated.
        • Reverse mode enabled, and is now usable after adding in a bridge from official track Zen Garden. Nearby speed boosters have been removed.
        • Start gate has its textures changed, and no longer reads "Finish".
        • Animated the paper airplane floating in the sky. It now circles the bridge, slowing down when close to its original position, and stopping when it reaches that point. Then afterwards, its cycle repeats.
        • Library objects consisting of Kiki and Wilber painting have been added inside both paper tents.
        • Replaced lined paper texture with one from https://opengameart.org/content/paper-airplane, by Clint Bellanger, and licensed under CC0.
        • Added four point lights to the front and back of the start indicator (two for every side), so that the side facing away from the sun is easier to see.
    • Kapman Island Resort (based on SuperTux Island Resort)
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/kapmanresort/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/kapmanresort/
      • Original source files: http://download.tuxfamily.org/stkaddons/old/tracks/SuperTux%20Island%20Resort%20(0.6).zip
      • Screenshot: Image
      • Original author: TuxThePenguin
      • Last STK appearance: 0.6.2
      • This track is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=tracks&name=kapman-island-resort
      • License: GNU GPL v3+
      • Bonus fact: The entire track now takes inspiration from Bandai Namco's Pac-Man series, due to the track shape loosely resembling the titular character's classic/pizza form. The landscape is now specifically by the 1984 arcade game Pac-Land. Various buildings reuse this game's color scheme, and almost every environment from it pops up around the track (including the town, forest, mountain, desert, bridge, and castle. The pond/lake is replaced with an ocean surrounding the whole track).
      • Additional changes:
        • Scale all objects in the original track by 1.5 Blender units. This also has the effect of making the track wider.
        • Old music replaced with pacman background music.ogg, from https://opengameart.org/content/pacman- ... ound-music, made by remaxim (Commissioned by mcarter), and licensed under CC BY-SA 3.0+.
        • Skybox usage, now using the one from official track Gran Paradiso Island.
        • Replaced all old palm trees with ones from STK library. Road blocks have been replaced with fitch barrels from STK library. Additional vegetation added with library objects include animated grass, sage brushes, and pine trees. There is also cactus originating from rubberduck's track Canyon42.
        • Two statues (a Pac-Man-like creature and apple) based on https://opengameart.org/content/marbleman-gobbler-with-animation and https://gitlab.com/VanessaE/dreambuilder_modpack/blob/master/dreambuilder_mp_extras/models/default_apple.obj appear at the two highest points of the track landscape. Another copy of both statues appear on top of the start sign.
        • Castle and goat skull models copied from the Overworld track, with their textures replaced with built-in ones. The castle openings have four green industrial lights on their sides, with two for each opening.
        • Church model copied from official track Black Forest, with some of its original textures retained.
        • More house models from https://opengameart.org/content/houses- ... w-poly-v02 appear, all of them made by MrCraft Animation and licensed under CC0. They all have the shrinkwrap modifier applied, so that they stick to the sloped ground. Some of the houses also have the array modifier applied, so that it takes less time to decorate the landscape. They replace all of the old beach houses. Additionally, the old hotel building has been replaced with two of a tall, more modern building as a library object.
        • Track, track border, rock, grass, and wood textures replaced. Track border is given a blue-white aesthetic.
        • Reverse mode enabled, fully working.
        • Added an alternate shortcut that allows karts to complete laps more quickly, but is filled with 10 geysers that can knock karts (it works bidirectionally). Along the way only gift boxes and big nitro can be found. Another risk is that karts can fall off of the main track while trying to take the alternate route. In other words, this shortcut is riskier, but more rewarding.
        • The geysers are animated to alternate every 3 seconds to rise up and down. One of the bridge sides is safe to drive at any point. There are also split seconds where the bridge isn't occupied by the geysers, while they are in the rising/falling phase. Five are scaled at 4.0, and the other give are scaled at 5.0. The larger geysers are harder to avoid, and are located on the part of the shortcut that is mostly straight. The smaller geysers are located on the part of the shortcut that is curved.
        • Applied the solidify modifier for both bridges. Also applied the array modifier for the piers that support the shortcut bridge.
        • Resort sign changed to become a start sign, and no longer mentions the track name. It is also given a blue aesthetic, but all other faces retain concrete textures. Also applied the bevel modifier to the bases of this sign and and the statue bases.
        • Added four point lights to the front and back of the start indicator (two for every side), so that the side facing away from the sun is easier to see.
    • Art Museum
    • Night by the Sea
    • Lake Ikeal (based on Tux Racer by Hero)
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/lake-ikeal/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/lake-ikeal/
      • Original source files: http://download.tuxfamily.org/stkaddons/assets/50cf76eb29406.zip
      • Screenshot Image
      • Original author: Hero
