X5-PipeJumps [in ver 2.2]

X5-PipeJumps [in ver 2.2]

Postby rubberduck » 29 Sep 2013, 08:00

My track pipejums is ready (only description and image is missing, i forgot to add them)

it is also NOT drivable in reverse, but this is ok for me, so you don't have to change this
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Pipejumps.tar.gz
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my puzzle / action game in godot 4
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Re: Pipejumps (track)

Postby CryHam » 29 Sep 2013, 08:35

Nice track, especially road. A bit difficult.
If I see this right, it's not drivable on reverse just because of 1 jump. I will try fixing it.
But IMO, it's not perfect, few things are missing:
1. I see you don't change anything in fog, this is from X4, which makes X4 less original and this just a copy.
2. No vegetation. Has high slopes so maybe it has to be so here.
3. Terrain isn't marked for triplanar (stretched texture), easy fix.
4. There are 2 places where you need to brake, because pipe direction changes quite fast, and you crash if you don't know where.
5. I drove with S1, and I feel like sometimes some boost was needed to jump across. I would adjust jumps a bit higher so it's ok without boost
always (at least for fast cars ES,S1 etc, maybe UV too).
6. Too big heightmap (track is 4MB), as for a track where you never drive on terrain.
7. Yeah image and description are part of track.
I'll try fixing those. And will probably be X5-PipeJumps in 2.2.
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Re: Pipejumps (track)

Postby CryHam » 29 Sep 2013, 08:47

Btw. I see people tend to make tracks on sceneries of recent made tracks.
I mean, after ver 1.9, Wuzzy made one in Autumn and Winter. Now after 2.1, you made one on Mars and Unidetified (which were the newest 2 there).
Hehe, Is this a trend, why is it so ? Just curious.
Hmm, how about some big, scenic, nature tracks ? :)
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Re: Pipejumps (track)

Postby CryHam » 29 Sep 2013, 09:24

Hmm. Could you include your editor.cfg, and ogre_ed.log ?
IDK why there is a difference in road.png, looks like fog or sth, and it generates it wrong. Yours is on left, the one on right is good.
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Re: Pipejumps (track)

Postby rubberduck » 29 Sep 2013, 09:30

i made this track with this scenery, because there aren't much of this

and the fog i changed it a bit, but it is still very close to the fog of the other track.

i first started with a copy of a winter track but then i decided to change the scenery

where is the editor- and the other file?
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Re: Pipejumps (track)

Postby CryHam » 29 Sep 2013, 10:07

OK.
It should be like written here: Paths
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Re: X5-PipeJumps [in ver 2.2]

Postby CryHam » 29 Sep 2013, 12:50

Here it is.
I think it's quite a beauty now.
And drivable in both directions, even with UV.

Changelog (basically all from above)
1. Made original color for both distance and height fogs.
2. Added vegetation, rocks, 1 rock is redish (from mars).
3. Tweaked layers a bit to get more variation (noise) on slopes.
4,5. Edited the road somewhat (didn't change shape) just to have a smooth and good drive now even possible without boost at all.
6. Halfed heightmap, now 1MB.
7. Added preview and description.
8. And yeah checkpoints were a mess (really 1.7 in pipes, not more).
9. Since you copied from Winter track, also road surface was snow (too slipery), and Scenery Id was W1 (quite bad).
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X5-PipeJumps.zip
ver 2
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Re: X5-PipeJumps [in ver 2.2]

Postby CryHam » 29 Sep 2013, 13:24

Here is the preview image:
Image
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Re: Pipejumps (track)

Postby Wuzzy » 29 Sep 2013, 15:53

CryHam {l Wrote}:Btw. I see people tend to make tracks on sceneries of recent made tracks.

In my case, that’s just a coincidence.

Awesome preview image on the first look. On the second look I am, like, “WTF?”. Is it just me or does it look like that the yellow pipe goes through the purple one? :twisted:

I will have to check out this track.
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Re: X5-PipeJumps [in ver 2.2]

Postby CryHam » 29 Sep 2013, 16:09

Wow. Good eye.
It's actually some sorting problem. Looks like the yellow one is drawn after the red which it shouldn't.
Golden prize goes to the man who fixes this. It's unfixable btw, there is also merge distance (which makes it harder but is needed to have less batches) and well yeah, pipe glass does that usually (sometimes).
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Re: X5-PipeJumps [in ver 2.2]

Postby rubberduck » 29 Sep 2013, 17:47

i have the editor.cfg and the log-file now
Attachments
ogre_ed.log
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editor.cfg
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Re: X5-PipeJumps [in ver 2.2]

Postby dimproject » 30 Sep 2013, 17:55

Great fast track with jumps!
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