The new assets, content and track rework thread

Re: The new assets, content and track rework thread

Postby CryHam » 01 Nov 2023, 20:40

Cool. Yeah new skies for outer space would be cool. I think I've seen a few on sketchfab too and some planets there.
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Re: The new assets, content and track rework thread

Postby rubberduck » 03 Nov 2023, 23:31

my first test space sky just after a few hours in the evening, and even that it is black and white right now, for such a short time it looks pretty cool
first_wip_space_sky.jpg


edit: the same sky with just a few different settings rendered, mostly made stuff more visible, adding more contrast and so on
new_space_sky_v2.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 04 Nov 2023, 00:41

Interesting. I guess it will look cool with colors.
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Re: The new assets, content and track rework thread

Postby rubberduck » 04 Nov 2023, 13:57

I am making progress, though still black and white, but colors are coming soon
20231104_135525590.jpg

20231104_135534074.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 04 Nov 2023, 19:30

first experimental colored skies, the first one is rendered out in full resolution, the others only in half / preview resolution.
I want to add some single bright stars now, and then I think I am gonna make some good usable (final) skies.
20231104_162500852.jpg

20231104_182637647.jpg

20231104_184051331.jpg

20231104_192653345.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 04 Nov 2023, 22:24

Looks great. Only stars missing.
Maybe too white still, would probably need more color saturation to not look like normal clouds.
I'd add maybe a planet, possibly with rings, or just a moon or something, on some, not for all.
I saw some HDRIs for space but IDK if okay, looks rather worse now. Could give some inspiration though.
https://sketchfab.com/3d-models/space-n ... 1cde22ed3a
https://sketchfab.com/3d-models/inside- ... ca92103f87
https://sketchfab.com/3d-models/realist ... 3ad0f4a6c4
https://sketchfab.com/3d-models/space-n ... 2c1e537993
A tutorial, also cool screens:
https://roadturtlegames.com/planetguard ... log-4.html
And for planets, many available, IMO coolest first:
https://www.blendswap.com/blend/18074
https://www.blendswap.com/blend/15614
https://www.blendswap.com/blend/13944
https://www.blendswap.com/blend/22225
https://sketchfab.com/3d-models/saturn- ... aae2d280a6
https://www.blendswap.com/blend/14716
https://www.blendswap.com/blend/23724
https://www.blendswap.com/blend/24063
https://www.blendswap.com/blend/18161
https://www.blendswap.com/blend/17479
https://www.blendswap.com/blend/10452
https://www.blendswap.com/blend/4355
Not sure if all usable. But I think those shouldn't be as meshes (too far away) but added and rendered into those skies (some at least :) ).
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Re: The new assets, content and track rework thread

Postby rubberduck » 05 Nov 2023, 11:26

I added stars now too.
Though I am going to be away from this computer this week, I plan to upload it all with my new track next weekend, currently a version for 2.8, after that I want to test it in 3.0 too.

20231105_111543615.jpg

20231105_112008701.jpg

space_nebula_01.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 05 Nov 2023, 13:06

Awesome. Cool new style.
Skies are the easiest in SR3, and they look the same.
I'm still finishing in SR3 with the new assets for anomaly etc. Should be ready today.
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Re: The new assets, content and track rework thread

Postby rubberduck » 10 Nov 2023, 19:45

coming in the next hour...
view.jpg


I was earlier back and had more time, and while I was away I had some ideas, so it got cooler and even a bit longer again
Update: PRs are up
I also made the materials for crystal1 and 2 a bit brighter, though the old version is still there, just commented out.
They are just barely visible there, especially with the sorting issues in 2.8. I know in 3.0 this is no issue and I already checked, crystals look much better in 3.0 because these issues don't exist :D

Though I think it would be cool to have a material for anomaly, which has some sorting issues, just for fun to make it more look broken. :lol:
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Re: The new assets, content and track rework thread

Postby CryHam » 10 Nov 2023, 21:40

Awesome. Looks very cool. Merged.
I will need a while to get into SR3 until I can tell more.

But I have to add, after getting Anomaly stuff into SR3 recently (possibly a couple of things could be bad or missing, not sure). It's a very well made screnery, everything made specifically for it, I like it a lot.
I think the Bug track is the best for me. Oversize is well very big and stretched, really high too, but yeah that was the point.
There is a bug in SR3, actually good for anomaly that RQG (render queue group) for crystals is bad, IDK should be after all else, now it's not. I also see similar issue with transparent road bridges, they cancel water on terrain through them, looks definitely buggy, cool. Surely I could think of a couple of issues from code for anomaly, but I'll get back to it later.

