The new assets, content and track rework thread

Re: The new assets, content and track rework thread

Postby rubberduck » 19 Oct 2023, 12:01

I thought this track would totally fit the anomaly scenery, so I started with it now, currently I only have 2 road materials and 1 terrain texture, but more is planned, much more, pipe, walls, particles, more terrain, maybe fluids, or grasses too, even a sky would be great
20231019_125247541.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 19 Oct 2023, 18:11

anomaly_v1.jpg

some more progress on the anomaly scenery, made some new terrains
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Re: The new assets, content and track rework thread

Postby CryHam » 19 Oct 2023, 18:36

Very cool.
Yeah I have some ideas of my own like pixelated textures, for grass, vertical lines, random noise in parts of textures. Partly specular, or transparent shapes on textures, well like stuff on my recent screenshots from that bug I had. Meshes with half of triangles or rectangles missing, long one color triangles or such. Well I had tons of such issues in my also big development gallery, we could use some for ideas here too.
We could add more later. I also wanted to do try animated materials someday in SR3, for space, with pulsing lights or blinking etc.
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Re: The new assets, content and track rework thread

Postby rubberduck » 19 Oct 2023, 19:43

new_roads.jpg

some more ideas and experiments for roads
a few of them I just switched various maps, like normalmap with diffuse, or used diffuse as normal, such things give crazy results too
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Re: The new assets, content and track rework thread

Postby rubberduck » 20 Oct 2023, 08:16

A retry of the anomaly scenery, this time I used the track spider as base, the idea is to turn it into an anomaly version, a bit modified and harder too, and call it "bug"
20231020_090442546.jpg

20231020_090519929.jpg

20231020_091056235.jpg

20231020_091119435.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 20 Oct 2023, 19:13

20231020_200644946.jpg

20231020_201153586.jpg


new terrains for anomaly
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Re: The new assets, content and track rework thread

Postby CryHam » 20 Oct 2023, 20:12

Looks great, good progress.
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Re: The new assets, content and track rework thread

Postby rubberduck » 21 Oct 2023, 12:18

I made some skies for the scenery now too
anomaly_skies.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 21 Oct 2023, 12:45

Lol. Awesome.
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Re: The new assets, content and track rework thread

Postby rubberduck » 21 Oct 2023, 20:09

more updates on anomaly scenery stuff
20231021_203703479.jpg

20231021_203742828.jpg

20231021_205740723.jpg


and an anomaly version of Grc7-Spider, that I called Bug, still in progress, objects and vegetation for anomaly are still missing
20231021_210429288.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 22 Oct 2023, 20:26

I did a lot of track and scenery work recently, though the second one is far from finsihed, the first one is done already
Ano1-Bug_Preview.jpg

Ano2-Oversize_Preview.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 22 Oct 2023, 20:45

Cool. I like it. Though it looks mostly green-ish. I would change it to have some more colors too, e.g. have yellow, blue, orange too etc. Will see, maybe I'll add to it someday. Right now I'm still quite busy with SR3 stuff and things from its roadmap (now in repo and with some emojis).
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Re: The new assets, content and track rework thread

Postby rubberduck » 23 Oct 2023, 20:19

a few more updates again, using a bit different colors there
20231023_203423329.jpg

and with my anomaly space track I am making progress too
20231023_203710684.jpg

20231023_210649266.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 27 Oct 2023, 21:04

I am still doing stuff
20231027_215932026.jpg

and I think you can recognize that even, just compare it with what you posted a while ago :lol:
Screenshot 2023-10-27 220214.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 27 Oct 2023, 21:08

Yeah, cool.
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Re: The new assets, content and track rework thread

Postby rubberduck » 28 Oct 2023, 20:27

finally I am done, adding the last assets I wanted to do, including some fluids and more objects, will upload it all tomorrow
20231028_211931654.jpg

20231028_212246986.jpg

ano1_bug.jpg

ano2_oversize.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 28 Oct 2023, 20:33

Looks great. A lot of stuff done for this scenery.
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Re: The new assets, content and track rework thread

Postby rubberduck » 28 Oct 2023, 20:37

yes, that will be a sh!tload of stuff to upload, I think I even make some sort of checklist, it is just so much
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Re: The new assets, content and track rework thread

Postby rubberduck » 29 Oct 2023, 15:03

I am finally done uploading the stuff, which includes a lot assets for the anomaly scenery, these 2 tracks, but even another quick test track showing some more stuff, including stuff that I haven't used in the other tracks, basically a modified version of shortfun.

view.jpg


While I created anomaly versions of some rocks and crystals, I haven't tried adding them so I can use them as trees, only as regular static objects. I remember having some issues when I tried it in the past with some hexrock models. It would be really cool to have them as trees too. How difficult is that actually?
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Re: The new assets, content and track rework thread

Postby CryHam » 29 Oct 2023, 18:22

Great. Will merge and test only after I do that for SR3 too. I don't even have SR built.

There is a 11year old exe here, maybe it works:
https://github.com/stuntrally/blendfile ... omXmlTrees
I see it needs MSVCR90.dll, that would be in very old MSVC 2008 redists (Download a Microsoft Visual C++ 2008 Redistributable for x86) or could just download that DLL elsewhere (unsafe, put near exe), just well it's very old and may be kind of unsafe even today.
If not exe, then info on what to do by hand in xml is here:
https://github.com/stuntrally/blendfile ... eomxml.cpp

IIRC you'd need to convert .mesh to .mesh.xml with OgreXmlTool.exe or OgreMeshConverter (I forgot name, should be in Ogre 1.13 SDK or its build), then either use that geomxml.exe on it (or do it manually as written on top of geomxml.cpp), it will change that .mesh.xml, then use Ogre tool to make .mesh from it again. Then it should be possible to add on track, just add a line in presets.xml and put in trees2/ dir. I think. I didn't do it in ages. And in SR3 you don't need any of that.
Also in old SR you need caution about how many triangles are in .mesh for tress as with more it will lag longer. Another nonsense completely forgotten in SR3.
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Re: The new assets, content and track rework thread

Postby rubberduck » 30 Oct 2023, 19:12

ok, for trees I will maybe wait until 3.0 is at least so far, that I can try a build, it doesn't need to be that stable for me.

I also started working on another track, and I will do at least some new crystal models in the other colors, though for this track I will do place a few manually, similar to hex forest. Plus there is some water in the track and then the tree density could also be lower for the regular ones.
view.jpg

And then there isn't even road yet, just terrain.
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Re: The new assets, content and track rework thread

Postby CryHam » 30 Oct 2023, 20:43

Nice, looks like something new already.
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Re: The new assets, content and track rework thread

Postby rubberduck » 30 Oct 2023, 21:12

yes, cyan crystal terrain textures
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Re: The new assets, content and track rework thread

Postby rubberduck » 31 Oct 2023, 22:05

my progress on the track
20231031_215820547.jpg

20231031_215934312.jpg

20231031_215955246.jpg
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Re: The new assets, content and track rework thread

Postby rubberduck » 01 Nov 2023, 18:54

new crystals are done so far...
20231101_183935101.jpg

20231101_184036787.jpg

20231101_184620881.jpg


I am thinking to try out creating a new space / crystal themed sky for this track, but also then for other sceneries like unidentified. I already got some ideas there.
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