D15-CityWall [in ver 2.2]

D15-CityWall [in ver 2.2]

Postby rubberduck » 07 Oct 2013, 17:10

This is my first track that uses the new barrel
for everyone who wants to test this track, you need
the wooden_barrel (new dynamic object)

viewtopic.php?f=78&t=4952#p51082
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https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: Wall (track)

Postby CryHam » 08 Oct 2013, 09:15

Wow. This is a very good and original track.
Great placing of buildings and objects, feels nice and unique.

I have an idea, to extend the road in village more (maybe even double it).
It is very cool, but quite short. The length of track on wall is much longer.
Looks like I have to deal with terrain again :) no problem.
The preview shot isn't the best.
Ah and will definitely be as D15 in 2.2, but how about WallCity, WallVillage ? Would be a trend for tracks that have buildings.

How about some tall palms inside village and maybe some rocks on wall ? I've seen 2 palms outside map, heh looks like they are present but terrain height doesn't allow them anywhere else.
I really need to make a new video on those things. Btw ver. 2.2 (master) has sliders there, editboxes aren't convenient.
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Re: Wall (track)

Postby CryHam » 08 Oct 2013, 14:04

Although many houses are 2x bigger (you can see from the boxes and barrels that come with houses, they are much bigger than the car), many end before terrain. I'm gonna fix all that and also let my creativity on fixing details :cool:
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Re: Wall (track)

Postby rubberduck » 08 Oct 2013, 14:48

A good name could be citywall

the barrels are smaller now, so you need to turn simulation on to get them on the ground
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: D15-CityWall [in ver 2.2]

Postby CryHam » 09 Oct 2013, 22:17

Edited.
So the houses scale was too big. This changed a bit the look of city. I did put some more since they left some space.
Generally don't use more than 2 (more only in special cases). Because the barrels and boxes near house (those with buildings mesh) look then huge and make the car fell tiny, like in other scale.

I added another circle around city. I think it's cool.
Also a bumpy section near water with some grass, and some vegetation. And a part near water with a bridge fragment, then a drive near pillars.
I think it's a very nice and original track, even more than D11-PersianCity.
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Re: D15-CityWall [in ver 2.2]

Postby CryHam » 09 Oct 2013, 22:19

Ugh, I again hit a spot with square shadow.
Btw. This is my last contribution before holiday.
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Re: D15-CityWall [in ver 2.2]

Postby Wuzzy » 13 Oct 2013, 21:27

Hey, nice and creative usage of the persian buildings. :)
I like how the buildings are not only used for decoration but also to be somehow part of the track itself.
I also very much like the fact how the track is organized: one long part to speed on (the upper part) and one slightly slower part (the city).

There are two technical problems with the “official” version atm:
The wodden barrel is not in the repository yet. Don’t forget to add it, since this track uses some wooden barrels.
Another thing I noticed: The texture of the persian wall and other large-scale objects have a very low resolution. This becomes very obvious when you drive on the wall.
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Re: D15-CityWall [in ver 2.2]

Postby Tapio » 16 Oct 2013, 20:36

Very cool track!

Wuzzy {l Wrote}:Hey, nice and creative usage of the persian buildings. :)
I like how the buildings are not only used for decoration but also to be somehow part of the track itself.
I also very much like the fact how the track is organized: one long part to speed on (the upper part) and one slightly slower part (the city).

My thoughts exactly. :)

Wuzzy {l Wrote}:There are two technical problems with the “official” version atm:
The wodden barrel is not in the repository yet. Don’t forget to add it, since this track uses some wooden barrels.
Another thing I noticed: The texture of the persian wall and other large-scale objects have a very low resolution. This becomes very obvious when you drive on the wall.

I fixed the first problem. The seconds made me sad also (if you mean texture resolution). The buildings would need some major retexturing work, but we are lacking that kind of an artist. :/
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