The new assets, content and track rework thread

Re: The new assets, content and track rework thread

Postby rubberduck » 29 Jun 2023, 07:44

ok, good advice, especially with the final length I reached now. A few columns I leave as obstacles though. Length is something between 20 and 24 km, the exact length is a secret for now.
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Re: The new assets, content and track rework thread

Postby rubberduck » 29 Jun 2023, 22:50

coming tomorrow:
20230629_233725988.jpg

20230629_234323105.jpg

20230629_234514510.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 29 Jun 2023, 23:23

Wow. Cool. Looks like it's going to be the new longest track.
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Re: The new assets, content and track rework thread

Postby rubberduck » 30 Jun 2023, 07:48

CryHam {l Wrote}:Wow. Cool. Looks like it's going to be the new longest track.


yes, now even 24,1 km long and very difficult too, could really be an extreme track

There may also be a few places that could be adjusted, for example the first looping after the first on-pipe loop has a sharp corner. Then in my latest test drive somewhere after 70 % progress the change between views got messed up. When I checked the areas I didn't find anything that could have caused it.
And finally I didn't try how well the track is drivable in reverse.

Edit: I work on doing some minor updates to the track, including one new fluid, that is coming soon
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Re: The new assets, content and track rework thread

Postby CryHam » 01 Jul 2023, 00:20

Wow, this is really an impressive track.
Yeah the difficulty is on another level. So I'll add 1 level more in range, just for this one.
I like the colors and dark too. And it also makes it even more difficult in few places. Truly surprising.
Only problem is OFC bad Fps in old SR. I'll see if anything is possible to improve. I doubt it, with lots of road and pipes and such high terrain slopes.
BTW I fixed my old SR build, so I can change code too. I wonder, I should probably port that new scale for particles in editor from SR3 to SR2, isn't too much work.
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Re: The new assets, content and track rework thread

Postby rubberduck » 01 Jul 2023, 09:48

Oh, have you seen my update PR that I did yesterday ans is still open. This version should be a tiny bit easier and more polished, still very extreme though.
I actually copied lots of loopings from other extreme or very hard tracks, (with some adjustments and changes) , including GlassStairs, Refinery, BlueHell, Crematoria, Oasis, YeleyStunts, SchwabAutumn, MushroomBeach, Swirl and maybe some more

I also experimented with performance now a bit, reducing the view distance of the road does a lot
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Re: The new assets, content and track rework thread

Postby CryHam » 01 Jul 2023, 22:21

Ok thanks, yeah I just realized I didn't watch tracks repo, now I do.
I did few small changes in old SR, is now ver 2.8, and cleaned up presets.xml to match SR3 style more too. I need to merge stuff between them manually, so it's easier. If you edited it then you could get conflicts after git pull, best to do a backup copy.
I did only small changes in Spc3-HyperLoops, there isn't much that can be done for more Fps, indeed road visibility is key I decreased it. Not sure if that did much.
Well this is surely one masterpiece of a track. It beats GlassStairs in length and difficulty now 7 (and also sum of them, that sigma symbol on Gui).
And yeah it has straight 60 Fps in SR3 as almost every track.
Well, it will be good for testing my upcoming grid merger for road (not just length based), but seems not that necessary even.
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Re: The new assets, content and track rework thread

Postby rubberduck » 02 Jul 2023, 14:34

ok, do you mean the 2.8 release is ready or close to ready? Also noticed that the SR site is down right now
I also have a backup copy, the version where I play with and the git repo I have separated, when I am done with something I copy new contents into the other version

And I started with reworking and adding new obstacles (the old classic ones are getting a bevel and a new texture, that looks similar, planned are a few variants in different colors, like winter, crystal, red, jungle...),including these new twisted ones. The texture isn't final, just the result of some tests. I am taking a small break now too, finishing them in a week or so.

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

Postby CryHam » 02 Jul 2023, 15:35

Cool. New obstacles would be great. Nice that you are also remaking the old ones.

