Subsea Track

Subsea Track

Postby STKRudy85 » 04 Apr 2011, 11:13

Subject is open, you can place here your contributions

Image
http://opengameart.org/content/animal-bestiary (Tortoise Shark Seal Fish Shel )

Image
http://opengameart.org/content/fat-man (Can be a base for a submarine)

Image
http://opengameart.org/content/rainbow-trout

Image
http://search.freegamedev.net/artitems/view/433043
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 04 Apr 2011, 11:23

I have a base for the track I send it here this evening :

http://www.youtube.com/watch?v=LjprqTh_7rA
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 04 Apr 2011, 21:59

Here it is :!: ... A start

Capture-Fenêtre sans nom.png
Attachments
Subsea.blend.7z
(37.79 KiB) Downloaded 294 times
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 04 Apr 2011, 22:07

Capture-Fenêtre sans nom-1.png


I'm waiting for the licence type of this orca
Attachments
orca.blend.7z
(132.61 KiB) Downloaded 286 times
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 06 Apr 2011, 18:42

About Orca :

Joey Fleischman {l Wrote}:I don't care about licenses. do whatever you want. though credit would be nice.
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby KroArtem » 06 Apr 2011, 18:49

Speaking about sharks and submarines, I can imagine them floating near the track (of course track is limited with glass roof)
KroArtem
 
Posts: 375
Joined: 26 Aug 2010, 19:04

Re: Subsea Track

Postby hiker » 07 Apr 2011, 02:34

KroArtem {l Wrote}:Speaking about sharks and submarines, I can imagine them floating near the track (of course track is limited with glass roof)

Sounds great - that should all already work in STK. Also we could start on a small island, then karts could drive into the mouth of an artificial wale (like stranded on a beach), which turns out to be the tunnel which then goes underwater. Perhaps even some part of the island track could be reused for this??

if you go down you have the problem that you need to go up again :) Since uphill sections are always boring, I am happy to support some kind of 'canon' or so: the karts drive through this, and are then being 'shot' at high speed up. It would be a kind of animation - for a second or two the kart would fly along a pre-defined path to a landing zone, from which it can then drive again (admittedly this is from MK Wii). Of course, you can always use some zippers and ramps, ... :)

Cheers,
Joerg
hiker
 
Posts: 1435
Joined: 07 Dec 2009, 12:15
Location: Melbourne, Australia

Re: Subsea Track

Postby Kinsu » 07 Apr 2011, 09:15

You would make a pretty good level designer :) I agree STK needs innovative tracks, with this kind of fun features !
User avatar
Kinsu
 
Posts: 476
Joined: 15 Mar 2011, 14:28

Re: Subsea Track

Postby STKRudy85 » 03 Jul 2011, 23:33

Here a start of the track. All Ideas are welcomes
Restriction: shorten track (I will add lot zippers to compensate )

I think to this kind of environment :
portugal-falaises-big.jpg


Importants points for me, are: adding a fog , and get a better distance of display
Attachments
subsea.zip
blend file included
(1.06 MiB) Downloaded 307 times
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 04 Jul 2011, 02:28

Do you think about coloured lights area, fog areas ? this is also what I need
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby Narann » 07 Jul 2011, 11:36

I have some bugs with fog (maybe it's not your track).
Image
Image

This files seems to be missing:
tex.png
subseasky.jpg

For what I'd played I think the road is too long and with not so much "variations" in the gameplay.

I should you reduce (a lot) the whole race distance, It could be more "bouncing". If it's possible, try to do this just to see how this could be.

If you done the track large to have many animals, I think you can also reduce them a lot. This will make a "more detailed" impression.
Narann
 
Posts: 16
Joined: 05 Jul 2011, 13:52

Re: Subsea Track

Postby STKRudy85 » 07 Jul 2011, 14:13

Narann {l Wrote}:This files seems to be missing:
tex.png
subseasky.jpg

For what I'd played I think the road is too long and with not so much "variations" in the gameplay.

I should you reduce (a lot) the whole race distance, It could be more "bouncing". If it's possible, try to do this just to see how this could be.

If you done the track large to have many animals, I think you can also reduce them a lot. This will make a "more detailed" impression.


Thanks for testing. It's just a start of a real track

Sure it's a long track but with zippers and the different environments I will gave, You won't see the track's longer ;)


Narann {l Wrote}:I have some bugs with fog (maybe it's not your track).


This is why I asked help :

STKRudy85 {l Wrote}:Important points for me, are: adding a fog , and get a better distance of display
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby Auria » 08 Jul 2011, 00:58

Some of the problems in the screenshots have to do with incorrect Z-ordering in irrlicht; Z-ordering is very difficult to implement in an efficient way unfortunately.

