N2-Surreal [in 2.5]

N2-Surreal [in 2.5]

Postby Wuzzy » 03 Sep 2014, 18:42

I created a new track!

This new track is an experiment. I wanted to create a track with a very weird scenery. Things aren’t normal there, there are several buildings from different epochs, things face into the wrong direction, weird otherworldly plants etc. It also has a bit post-apocalyptic feeling, I guess.

I want the track itself to be fast and long and challenging. The track features two pipes. The other pipe which can only seen partly on the screenshot has some obstacles for extra challenge.

The track is drivable and the scenery looks strange. I am not sure if I keep the track this way, so I am still willing to change this track if I think it is neccessary. As I said, this track is an experiment.
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Re: Surreal (track)

Postby CryHam » 03 Sep 2014, 20:31

Hah, LoL. I really like it a lot. Great idea.
Cool track. Will be in next release.
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Re: Surreal (track)

Postby dimproject » 09 Sep 2014, 14:59

Excellent, long and not simple track with interesting scenery (like a dream).
I couldn't understood a weather - falling snow.
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Re: Surreal (track)

Postby Wuzzy » 09 Sep 2014, 19:49

dimproject {l Wrote}:I couldn't understood a weather - falling snow.

That’s the point! It is intended to be weird and nonsensical. ;)

I only added a bit snow as a slight effect. I didn’t want to have much snow because it would obscure the view and probably also affect the performance on this track.
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Re: Surreal (track)

Postby dimproject » 10 Sep 2014, 10:53

Looks like better not using snow, rain for tracks with pipes.
How snow is going through the pipe?
I thinking about underwater track, but water also going through the pipe.
CryHam, are you have some idea about it?
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Re: Surreal (track)

Postby CryHam » 10 Sep 2014, 11:12

This track is great the way it is. It's exactly meant to be not real and anything that isn't real fits perfect.
I'll maybe try to improve a bit it someday.

I don't know any good way to block weather particles from inside pipes or caves. It's difficult. Iterating all particles always and checking if there are inside is a bit too much cost for me, and we would need some automatic shapes for that, no idea, seems like a hell lot of code for sth that simple.

I also got no idea how to deal with water inside pipes. I'd say it's by design so.
It'd need again some shapes to detect if inside, hmm maybe in bullet but again a lot of extra code to create them.
IMO both are too complicated and completely unneeded. Probably possible but I'm not gonna code that.
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Re: N2-Surreal [in 2.5]

Postby CryHam » 21 Sep 2014, 14:46

It's now on master.
I did edit it somewhat, hopefully extending its awesomeness :cool: .
Has now a bit more colors, more grass types, road materials, and few more (surreally bad placed) objects :lol: .
Halved Hmap, was too big, not needed.

Shot (doesn't do its justice, its cooler in game):
Image
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Re: N2-Surreal [in 2.5]

Postby Wuzzy » 23 Sep 2014, 19:51

This edit receives Wuzzy’s seal of approval. :)
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Re: N2-Surreal [in 2.5]

Postby CryHam » 23 Sep 2014, 21:23

Cool. Thanks.
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