      • Last STK appearance: 0.8.1 (original track never uploaded to the current STK add-ons website, only to the old one)
      • This track is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=tracks&name=lake-ikeal
      • License: CC BY 3.0+
      • Bonus fact: This track's name is a portmanteau of Lake Baikal and the name "Ike", specifically in honor of the character from Nintendo/Intelligent System's Fire Emblem franchise (strategy-RPG video game series loosely based on medieval themes, but featuring anime-style art), but no other connections are made to it.
      • Additional changes:
        • Music changed from Penguin_Party to Bay.
        • Skybox usage. Mesh skydome has been removed.
        • Track has been re-skinned to be based on the Great Lakes of North America and Lake Baikal in Siberia, Russia. Nearly every texture has been changed, except for the barrel, cones, ans checker line. The area that was once occupied by astro-turf is now replaced with a lake, complete with a pebble bottom and clear-blue water (textures for both copied from the Zen Garden track). Although the bottomless pits are still there, the lake area has been made deeper, with rock walls for the surface and pits. Falling into the lake will almost certainly cause karts to be reset. There is a point in the track where it is close to the water level, but the water never touches the main track itself.
        • The barrel animation has some keyframes removed to accommodate the conversion to cliffs.
        • Main track is now sand-based with tire markings, and it has been narrowed with regular sand on both sides. The sand with tire markings is the only area guaranteed to not cause karts to slip, especially on banked areas of the track. The driveline is now based on this state of the track, with any weird turns removed in the process, but it and the track's basic shape have not been changed.
        • Decorations outside of the main track have been placed, with grass and trees viewable from the track above, and a small town with some houses is also included. Three icosphere-based tunnels have been placed on banked sections of the track to make it feel slightly less boring to drive through.
        • Excessive gift boxes have been turned into easter eggs, enabling this track to have an easter egg mode as a result. Many have been relocated throughout the track, and some eggs appear only on certain difficulty modes. Some other gift boxes have been turned into nitro and bananas for a slightly more challenging race.
        • Some zippers have been relocated or removed so that karts before the race begins will not suddenly speed, especially if playing this track in reverse. Their texture now uses one shipping wit STK. They also animate and change directions depending on if reverse mode is enabled or not.
        • Some cones have been relocated to the point where the track and water level are close together, and one has been removed.
    • Terabite (reverse-engineered from the B3D files)
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/terabite/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/terabite/
      • Original source files: http://download.tuxfamily.org/stkaddons/assets/4f6158caaecd9.zip
      • Screenshot: Image
      • Original author: David Herrera (Davh10)
      • Last STK appearance: 0.8.1 (original track was uploaded to the old STK add-ons website, but was never approved)
      • This track is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=tracks&name=terabite
      • License: GNU GPL v3+
      • Additional changes:
        • Old music replaced with Cerclevicieux from add-on track The Cube, under license CC BY-SA 4.0.
        • Skybox usage, using a collection from https://opengameart.org/content/space-skyboxes by arikel, under license CC0.
        • The track is finally in a usable state, with three checklines, a fixed driveline usable by AI karts, and a driveline for the alternate shortcut. Items have been placed throughout the track. Both the main track and the alternate shortcut have banked sections that turn upside-down and sideways, respectively.
        • Certain objects that initially appear very far away from the track are no longer exported. Other objects have been added to replace them instead (many can be seen in the new screenshot), including: Suzanne head (to prevent karts on the main track from driving off to the alternate shortcut below), torus knot (decoration placed near the middle of the alternate shortcut), animated pyramid (with mirror modifier on the Z-axis (Blender)/Y-axis (in-game)), and a star (with mirror modifier on the X-axis, using the slightly-larger icosphere as the mirror point).
        • All animated objects have cyclic animations, so that they don't end after one run. The old ring has been replaced with a twisted torus, and now actually marks the start line. The green arrow and two bars have been relocated and now serve different purposes of guiding karts to going up the vertical part of the main track, and as borders before the start line, respectively. Only the XYZ arrows have been left nearly intact, save for making its animation cyclic.
        • Added some library objects, which include: two computers, and monitor and keyboard, and a Ferris wheel, all of them sitting on two metallic blocks.
        • Reverse mode enabled, fully working. The alternate shortcut has been fixed to accommodate this mode.
        • Reduced usage of the green binary text, limiting it to the main track. The alternate shortcut is now marked with an electronic pattern.
        • Many textures added of those shipping with STK, including: electronic pattern, track border, shortcut marker, yellow checkerboard, ribbed steel, red ceramic, brown rock, Suzanne eyes, metal plates, corrugated metal, light gray metal, and jump ramp arrow.
    • Mobius Strip