There are a couple solutions for now :
1) the easiest, but also the least good one : disable writes to the Z buffer (in the property browser)
2) split the opaque and transparent parts of the texture, and disable Z writes on the transparent part only
3) split the tunnel in smaller chunks, and make each chunk and 'object' (a separate B3D file); this will help irrlicht perform Z-ordering
Image
User avatar
Auria
STK Moderator
 
Posts: 2976
Joined: 07 Dec 2009, 03:52

Re: Subsea Track

Postby STKRudy85 » 14 Jul 2011, 19:19

I had to adjust camera distance ;)
and then the Z write problem appear :(
I tried disabling param on material.xml it works but it render the track less clear (display)
there is no real solution I prefer disabling this param so.

Thanks for answering
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 14 Jul 2011, 19:57

work in progress
Attachments
subsea.zip
(1.08 MiB) Downloaded 287 times
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 15 Jul 2011, 05:02

To be continued :

I had to add bonus and more zippers , make animals moving polish, polish, and again and checkline
Attachments
subsea.blend.zip
The blender file, textures packed ;)
(1.08 MiB) Downloaded 292 times
subsea.zip
(1.37 MiB) Downloaded 297 times
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby Kinsu » 15 Jul 2011, 08:35

I've just tried it, and I had nice time on this WIP track !

A little feedback (I may criticize some points you already want to improve, if this is the case just don't take them in consideration) :
- Really cool atmosphere,
- the track is a little boring though : 80% is made by the big glass pipes, it's too repetitive. The cave part, and the cliff ones bring a little bit of variety, I think 1 or 2 original parts like these ones would stop the map from being too repetitive,
- I did not really felt like I was under the ocean when driving in the cave... I think it's because of the textures,
- the decor elements are well distributed :)

Keep it up !
User avatar
Kinsu
 
Posts: 476
Joined: 15 Mar 2011, 14:28

Re: Subsea Track

Postby STKRudy85 » 26 Jul 2011, 22:25

TEASING, track is finished as 50%

subsea.zip
(2.71 MiB) Downloaded 320 times


I have to :

Add rocks and plants on floor
I want to do destructible Pillars in pirates 's cave
Add bonus and maybe zippers
Adding crane of lifting for submarine
Texturing :cry:
Adding a boat on surface
Adding a metal structure as track support
Animation
Improving with LOD
Polish and other things ... (Adding a boat from scotland track, set emitters improving pirates ghosts)
Last edited by STKRudy85 on 01 Aug 2011, 02:51, edited 2 times in total.
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby Crendgrim » 27 Jul 2011, 11:12

Wow. I am hugely impressed by this track. Great work with the different ways all being of (nearly) the same length, even if it doesn't look so on a first glance. Nice models, nice ideas. I really like your work so far. :)
Crendgrim
 
Posts: 227
Joined: 03 May 2011, 21:59

Re: Subsea Track

Postby qubodup » 27 Jul 2011, 15:13

It's a beautiful track. It feels empty/big but perhaps that is only because there are no pick-ups yet.

I made a video of me racing through it: http://www.youtube.com/watch?v=YowjdvDfPmE
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Subsea Track

Postby STKRudy85 » 28 Jul 2011, 09:16

Thanks for reply and for this video which show me bugs

:D
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby STKRudy85 » 31 Jul 2011, 01:01

working on progress ...
subsea.zip
(4.03 MiB) Downloaded 311 times


The part with the varanus is totally finished it was a big job :lol:

to Samuncle: I want to add like I already made : water leaks . I want to place them where is the plants invasion part
I want them springing from everywhere.

And yes LOD must be

To be continued ...
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby Iridium » 31 Jul 2011, 19:04

1) The Lap counter doesn't seem to be working

2)
Image
This is right after the cracked tube with the plants, if I remember correctly.
User avatar
Iridium
 
Posts: 209
Joined: 24 May 2011, 02:13

Re: Subsea Track

Postby STKRudy85 » 31 Jul 2011, 21:11

Yes I know Track is far to be finished
STK fan
User avatar
STKRudy85
 
Posts: 532
Joined: 23 Dec 2010, 03:00
Location: France

Re: Subsea Track

Postby charlie » 01 Aug 2011, 02:31

To make it seem like you are driving under the ocean, there probably needs to be a blue tint (like this) and some kind of wavey lighting effect (like this) on all objects in the tunnel. For an even better effect, light refraction. As to whether either or both of these is going to be possible in STK any time soon, I'm not the person to comment.
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2131
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Who is online

Users browsing this forum: No registered users and 1 guest

cron