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For21-StuntValley

PostPosted: 19 Aug 2023, 22:53
by Tobifratz
Hi

I just recently found this game when I got disappointed by the licensing of TrackMania 2020.
So I figured, I give the editor a shot and this seems the place to exchange maps =)

The editor feels a bit clunky but the overall principle seems great. So here's my try in 1 day with minimal polish:

StuntValley

view.jpg

Re: For-StuntValley (track)

PostPosted: 20 Aug 2023, 20:27
by CryHam
Hi. Cool track.
Fun, pretty short, will be good for beginners too.
One direction only (jump is impossible reversed).
I will add it to SR, nice to see new track creators appearing.
I'll just try and fix a couple of things.

Re: For-StuntValley (track)

PostPosted: 20 Aug 2023, 21:01
by rubberduck
I like it too, even with these few issues, in the looping every segment was marked as side loop, though it is meant to mark start and end only, and to make these work correctly I always set them to checkpoints

Then I already started fixing a few issues and added the brand new garbage bin I added (not yet committed, I just fixed the size anyway of the container when I noticed it was too small, doubled it)

Re: For-StuntValley (track)

PostPosted: 21 Aug 2023, 18:59
by rubberduck
I worked a bit on the track, here my main changes:

fixed the looping and improved the jump
some terrain sculpting
turned the lower bridge into an on-pipe segment
added description, update preview
added a river and some particle effects
fixed one grass that wasn't found

and finally, I added some of my new objects that can be found here:

https://sebastianplaten.lima-city.de/ot ... s_vol1.zip

I kept the bumpy part after the looping, I only improved the transition a bit

Re: For21-StuntValley

PostPosted: 21 Aug 2023, 20:02
by CryHam
Great. Good changes.
Can you also share .mat files with materials for those objects?

Re: For21-StuntValley

PostPosted: 21 Aug 2023, 20:51
by rubberduck
the .mat file is in it, objects_dynamic.mat

Re: For21-StuntValley

PostPosted: 21 Aug 2023, 21:11
by CryHam
Ah true, okay my file coloring got me confused.
So I fixed start rotation, bridge start roll angles (still manual thing to do), wood logs rotation on ground.
Scaled way down chimney smoke size, we can do this now, in latest SR builds.
Adjusted vegetation, pages but it didn't fix lags.
Is now in repo, nice track, view:
Image

Re: For21-StuntValley

PostPosted: 21 Aug 2023, 21:55
by Tobifratz
Nice to hear you like the map. I was trying to make it look as "believable" as possible which is really easy in the editor.
Waterfalls would have been the next thing. Didn't think this was possible =)

A few things I noticed when editing:
* I tried smoothing road parts with the U-key but did not want the terrain to snap to the loop or the jump. So I selected the ground part only and pressed U. This created the nasty bumps after the loop.
* In the loop I wanted as little road segments as possible to keep the shape simple but this creates some hard angles. When I tried to add more segments it was too difficult to align them together without bumps.
* After selecting multiple road segments with backspace I had to later unselect all of them manually. Is there a button for unselect-all? (Generally I was working much more zoomed in than in the tutorials, so I had less vision of the complete track)

About the new objects: Where do I have to put these files to see them?
I used v2.6 on Windows since the prebuilld of v2.7 crashes for me. I might have to fire up Linux anyway...

Re: For21-StuntValley

PostPosted: 21 Aug 2023, 23:15
by CryHam
* I tried smoothing road parts with the U-key but did not want the terrain to snap to the loop or the jump. So I selected the ground part only and pressed U. This created the nasty bumps after the loop.

I'm not sure what happened, but yeah Align (U) is somewhat basic, it sometimes needs filter brush (F) after too.
Or just using filter brush instead could be another way.

* In the loop I wanted as little road segments as possible to keep the shape simple but this creates some hard angles. When I tried to add more segments it was too difficult to align them together without bumps.

This is tricky too. Needs some practice I guess. In places like loops more points are needed, I think like 6 or 8 at least for 1 loop IIRC, more is better but needs more work to adjust the points to be smooth then. Because less points makes edges and not fitting angles right will also make them.
That's why we usually copy loops etc, around from other tracks. But surely doing own is more original.

* After selecting multiple road segments with backspace I had to later unselect all of them manually. Is there a button for unselect-all?

Unselect is Ctrl-Backspace.
Ctrl-F1 will show help with all stuff (for Road now on 4 pages there) in editor. It likely has more than old tutorials. I'll make new series after SR3.

About the new objects: Where do I have to put these files to see them?

If you want rubberduck's pack then copy objects_dynamic.mat into data/materials/scene and rest (png, mesh, bullet files) into data/objects
And data on Windows is somewhere in C:\Program Files\Stunt Rally I'm guessing now.

I just pushed them to repo (these are jpg like all others).
If you want to use that, and get also any other update from repo then I'd recommend installing Git, pulling our repo
{l Code}: {l Select All Code}
git clone --depth=1 https://github.com/stuntrally/stuntrally.git stuntrally
cd stuntrally
git submodule init
git submodule update --depth=1

And replacing installed game data\ with this from Git (matching folders etc).
After that just doing git pull to update.
Other way would be bad, slower to get all files from github one by one.

For latest (auto build) version from repo you could try (e.g. 1st link from):
https://nightly.link/stuntrally/stuntra ... trally-win
This should be last built commit from repo (when it's green tick it should work but I don't test it much)
https://github.com/stuntrally/stuntrally/commits/master