    Arenas:
    • Battle Space
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/battlespace/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/battle-space/
      • Original source files: http://download.tuxfamily.org/stkaddons/old/blender.tar.gz
      • Screenshot: Image
      • Original author: Rudy Phelippeau ("Rudy85")
      • Last STK appearance: 0.6.2
      • This arena is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=arenas&name=battle-space
      • License: GNU GPL v3+ (no license file was included by the original author, but presumed based on the author's forum signature and releases of other content)
        STK 3D animation
        My work is under the licence you want
      • Additional changes:
        • Music replaced with xeon music, same one that plays on STK Enterprise.
        • Skybox usage, using a collection from https://opengameart.org/content/space-skyboxes by arikel, under license CC0. Removed sky sphere (at least not exported).
        • Navmesh added to allow for minimap generation and playability with AI karts.
        • Transformers-like robot colored with vertex colors (actually baked with full environmental light).
        • Textured the walls, spaceship, and arena floor. All textures (the glass and rusted metal ones) replaced with ones shipping with STK. Walls have vertex colors applied to them.
        • Added glass bridge to replace the zippers so that karts can drive to the other side of the arena.
        • Earth mesh replaced with one from the former official track Star Track, with its animation intact, but texture replaced with one shipping with STK.
        • Applied the mirror modifier on the spaceship and all of its parts on their local Z axis. Also applied the subdivision surface modifier for the glass floor and walls so that karts don't look like they are colliding when traveling to the area that was once occupied by zippers. Fixed all geometry holes within the spaceship.
        • Added a "crowd" of four as library objects to the arena-facing spaceship deck, consisting of Wilber, Konqi, Suzanne, and Gnu. They face the main arena area, but while they can be seen from the arena, karts cannot drive to them normally.
        • Added four more positions to the opposite side of the arena, for a supported total of eight players. They face to the inside of the arena, although no other karts are within visible range at battle start.
        • Changed some gift boxes to nitro and bananas.
    • Skate Park
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/skate_park/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/skate-park/
      • Original source files: http://download.tuxfamily.org/stkaddons/old/blender.tar.gz
      • Screenshot: Image
      • Original author: Rudy Phelippeau ("Rudy85")
      • Last STK appearance: 0.6.2
      • This arena is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=arenas&name=skate-park
      • License: GNU GPL v3+ (no license file was included by the original author, but presumed based on the author's forum signature and releases of other content).
        STK 3D animation
        My work is under the licence you want
      • Additional changes:
        • Skybox usage. Removed sky dome (at least not exported).
        • Navmesh added to allow for minimap generation and playability with AI karts.
        • All old buildings have been removed, and replaced with library object buildings that are significantly taller. All vegetation has been replaced with those of library objects.
        • Grass, city area, dirt road fence, and asphalt textures changed. The asphalt has been changed to concrete and the center of the arena has been changed to a manhole texture from https://opengameart.org/content/manhole-cover (by BMacZero, under CC0 license). The graffiti texture is no longer present in the track, and a plastic barrier texture shipping with STK has been added to be the "door" to the arena.
        • Invisible barrier with opening near the center placed, to stop karts from climbing up the fence and potentially driving outside of the arena during normal play.
        • Applied the solidify modifier for the fence.
        • Added skateboard models originally made by Savino, found at https://opengameart.org/content/skateboard, and licensed under CC0. There are eight of them that can be pushed by karts. Every two of them bear the faces of Tux, Adiumy, Gnu, and Sara the Wizard.
        • Start positions have been relocated to just after the fence, and added four more for a supported total of eight players. These positions were formerly gift boxes, and all of them now point to the center of the arena. The old start positions are not used, as they had the karts placed too close to each other.
