Forest Track

Forest Track

Postby SvenAndreasBelting » 23 Dec 2017, 22:20

Hi there, over the last few month I have put some effort into my new Supertuxkart track. It seems that now it’s ready to show it you and hope for some feedback.

A little a bit about what in mind. I started with this track, when I was quite new to Blender. I forgot it for a while and only rediscovered it by chance. The idea of the track is a sunny autumn in the mountainous terrain of the Black Forest (Germany), which is where I live.

I don’t think that the name “Black Forest” is such a great idea – any suggestions are welcome. I am also wondering, how this track performs on different systems – newer and older computers.

Finally, I am still working on the finishing touches. Here are some of my ideas and plans:

• replacing the low-poly farmhouse
Screenshot.jpg

• the canyon and creek will be improved or removed
• add details in many places
• improve the forest graphics
• the flow direction of the creek needs to be corrected
• improve the graphics at the start
• put in some of your suggestions

etc.

If you want to try it out, you can download “Black Forest” I have split the package into three parts. Just merge them upon reload.
forest_1.7z
(1.92 MiB) Downloaded 32 times
forest_2.7z
(1.65 MiB) Downloaded 29 times
forest_3.7z
(1.89 MiB) Downloaded 28 times
along with the library nodes
library.zip
(827.98 KiB) Downloaded 29 times
(this one goes into the library folder).
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Re: Forest Track

Postby QwertyChouskie » 24 Dec 2017, 01:44

Nice! A few things I noticed though:

- Some of the trees are ghost trees (can be driven through)
- The canyon seems like a shortcut, but using it makes the lap not count

I really appreciate the use of normal maps, that is a nice detail.

Performance seemed similar to Cocoa Temple on Intel HD 4000 + Linux + Mesa 17.2.2
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Re: Forest Track

Postby GeekPenguinBR » 24 Dec 2017, 09:31

Hi, Sven!
It's nice to see a new contribution. Even more, at this level.

I liked this track very much. The landscape is very beautiful with really good trees and not all are green; many have autumn leaves. I like this because all the previous tracks have green vegetation. Some parts of the stunning forest have a resemblance with my (still unveiled project) Viking Ring Fortress, because it's a track with a stretch passing through a forest in the first weeks of the autumn is the past (circa 980 AD, like I said two years ago).

IMHO, the only one aspect you should redo it's the placement of some trees, which have part of their roots outside the terrain. A bit inner or lower and it will be ok.
Black Forest - Montagem.jpg

The rest, is very well done.

This is my personal rating scale based on my evaluation after some laps:
Track Concept: 4.5
Ease of driving: 4
Level of Fun: 5
Graphics Quality: 4.8


Scores
0 - Humm...
1 - Very Bad
2 - Bad
3 - Acceptable/Nice
4 - Good
5 - Very good/excellent


There's a spoiler video for those who can't test the track now for some reason:
https://www.youtube.com/watch?v=xwj-Fcb79O8



Merry Christmas to you all!
Last edited by GeekPenguinBR on 02 Jan 2018, 23:09, edited 1 time in total.
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Re: Forest Track

Postby Ludsky » 24 Dec 2017, 19:14

the track is so beautiful, AMAZING !

"Black Forest" is a good name, but you can inspire by a name of german village for creating the name of track ^^

I have see a Shorcut ???

Image

Image

Merry Christmas :)
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Re: Forest Track

Postby MTres19 » 25 Dec 2017, 03:44

Wow! I couldn't test the track but by GeekPenguinBR's video I can say that the screenshots don't do the track justice. I can see that you also made the track fun to drive: there are obstacles, the width isn't constant, lots of scenery...

A few relatively minor suggestions:
* Maybe try to add a bit more variety to the vegetation. I think there is at least one other pine tree model in the library that you could link in.
* Definitely keep the canyon. It helps add variety.
* Realistic water is hard but with Benau's branch custom shaders are now possible so my advice is "stay tuned."
* A more fitting gate design would be nice.
* (Only a suggestion) a shortcut through a cave.

