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A7-MiningCity [in 2.4]

PostPosted: 27 Jul 2014, 11:19
by dimproject
I like new objects in developing version.
Dislike one thing in city_house3, city_house3_big - windows too low.

I create track - City.
City.zip
(1.13 MiB) Downloaded 507 times

Need developing version of game for this track.

I combined city_house3 and some city_house4,
also city_house3_big and some city_house4.

Something wrong with slopes.
How make good slope for terrain?
To show.zip
(381.11 KiB) Downloaded 476 times

Re: City track

PostPosted: 27 Jul 2014, 12:03
by CryHam
Hmm, quite cool track.
Good combining of houses.
Needs some editing still, but I like it.
Heh and I already removed objectsC from repo.

For good slopes you need to use filter brush, key F. Just use along the road (may want to use higher filter factor, keys 1,2).
Or, you can use align terrain to road, key U for selected road segments (need to be in air).
It's shown in editor videos.

Re: A-City (track)

PostPosted: 28 Jul 2014, 20:46
by dimproject
CryHam {l Wrote}:Heh and I already removed objectsC from repo.

I can load this track in the last dev version of game?
I fixed something.
City2.zip
(1.15 MiB) Downloaded 501 times

Re: A-City (track)

PostPosted: 29 Jul 2014, 06:22
by CryHam
Right. Drives much better, smooth.
Currently objectsC are off but, I'll add then if this track goes to repo.
I also wanted to make it half gravel outside, but I don't have the code for this yet.
Once I do that I may return here.

There are small details I'd have to fix for that. Some turns outside city are quite sharp.
Ugh and most of the buildings are a bit above ground. When close you can see the gap.
Don't edit the track. I'm fixing some things.

Re: A7-MiningCity [in 2.4]

PostPosted: 29 Jul 2014, 16:15
by CryHam
Done.
Heh I've again let myself with imagination on somebody's track.
I hope you like it.
Is on master and will be in ver 2.4 as A7-MiningCity.

It's now the 1st track that has more than 1 road surface: asphalt and gravel.
Will push code soon, need to test ed. I've finally made it, heh was planned since years.

Preview:
Image

Re: A7-MiningCity [in 2.4]

PostPosted: 30 Jul 2014, 04:42
by Wuzzy
Lol, this is not the first track with more than 1 road surface. Most Stunt Rally tracks have at least 2 road surface and you know that.

Anyways, this is a good improvement over the original. The orignal track was obviously broken because of the slope.

The track itself is great. The scenery on its own is also well done. But the city …

Well, the city still looks strange and displaced to me. It is just houses, basically. All other typical “city” features are missing. Stunt Rally is still not really suited for city tracks, we would need a shitload of new objects for that, at least. It’s just not my personal taste. Anyways, do what you want to do.

I will upload a fork soon.

Despite there being sand and asphalt underground, it seems that the entire track has asphalt physics. Which is very confusing. Bug?

Re: A7-MiningCity [in 2.4]

PostPosted: 30 Jul 2014, 09:51
by CryHam
Nope. I meant surface in simulation. Sure plenty of tracks have few road materials. But so far, before 2.4, those were always 1 surface parameters for simulation (see Surface tab, could just pick 1 for road, now you can 4 (for each road mtr), and I'll add also own for pipes someday).
Pull latest version. I've just recently added code for that.

One can say, when I started editing dimproject's track, I was a bit inspired by this:
http://englishrussia.com/2014/05/20/how ... -russia-2/
Surely completely different scale though. Meh, and I wish those windows were on both sides of our buildings.

Re: A7-MiningCity [in 2.4]

PostPosted: 30 Jul 2014, 15:25
by Julius