        • Some gift boxes have been turned into bananas, small nitro, and big nitro.
    • The Ring (reverse-engineered from the AC3D files)
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/ring/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/ring/
      • Original source files: https://sourceforge.net/p/supertuxkart/code/HEAD/tree/addon/trunk/tracks/ring
      • Screenshot: Image
      • Original author: Constantin Pelikan
      • Last STK appearance: 0.6.2
      • This arena is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=arenas&name=the-ring
      • License: CC BY-SA 3.0+
      • Additional changes:
        • Music replaced with after_the_flames music, same one that plays on Volcan Island.
        • Skybox usage, with it being the same as the one used in former official tracks Tux Tollway and Shiny Suburbs.
        • Navmesh added to allow for minimap generation and playability with AI karts.
        • Textured the torus, and arena floor. Removed the outer-facing torus mesh and applied the solidify modifier on the torus. The overall theme is now stone-based.
        • Allow driving sideways and upside-down whlie karts are inside the torus. Only human player karts can do this, not the AI karts.
        • Added the following library objects: Carousel in the center of the arena, four pink ribbons above the torus openings, and four smartphones on every diagonal.
        • Changed the location of the start positions, and added four more positions, for a supported total of eight players. They are positioned on every straight-line and diagonal direction lines, with the former at the torus openings, and the latter in front of the smartphones.
        • Some gift boxes have been turned into bananas, small nitro, and big nitro.
    • Cupcake Space Station
      • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/cupcake-space/
      • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/cupcake-space/
      • Original source files: http://download.tuxfamily.org/stkaddons/old/blender.tar.gz
      • Screenshot: Image
      • Original author: David Mikos and Rudy Phelippeau ("Rudy85")
      • Last STK appearance: 0.6.2
      • This arena is now available on the STK add-ons website at https://online.supertuxkart.net/addons.php?type=arenas&name=cupcake-space-station
      • License: CC BY-SA 3.0+
      • Additional changes:
        • Music changed from Penguin_Party to Ethereal_Spectrum (not shipped with STK anymore), same one that plays on former official track Star Track.
        • Skybox usage. Removed all meshes that consist of the "sky" (at least not exported).
        • Navmesh added to allow for minimap generation and playability with AI karts.
        • Arena no longer takes place on the moon, and instead takes place inside a cupcake-shaped spaceship (that has the wireframe modifier applied, and even retains its original texture). It is implied by this shape that it is owned by the in-game fictional organization Sara Space Agency Organization (SSAO), but the arena itself never makes any explicit references to it.
        • Added every planet and the sun from former official track Star Track, with their locations and animations intact. Some planets had their textures replaced with ones shipping with STK.
        • Arena base, wall, and central structure all had their textures changed to make them more metallic, except for the walls, which are still made of glass, but changed to a different texture and can be driven on. The top ring has been changed to a flat one, but changed to become metallic and placed to stop karts from potentially driving outside of the arena during normal play.
        • Added library objects consisting of four radio towers, with two blue ones placed on the horizontal direction line, and two green ones placed on the vertical direction line. They do poke out of the cupcake shape, but luckily they don't intersect with its wireframe shape.
        • Applied the solidify modifier for the arena base and wall. This is needed for the former so that it intersects with the central structure. Also applied the edge split modifier to the central structure.
        • Changed the location of the start positions, and added four more positions, for a supported total of eight players. They are positioned on every straight-line and diagonal direction lines.
        • Some gift boxes have been turned into small nitro, and placed on top of the central structure openings that take more effort for karts to reach. Due to the small arena size, no bananas or big nitro have been placed.
Last edited by Worldblender on 29 Dec 2020, 03:39, edited 26 times in total.
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Re: My Collection of Fixed-up Tracks