Yeah when site is down usually this means something is written on https://www.tuxfamily.org/ about some failure,

I just mean that we have enough stuff for SR in repo to be called 2.8. Not sure when there'll be so much that we'd need to release.
We have working auto builds so it should be possible to grab them from actions and test latest version without building. Anyways making a Windows release is easier now as I don't need to build.
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Re: The new assets, content and track rework thread

Postby rubberduck » 03 Jul 2023, 07:26

My plan is to make an improved version of Can5-Obstacles then, especially making it longer, more canyon like and adding new obstacle types. I am on a different PC now so I planned it for next week
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Re: The new assets, content and track rework thread

Postby rubberduck » 07 Jul 2023, 21:42

I started working on a new version of the obstacles track, currently obstacles removed, will be later re-added when the new ones are done, so clearly a wip version...
Around 1.6 km longer now, and terrain is completely redone too.
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Can5-Obstacles2.zip
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Re: The new assets, content and track rework thread

Postby CryHam » 07 Jul 2023, 23:06

Cool. I like it better already. I'm glad you're varying road between full pipe, half pipe and on terrain. Nowadays whole full-pipe tracks aren't that appealing any more IMO.
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Re: The new assets, content and track rework thread

Postby rubberduck » 08 Jul 2023, 08:12

I was driving the new infinity track recently, which is an exception, because usually I don't like full-pipe tracks that much too. I am thinking adding just one or two of these curly / twisted obstacles ( no other changes though, just 1-2 obstacles, and maybe some new ones in other tracks too). I have already planned a marble version of these obstacles. This makes it also a bit more diificult, as I thought it almost be a bit too easy for a !5 track, except when you are driving with full speed all along you will be totally destroyed before reaching the start / end.
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Re: The new assets, content and track rework thread

Postby CryHam » 08 Jul 2023, 11:54

Sure, I'm okay for adding new obstacles to old tracks. And in general for renewing tracks in some way too.
Yes Infinity is quite easy. It has difficulty !5 in tracks.ini IIRC because of pipes, and most twisted bridged tracks have !4 already.
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Re: The new assets, content and track rework thread

Postby rubberduck » 08 Jul 2023, 19:39

another preview...
new_obstacles.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 08 Jul 2023, 20:24

Nice. You can make the outer circles even with 2 to 3 times more subdivisions. SR3 has LoDs with distance and no problems. And old SR has no instancing so triangle count won't matter that much either I think.
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Re: The new assets, content and track rework thread

Postby rubberduck » 08 Jul 2023, 21:39

ok, no problem
view.jpg

I am getting closer here too, I am only adding some more spikes
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Re: The new assets, content and track rework thread

Postby rubberduck » 09 Jul 2023, 09:25

I refined them again now, these are the ones that I have now
obstacles_01.jpg

obstacles_02.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 09 Jul 2023, 11:56

Meshes are looking very good, smooth.
Will there perhaps be some variation with more various colors or some texture not just mostly 1 color gray?
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Re: The new assets, content and track rework thread

Postby rubberduck » 09 Jul 2023, 14:05

more variation, including the new crystal and marble variant
obstacles_03.jpg

obstacles_04.jpg


edit:

hehe, I just added a few new obstacles into the new infinity (only 2, but these make it really a bit harder, so !5 fits better now too), and I got the loading screen of the old infinity :)
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Re: The new assets, content and track rework thread

Postby CryHam » 09 Jul 2023, 16:51

Ok now these look awesome. l like the textures. I think my favourite is that dark green hex like texture. Should probably fit Crystal scenery etc. If not then recoloring will be easy. I should probably add material setting per object in editor, instead of duplicating mesh files just to change material. Yeah another todo added, none removed lol.
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Re: The new assets, content and track rework thread

Postby rubberduck » 10 Jul 2023, 21:11

my next wip track, including this really cool waterfall, that took me like an hour to get it right, and will be long again, planned something between 18-22 km and difficulty maybe 2-3, has a few jumps, but these are easy ones. After all that difficult tracks, especially HyperLoops, I wanted to make an easy one, also inspired by real places..
view.jpg
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Re: The new assets, content and track rework thread

Postby CryHam » 10 Jul 2023, 23:17

Wow, this rooks really cool. I didn't even get what it is at first.
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Re: The new assets, content and track rework thread

Postby rubberduck » 11 Jul 2023, 20:53

new_weather.jpg

my new track is also using a new cloudy misty type of weather I created...
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Re: The new assets, content and track rework thread

Postby CryHam » 11 Jul 2023, 21:01

Looks nice.
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