Possible names: Woodland Wanderings? Forest Footpath? No idea; though Arthur is rather good at coming up with names.
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Re: Forest Track

Postby SvenAndreasBelting » 26 Dec 2017, 21:09

Thanks for your feedback. Your comments are very useful.

GeekPenguinBR {l Wrote}:There's a spoiler video for those who can't test the track now for some reason:
https://www.youtube.com/watch?v=xwj-Fcb79O8


In your video I didn‘t see the library nodes - did you install them? The library folder contains three folders that need to be copied into the library folder (supertuxkart). Also, please, try the little sidetrack ;)
path.jpg
path.jpg (16.46 KiB) Viewed 444 times



MTres19 {l Wrote}:Wow! I couldn't test the track but by GeekPenguinBR's video I can say that the screenshots don't do the track justice.

I included the screenshots just to show the 3-D models, which I plan to change. Here are few nicer ones. ;)
Bildschirmfoto vom 2017-12-18 18-06-14.jpg
Bildschirmfoto vom 2017-12-26 17-02-43.jpg
Bildschirmfoto vom 2017-12-26 17-04-08.jpg
Bildschirmfoto vom 2017-12-26 17-05-32.jpg


MTres19 {l Wrote}:* Maybe try to add a bit more variety to the vegetation. I think there is at least one other pine tree model in the library that you could link in.

I didn‘t use the pine tree model from the library on purpose, because of their very high polycounts … . Maybe I will make another model in the future.

MTres19 {l Wrote}:* Realistic water is hard but with Benau's branch custom shaders are now possible so my advice is "stay tuned."

I don‘t know the shader you mentioned - can you give me more information? For water I always use alpha blend shader and refraction/reflection on top.

MTres19 {l Wrote}:* (Only a suggestion) a shortcut through a cave.

I like the cave idea, but there is already a shortcut through the railway tunnel.
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Re: Forest Track

Postby QwertyChouskie » 26 Dec 2017, 23:51

One more thing, steam_engine.ogg needs to be downmixed to mono for positional audio to work right.
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Re: Forest Track

Postby GeekPenguinBR » 27 Dec 2017, 01:11

SvenAndreasBelting {l Wrote}:In your video I didn‘t see the library nodes - did you install them? The library folder contains three folders that need to be copied into the library folder (supertuxkart). Also, please, try the little sidetrack ;)


Yes, for sure. But, since the video itself is a spoiler, I decided to avoid that stretch on purpose. Then, the players will have the opportunity to "discover" for themselves the entrance for it and how the stretch looks good. By my side, all I can say is that the alternative way is very beautiful and pleasant to drive too. I liked very much the way you put the powerups on there.

PS.Beautiful screenshots, BTW.
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Re: Forest Track

Postby MTres19 » 27 Dec 2017, 01:37

SvenAndreasBelting {l Wrote}:
MTres19 {l Wrote}:* Maybe try to add a bit more variety to the vegetation. I think there is at least one other pine tree model in the library that you could link in.

I didn‘t use the pine tree model from the library on purpose, because of their very high polycounts … . Maybe I will make another model in the future.


Actually since STK computes lighting in the fragment shader (per-pixel) rather than per vertex, polycount doesn't influence FPS as much. Also there is the capability to disable certain objects below a certain GFX level; if that's not enabled for this library node I can add it to my TODO list.

SvenAndreasBelting {l Wrote}:
MTres19 {l Wrote}:* Realistic water is hard but with Benau's branch custom shaders are now possible so my advice is "stay tuned."

I don‘t know the shader you mentioned - can you give me more information? For water I always use alpha blend shader and refraction/reflection on top.


The shader doesn't exist—yet. If/when Benau's code is merged into the main branch it will be easier to write custom GLSL shaders. I was thinking of something that would be both reflective and transparent, like water.
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