Postby Worldblender » 21 May 2017, 03:48

I have altered my format so that this post will serve as a central place for where I share my modifications of existing tracks, as I don't feel ready to submit my changes to the add-ons site yet.
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Re: My Collection of Fixed-up Tracks

Postby Ludsky » 21 May 2017, 09:48

It's good job :)
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Re: My Collection of Fixed-up Tracks

Postby QwertyChouskie » 24 May 2017, 02:38

Just tried flattrack, it seems good, two things though:

1. There is no sun, which means no shadows, etc.;
2. There is nothing in the surrounding environment, so it feels like you are on a floating platform in the sky.

Point 1 should be easy to fix, and I would recommend uploading it to add-ons after that. Point 2 will probably be harder to fix and fixing it may or may not happen, so don't hold off uploading to add-ons because you have not fixed point 2.
Last edited by QwertyChouskie on 15 May 2019, 22:31, edited 1 time in total.
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Re: My Collection of Fixed-up Tracks

Postby QwertyChouskie » 24 May 2017, 02:40

Oh,

3. The screenshot is a top-down and should be made like the other official screenshots (preferably before uploading to add-ons).
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Re: My Collection of Fixed-up Tracks

Postby samuncle » 24 May 2017, 20:34

Hi, it's cool to see older tracks to be converted :). I recommend you to take the time to learn how the new engine works and you can add some cool effects (like real time shadows, lighting, etc).

You can also use pre made objects that are shipped with the game to add more cool details!

Happy blending!
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Re: My Collection of Fixed-up Tracks

Postby Worldblender » 10 May 2019, 21:16

I'm fast-forwarding things here. All my tracks are now located at https://gitlab.com/Worldblender/stk-contrib-addons, where I will continue to add new tracks and fix existing ones whenever necessary.

Bonus content: Image
This is a new screenshot I made for the in-game track Minigolf, that does away with the tight turns in the current screenshot for it.
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Re: My Collection of Fixed-up Add-ons

Postby Maximiliano Fonseca » 11 May 2019, 02:24

Hi :-)

The screenshot for minigolf looks pretty cool
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Re: My Collection of Fixed-up Add-ons

Postby Maximiliano Fonseca » 11 May 2019, 02:26

but it would also need a new screenshot for the football stadium
(the first of all)
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Re: My Collection of Fixed-up Add-ons

Postby Worldblender » 14 May 2019, 09:19

I have some more tracks ready for testing (4 to be exact)! I also have bonus content to show first, before the tracks (can be found in the first post as usual); it's a new screenshot for the in-game Soccer Field.
Image

For convenience, here are the 4 new tracks. all of them from the 0.6.2 era (~2009), and originally designed by TuxThePenguin:
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Re: My Collection of Fixed-up Add-ons

Postby Maximiliano Fonseca » 14 May 2019, 15:36

Hello
Good work, I can suggest something, the music of high in the sky does not fit (in my opinion) I want to suggest that if you change the music for this (original supertux)

https://github.com/SuperTux/supertux/bl ... _remix.ogg
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Re: My Collection of Fixed-up Add-ons

Postby Maximiliano Fonseca » 14 May 2019, 15:40

another problem is that I try to play (with updated music) and it takes me out of the game
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Re: My Collection of Fixed-up Add-ons

Postby Maximiliano Fonseca » 15 May 2019, 17:11

here is the music file if you want to add
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Re: My Collection of Fixed-up Add-ons

Postby Worldblender » 22 May 2019, 09:13

Maximiliano Fonseca {l Wrote}:Hello
Good work, I can suggest something, the music of high in the sky does not fit (in my opinion) I want to suggest that if you change the music for this (original supertux)