I started with new car engine sounds (except electric). From that engine sim app, needs some EQ still and what not, but I think I'll have something done actually, and maybe even before SR 3.0 beta.
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Re: The new assets, content and track rework thread

Postby rubberduck » 10 Nov 2023, 22:25

ok, also I made the Bug a bit more difficult than the original, could be or almost be !6,
anyway, I already started with the next track, and this will be a difficult one. And just got a surprise fail too.

epic_fail.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 10 Nov 2023, 23:14

20231110_231215752.jpg
here is a very first screenshot, it goes a lot through oil too
still very early in progress
view.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 11 Nov 2023, 00:22

Nice. I like the setting, lime green for a change.
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Re: The new assets, content and track rework thread

Postby rubberduck » 11 Nov 2023, 22:29

more progress
20231111_202007023.jpg

20231111_222343134.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 14 Nov 2023, 09:04

white road / pipes mean tricky / difficult
20231114_084756171.jpg

inspired by ultima, but with many jumps,
20231114_084821756.jpg

pipes..
20231114_085235112.jpg

and of course oil, much much oil
20231114_085337840.jpg

there are already new terrain textures too
20231114_085324833.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 14 Nov 2023, 09:34

Great. Looks like Toxic scenery, so not much vegetation?
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Re: The new assets, content and track rework thread

Postby rubberduck » 15 Nov 2023, 22:32

yep, toxic :eew: scenery
and almost done, I am thinking about adding maybe 1 or 2 new dynamic objects before uploading it in the next few days

20231115_222640811.jpg

20231115_222733162.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 16 Nov 2023, 10:01

Looks amazing.
Already reminds me of that post-apo scenery I was thinking about, it's just that it was separate from toxic and rather dark brown, with also some tall ruined buildings.
https://sketchfab.com/3d-models/ruined- ... b54746d6eb
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Re: The new assets, content and track rework thread

Postby rubberduck » 16 Nov 2023, 21:41

I added them actually now, even with a better texture, that has proper normalmap (which is CC0)
and new oil barrels (red and green)
20231116_212510345.jpg

20231116_212840369.jpg

crashed right into it :lol:
20231116_213121152.jpg

and another dynamic object added
20231116_213351011.jpg


This could then actually be post-apo1 (poa1, apo1, pap1, pos1, whatever fits best ??), instead if tox3
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Re: The new assets, content and track rework thread

Postby rubberduck » 16 Nov 2023, 22:58

I also made the track a bit harder again, added 2 more jumps (1 new, 1 re-added after I removed one a while ago). That track that is coming tomorrow, has 15 jumps now. Including now 4 jumps in a row / in short time, with a curve in between

4_jumps_in_a_row.jpg

and here there are, the second from left is the new one too
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Re: The new assets, content and track rework thread

Postby CryHam » 17 Nov 2023, 03:01

Very good. Looks like another well made long track, indeed road is like that Ultima spaghetti.
I think Apo1 is best for post apo scenery.
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Re: The new assets, content and track rework thread

Postby rubberduck » 17 Nov 2023, 20:32

it took me a bit longer, so it will come tomorrow, it is just such a difficult track (most probable extreme !6, not !5 or !7, but right in the middle) and it needed so much polishing, so much jumps, including driving it in reverse, and so looong

but anyway, one thing I am already posting, the track preview image, how I like it
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Re: The new assets, content and track rework thread

Postby CryHam » 17 Nov 2023, 22:15

Indeed, looks awesome. That's good, quality takes more time for longer tracks and more stuff on them, so probably I won't need to fix anything like usually.
I'm dealing with json materials and such for SR3, challenges etc. Need to make videos too.
I did modify your Oversize track in SR3: added objects, particles, fluids, changed fog, terrain layers. IDK what's with it but I don't have flat 60 Fps on it, maybe the huge terrain slopes do it.
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Re: The new assets, content and track rework thread

Postby rubberduck » 17 Nov 2023, 23:03

yeah, I even think that these huge terrain slopes were really extreme when creating / editing the track.
I think the only thing that could be done for SR3, except horizons, is adding a few more buildings, and dead trees as vegetation. especially the buildings are high poly compared to the rest, they go up to 21K tris or so

I also just saw something very cool, you have exactly 1000 posts now
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Re: The new assets, content and track rework thread

Postby rubberduck » 18 Nov 2023, 09:55

PRs are up, I think I am gonna make a first small track in SR3 editor, to further test it, and then go back to skies soon
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