Racetrack track

Re: Racetrack track

Postby hiker » 30 Mar 2011, 23:33

Kinsu {l Wrote}:Maybe opposite boosters that would slow down karts could be added, if this is possible.

No, that's not possible atm. It would require some work, since the artists would then also have to specify in which direction a zipper texture should accelerate. We could potentially support that you can drop a bubble gum on the road if this is useful.

Better, if some boosters are placed randomly on the track it could avoid getting bored knowing every detail of the map.

That would be quite difficult to do it 'nicely'. I mean just putting random things on a track is easy, but it should play nicely, which it most likely won't. While I admit that someone should test it (it would certainly make a difference), I for now believe that human item placement will be better (most of the time). But I am happy to help anyone who wants to patch stk ;)

One thing that might work would be to specify a line and a certain number of items to be placed on that line randomly (probably with same distance between the items). So you could at least have some impact on where a line of items would be.

With those boosters, bananas and weapons, this track could become a challenge because it would be a mess. Maybe not every player like this kind of gameplay, but I think diversity is a quality in a game such as STK.

Note that you should also be able to use jumps (that's supported for a long time, but so far no track is making use of this). E.g. you could have a difficult bit of road (many bananas resulting in a narrow path to follow), and a ramp which would enable you to jump over this section etc.

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Re: Racetrack track

Postby Kinsu » 31 Mar 2011, 07:47

hiker {l Wrote}:We could potentially support that you can drop a bubble gum on the road if this is useful.

This could have the desired effect ! It would just not look the same but this is not really a problem.

hiker {l Wrote}:I mean just putting random things on a track is easy, but it should play nicely, which it most likely won't. While I admit that someone should test it (it would certainly make a difference), I for now believe that human item placement will be better (most of the time).

Yes, the idea of the line would enable a certain control of the randomness. And what about human placement of several possible locations for an item (lines for bananas and boxes, and points for gums) ?

hiker {l Wrote}:But I am happy to help anyone who wants to patch stk

I will be happy to get to the code before making a second kart (or maybe a track, or both if possible, I don't know yet).

hiker {l Wrote}:you could have a difficult bit of road (many bananas resulting in a narrow path to follow), and a ramp which would enable you to jump over this section

Yes, this is a cool feature to use ! Are loopings supported ? (I'm not asking this for the racetrack :) )
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Re: Racetrack track

Postby Auria » 31 Mar 2011, 17:59

At this time, loopings kind of work on the physics side, but the camera would not behave correctly so you wouldn't really see the loop correctly
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Re: Racetrack track

Postby Kinsu » 01 Apr 2011, 09:52

OK. It reminds me that in 0.7 the cam behaves badly when looking backward while the kart is on a road that goes down, as in the canyon : we can't see anything but the road ^^

EDIT : this bug is fixed in the latest build, I should have checked before :)
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Re: Racetrack track

Postby hiker » 01 Apr 2011, 12:54

Auria {l Wrote}:At this time, loopings kind of work on the physics side, but the camera would not behave correctly so you wouldn't really see the loop correctly

There are additional problems that are probably more work (I am not even sure if the camera position is still a problem - my recent work on the camera might actually have solved that - we need a test case ;) ): if a kart falls off the looping, it must be placed at an appropriate location to restart (far enough to that it can be fast enough to do the loop again) - which means we must be able to specify in blender where karts should be rescued to. This must be exported from the exporter, read in stk, and handled. But then again: the best chance to get this done is to make a track that needs this feature - so please go ahead :)

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Re: Racetrack track

Postby 3dwarehouse » 01 Apr 2011, 16:34

2011-04-01 11.25.58 am.png
fill in the face


I cant find anywhere how to fill in the track and your http://supertuxkart.sourceforge.net/New ... r_Tutorial on how to fill doesn't work?
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Re: Racetrack track

Postby Kinsu » 01 Apr 2011, 16:41

hiker {l Wrote}:if a kart falls off the looping, it must be placed at an appropriate location to restart

This problem can be bypassed if there is an alternative way without looping (of course less interesting, always reward players who take risks :cool: ), or simply make the rescue point after the looping (in this case, it would be necessary to make sure that being rescued is not more interesting than taking the whole looping :p )

But then again: the best chance to get this done is to make a track that needs this feature - so please go ahead :)

I've planned to make track(s), but they are not coming so soon :think: ... not too late, I hope :)
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Re: Racetrack track

Postby Kinsu » 01 Apr 2011, 16:46

3dwarehouse {l Wrote}:I cant find anywhere how to fill in the track

You mean that ?
Track making tutorial {l Wrote}:If the road is flat, like in this example, it's better to fill the ground between the road.