https://github.com/SuperTux/supertux/bl ... _remix.ogg


Your suggestion has now been implemented. I'm back again with some more tracks, which will be listed here. In particular, the last two have more drastic changes than all other tracks I have worked on so far (it is likely that I will upload these to the add-ons website since they currently are not over there yet):
  • Art Museum
  • Night by the Sea
  • Lake Ikeal (based on Tux Racer by Hero)
    • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/lake-ikeal/
    • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/lake-ikeal/
    • Original source files: http://download.tuxfamily.org/stkaddons/assets/50cf76eb29406.zip
    • Screenshot Image
    • Original author: Hero
    • Last STK appearance: 0.8.1 (original track never uploaded to the current STK add-ons website, only to the old one)
    • License: CC BY 3.0+
    • Bonus fact: This track's name is a portmanteau of Lake Baikal and the name "Ike", specifically in honor of the character from Nintendo/Intelligent System's Fire Emblem franchise (strategy-RPG video game series loosely based on medieval themes, but featuring anime-style art), but no other connections are made to it.
    • Additional changes:
      • Music changed from Penguin_Party to Bay.
      • Skybox usage. Mesh skydome has been removed.
      • Track has been re-skinned to be based on the Great Lakes of North America and Lake Baikal in Siberia, Russia. Nearly every texture has been changed, except for the barrel, cones, ans checker line. The area that was once occupied by astro-turf is now replaced with a lake, complete with a pebble bottom and clear-blue water (textures for both copied from the Zen Garden track). Although the bottomless pits are still there, the lake area has been made deeper, with rock walls for the surface and pits. Falling into the lake will almost certainly cause karts to be reset. There is a point in the track where it is close to the water level, but the water never touches the main track itself.
      • The barrel animation has some keyframes removed to accommodate the conversion to cliffs.
      • Main track is now sand-based with tire markings, and it has been narrowed with regular sand on both sides. The sand with tire markings is the only area guaranteed to not cause karts to slip, especially on banked areas of the track. The driveline is now based on this state of the track, with any weird turns removed in the process, but it and the track's basic shape have not been changed.
      • Decorations outside of the main track have been placed, with grass and trees viewable from the track above, and a small town with some houses is also included. Three icosphere-based tunnels have been placed on banked sections of the track to make it feel slightly less boring to drive through.
      • Excessive gift boxes have been turned into easter eggs, enabling this track to have an easter egg mode as a result. Many have been relocated throughout the track, and some eggs appear only on certain difficulty modes. Some other gift boxes have been turned into nitro and bananas for a slightly more challenging race.
      • Some zippers have been relocated or removed so that karts before the race begins will not suddenly speed, especially if playing this track in reverse. Their texture now uses one shipping wit STK. They also animate and change directions depending on if reverse mode is enabled or not.
      • Some cones have been relocated to the point where the track and water level are close together, and one has been removed.
  • Terabite (reverse-engineered from the B3D files)
    • Source files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/tracks/terabite/
    • Output files: https://gitlab.com/Worldblender/stk-contrib-addons/tree/master/output/terabite/
    • Original source files: http://download.tuxfamily.org/stkaddons/assets/4f6158caaecd9.zip
    • Screenshot: Image
    • Original author: David Herrera (Davh10)
    • Last STK appearance: 0.8.1 (original track was uploaded to the old STK add-ons website, but was never approved)
    • License: GNU GPL v3+
    • Additional changes:
      • Old music replaced with Cerclevicieux from add-on track The Cube, under license CC BY-SA 4.0.
      • Skybox usage, using a collection from https://opengameart.org/content/space-skyboxes by arikel, under license CC0.
      • The track is finally in a usable state, with three checklines, a fixed driveline usable by AI karts, and a driveline for the alternate shortcut. Items have been placed throughout the track. Both the main track and the alternate shortcut have banked sections that turn upside-down and sideways, respectively.
      • Certain objects that initially appear very far away from the track are no longer exported. Other objects have been added to replace them instead (many can be seen in the new screenshot), including: Suzanne head (to prevent karts on the main track from driving off to the alternate shortcut below), torus knot (decoration placed near the middle of the alternate shortcut), animated pyramid (with mirror modifier on the Z-axis (Blender)/Y-axis (in-game)), and a star (with mirror modifier on the X-axis, using the slightly-larger icosphere as the mirror point).
      • All animated objects have cyclic animations, so that they don't end after one run. The old ring has been replaced with a twisted torus, and now actually marks the start line. The green arrow and two bars have been relocated and now serve different purposes of guiding karts to going up the vertical part of the main track, and as borders before the start line, respectively. Only the XYZ arrows have been left nearly intact, save for making its animation cyclic.
      • Added some library objects, which include: two computers, and monitor and keyboard, and a Ferris wheel, all of them sitting on two metallic blocks.
      • Reverse mode enabled, fully working. The alternate shortcut has been fixed to accommodate this mode.
      • Reduced usage of the green binary text, limiting it to the main track. The alternate shortcut is now marked with an electronic pattern.
      • Many textures added of those shipping with STK, including: electronic pattern, track border, shortcut marker, yellow checkerboard, ribbed steel, red ceramic, brown rock, Suzanne eyes, metal plates, corrugated metal, light gray metal, and jump ramp arrow.
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Re: My Collection of Fixed-up Add-ons

Postby annopnod » 23 May 2019, 03:16

i view no egg hunt(easter_eggs.xml) mode.u can add it
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Re: My Collection of Fixed-up Add-ons

Postby Worldblender » 23 May 2019, 03:22

annopnod {l Wrote}:i view no egg hunt(easter_eggs.xml) mode.u can add it


Only one track has this mode enabled, that being Lake Ikeal. If you think you're encountering problems with this track's easter egg hunt mode, can you show me any debug logs that could point out any problems?
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Re: My Collection of Fixed-up Add-ons

Postby annopnod » 23 May 2019, 04:25

Worldblender {l Wrote}:
annopnod {l Wrote}:i view no egg hunt(easter_eggs.xml) mode.u can add it


Only one track has this mode enabled, that being Lake Ikeal. If you think you're encountering problems with this track's easter egg hunt mode, can you show me any debug logs that could point out any problems?


can not show debug log.u see this code

fileformat.png


i view Output files(https://gitlab.com/????).file not exists easter_eggs.xml can not support egg hunt mode

egg hunt file format

Screenshot from 2019-05-23 10-14-35.png
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Re: My Collection of Fixed-up Add-ons

Postby Worldblender » 23 May 2019, 04:46

annopnod {l Wrote}:
Worldblender {l Wrote}:
annopnod {l Wrote}:i view no egg hunt(easter_eggs.xml) mode.u can add it


Only one track has this mode enabled, that being Lake Ikeal. If you think you're encountering problems with this track's easter egg hunt mode, can you show me any debug logs that could point out any problems?


can not show debug log.u see this code

fileformat.png


i view Output files(https://gitlab.com/????).file not exists easter_eggs.xml can not support egg hunt mode

egg hunt file format

Screenshot from 2019-05-23 10-14-35.png

The debug logs are always found in your STK configuration directory, with the name stdout.log (I can't tell you where as I don't know the operating system you use). Try downloading from the add-ons website via a web browser, or you may have to re-install this particular add-on. If this didn't work for you, you may always download the XML file from my Git repository.
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Re: My Collection of Fixed-up Add-ons

Postby annopnod » 23 May 2019, 05:16

i view code https://github.com/supertuxkart/stk-cod ... /track.cpp line 627

if(easter)
{
....
}

this code can not print stdout.log
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Re: My Collection of Fixed-up Add-ons

Postby Worldblender » 23 May 2019, 05:40

annopnod {l Wrote}:i view code https://github.com/supertuxkart/stk-cod ... /track.cpp line 627

if(easter)
{
....
}

this code can not print stdout.log

Forget about trying to get debug logs. You need to navigate to the add-ons directory and show me the contents of the lake-ikeal directory if it exists, or screenshot what is displayed when you select a track in easter egg mode (with the tab set to "All").
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Re: My Collection of Fixed-up Add-ons

Postby Typhon » 23 May 2019, 09:21

Hmmm, I've remade this flattrack as well; what do you think about it?
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Re: My Collection of Fixed-up Add-ons

Postby Worldblender » 23 May 2019, 09:53

Typhon {l Wrote}:Hmmm, I've remade this flattrack as well; what do you think about it?

Your version seems to look way better than what I did at first sight. However, unless you make the Blender file publicly available, I am unable to take a through look at it. If you want to do this, put it somewhere where i can publicly access it, and state the license(s) used for your version. I can potentially integrate your changes into my version if this happens.
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Re: My Collection of Fixed-up Add-ons

Postby Typhon » 23 May 2019, 11:06

I don't know why, but I'm not able to upload this stupid file :!: Maybe it's a bit too big
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Re: My Collection of Fixed-up Add-ons

Postby Worldblender » 24 May 2019, 04:50

Typhon {l Wrote}:I don't know why, but I'm not able to upload this stupid file :!: Maybe it's a bit too big

If not you can upload your Blender file here, either compress it or upload it somewhere else.

I have updated a kart for the first time, described below:
Duke, the Java mascot
Last edited by Worldblender on 24 May 2019, 17:32, edited 1 time in total.
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Re: My Collection of Fixed-up Add-ons

Postby Typhon » 24 May 2019, 15:40

@Worldblender I've got two options:
Option 1: I upload my version as a remake of the original on STK Add-on website.
Option 2: I upload it somewhere else and send you the link.
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