To do this, you can just select your edges (ctrl tab to choose selection mode), hit E to extrude the edges, then you select vertices and you merge them with alt M.
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Re: Racetrack track

Postby 3dwarehouse » 04 Apr 2011, 16:30

2011-04-04 11.19.25 am.png
Progress


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Re: Racetrack track

Postby Crendgrim » 04 Apr 2011, 17:12

Kinsu {l Wrote}:Crendgrim :
Crendgrim {l Wrote}:I can easily read a kart with some little penguin sitting in it. Who else should that be than Tux? Especially, because the game's name is "superTUXkart"

Well, you should have better eyes than mine. This image still has chances not to be readable for a lot of people : Image
And, this is just a detail, but to me an icon should be understandable by itself. No need text ! :)


3dwarehouse :

I do agree that it looks professional :) But it could be a little funnier, no ?


Okay, I'm used to this one: https://supertuxkart.svn.sourceforge.ne ... art_64.xpm
That's big enough ;)


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Re: Racetrack track

Postby hiker » 05 Apr 2011, 00:09

Kinsu {l Wrote}:
hiker {l Wrote}:if a kart falls off the looping, it must be placed at an appropriate location to restart

This problem can be bypassed if there is an alternative way without looping (of course less interesting, always reward players who take risks :cool: ),

Yes, an alternative way is always good, since it gives more choices to the player. Though it doesn't solve the rescue problem for people driving on the loop.

or simply make the rescue point after the looping (in this case, it would be necessary to make sure that being rescued is not more interesting than taking the whole looping :p )

Yes, but this is exactly what I meant: we have to add support to specify where a kart should be rescued to. ATM a kart being rescued at the top of the loop, would be rescued to the top of the loop again ;) And we basically should look at exactly what to do if a kart is too slow, i.e. falls down (which would not trigger auto rescue).

Nothing impossible of course, but those are the problems with loopings. And as I've said, I doubt that I will focus on this till I have a compelling reason, i.e. a good track using it :) Then I will get started (perhaps for 0.7.2?)

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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 03:55

I could really use some help related to textures and tracks in blender. Could you point me to good tutorials besides the stk ones?
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Re: Racetrack track

Postby Kinsu » 05 Apr 2011, 14:33

I think racetracks use as well as karts UV mapping for texturing...

Here are some tutorials that help me understand how to use it in Blender.
UV mapping tutorial
Another cool one in french, (maybe google can help you to read it in english)

Maybe I could help you to go forward with your mapping, what are your current problems ?
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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 14:35

Kinsu {l Wrote}:I think racetracks use as well as karts UV mapping for texturing...

Here are some tutorials that help me understand how to use it in Blender.
UV mapping tutorial
Another cool one in french, (maybe google can help you to read it in english)

Maybe I could help you to go forward with your mapping, what are your current problems ?


Image

I merged a bunch of triangles but the texture is not quite perfect.
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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 14:37

Its a racetrack course btw.
Notice the blurs that some weird triangles.
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Re: Racetrack track

Postby Kinsu » 05 Apr 2011, 14:38

Could you show me your mesh in wireframe and your UV coords unwrapped please ? I think the UV are distorted. If you want to have a non deformed texture, the shape of your UV coords must be similar to the model's faces.
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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 14:39

2011-04-05 09.34.13 am.png
wireframe
2011-04-05 09.35.12 am.png
wraped
2011-04-05 09.35.29 am.png
Unwraped
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Re: Racetrack track

Postby Kinsu » 05 Apr 2011, 14:53

Ok, I think you should merge differently your vertices : I would link the edge of a side of the track to the opposite edge.
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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 14:55

Will try!
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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 15:06

2011-04-05 09.59.20 am.png
what do you think?


Fixed!!! thanks :) :)

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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 15:09

Next, the racetrack needs to be redone could you find a racetrack type surface texture.
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Re: Racetrack track

Postby Kinsu » 05 Apr 2011, 15:12

Well done ! Be careful, sometimes the texture can look repetitive if you scale it too small (on the other hand it must not be too pixelized, so it's a delicate balance :) ). But if it's OK from the karts's point of view, this is not a problem.
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Re: Racetrack track

Postby Kinsu » 05 Apr 2011, 15:14

3dwarehouse {l Wrote}:could you find a racetrack type surface texture.

Well, this kind of texture can be done easily in Gimp, I think it would be faster than looking for one on the web. You fill an image with gray, you add noise (I'm sure Gimp has this functionnality), then you draw a white rectangle on it.
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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 15:17

How do I replace the road without redoing it? I try adding other textures but it doesn't look right.

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Re: Racetrack track

Postby 3dwarehouse » 05 Apr 2011, 15:21

I like this and it looks good and kart level.
2011-04-05 10.20.39 am.png
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