Sandtrack improvement

Re: Sandtrack improvement

Postby kalado » 30 Apr 2011, 00:01

Thanks for the normal map, I'll give it a try.
And here is the blend file if you want to look at the small updates (don't care about the camel, the animation isn't finished). Maybe you could also help me on a problem: as you can see I've made a secondary way and I don't manage to make the exporter work nicely, how did you do with the jungle track?
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Re: Sandtrack improvement

Postby Auria » 30 Apr 2011, 00:46

Hi,

for alternative ways, please see http://supertuxkart.sourceforge.net/New ... native_Way

The alternate way must be in a different object
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Re: Sandtrack improvement

Postby kalado » 03 May 2011, 22:15

Thanks a lot, it's working now, sorry for annoying you another time, but I have another problem, how should I apply my png images to a model, to view transparent fields of the image as transparent and not as black?
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Re: Sandtrack improvement

Postby Kinsu » 03 May 2011, 22:45

I think you should try with materials.xml. Maybe you could take example on puffy, beagle and adiumy karts ?
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Re: Sandtrack improvement

Postby kalado » 03 May 2011, 23:31

I already took a look at this, put the problem is that I can't find such a file for a track, maybe textures informations are in the b3d file?
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Re: Sandtrack improvement

Postby Auria » 03 May 2011, 23:50

kalado {l Wrote}:Thanks a lot, it's working now, sorry for annoying you another time, but I have another problem, how should I apply my png images to a model, to view transparent fields of the image as transparent and not as black?


Hi,

check http://supertuxkart.sourceforge.net/Tra ... #Materials

in the STK browser, simply set the "compositing" value for the appropriate material to blend or test, depending on the effect you want
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Re: Sandtrack improvement

Postby kalado » 10 May 2011, 22:57

Thanks a lot, I should spend more time reading the wiki, here is a crocodile I modelled:
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I hope you like it, , I've also added some simple plants. For sunday I'll publish the track and its blend file
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Re: Sandtrack improvement

Postby Auria » 10 May 2011, 23:25

That's a quite nice low-poly crocodile :)
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Re: Sandtrack improvement

Postby kalado » 19 Jul 2011, 10:03

I'm back, I've been busy with schools and other things, but now I've made some improvements to the track, here's two screenshots. I tried to make stepped pyramid, but I have to work a bit on its texture which isn't really good yet, I've also worked on the entrance of the pyramid. I'll publish the improved track soon. I've also used textures samuncle's zengarden for the water. I'll publish the track soon.

PS: There will be one of the challenge that will have to be changed, this one where we collect nitros in a short amount of time, because now, the track is longer.
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Re: Sandtrack improvement

Postby Kinsu » 19 Jul 2011, 12:11

Looks good ! When will you make it available for testing ??
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Re: Sandtrack improvement

Postby samuncle » 19 Jul 2011, 12:42

OMG 79 ktris. How many poly have you ? It's not netbook friendly. Don't forget the optimisation, I made zen garden with "only" ~10000 poly and heavy LOD

for more information http://supertuxkart.sourceforge.net/Tra ... _of_Detail
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Re: Sandtrack improvement

Postby Funto » 19 Jul 2011, 13:03

Actually I find this track a bit long and boring, I'm afraid if you made it longer it becomes more boring...
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Re: Sandtrack improvement

Postby Arthur » 19 Jul 2011, 13:44

Well we need some beginner-friendly tracks as well I think, so boring for us often means it's a good way for a beginner to get familiar with the controls etc. :)
Hey pal, I took an oath for justice! "In happy days or tightest tights..." or something like that.
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Re: Sandtrack improvement

Postby qubodup » 19 Jul 2011, 16:02

kalado {l Wrote}:Image

floor and pyramid textures are blurry, while other textures are sharp. this makes an unpleasant contrast. (or is this being worked on? :) )
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Bridge

Postby qubodup » 19 Jul 2011, 16:15

I have one request for this track: make the bridge easier to see.

Problem: you have to get over a hill and after the hill there is a bridge. If you do not know this track you are likely to assume that after the hill there is normal sand and you could fall into the water easily if you do not understand and react quickly.
This video shows the section I'm talking about: http://www.youtube.com/watch?v=KC531r4NDpQ

I have a suggestion on how to solve this:
1. remove the hill (meh) or
2. place decoration/walls as indication/warning that can be seen from behind the hill
sandsuggestion.jpg


References used for mockup:
http://forum.thesims3.com/jforum/posts/list/252786.page
http://www.google.de/imgres?imgurl=http ... 8&bih=1072
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Re: Sandtrack improvement

Postby Kinsu » 20 Jul 2011, 03:23

Some kind of Egyptian-like warning sign ?
sign.JPG
Quick draft
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Re: Sandtrack improvement

Postby qubodup » 20 Jul 2011, 03:46

Kinsu {l Wrote}:Some kind of Egyptian-like warning sign ?
sign.JPG

:D :D :D :D :D :D :D :D :D :D :D :D :D :D
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Re: Sandtrack improvement

Postby Funto » 20 Jul 2011, 08:52

+1 :D
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Re: Sandtrack improvement

Postby fraang » 20 Jul 2011, 08:57

Kinsu {l Wrote}:Some kind of Egyptian-like warning sign ?
sign.JPG


+1
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Re: Sandtrack improvement

Postby Crendgrim » 20 Jul 2011, 10:30

Yay! :D
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Re: Sandtrack improvement

Postby hiker » 20 Jul 2011, 12:38

And that would look great in the art museum track as well :)
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Re: Sandtrack improvement

Postby Iridium » 20 Jul 2011, 23:32

hiker {l Wrote}:And that would look great in the art museum track as well :)


Ooh, I'd forgotten all about that track - that's a good beginner track too.
+ :) e10
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Re: Sandtrack improvement

Postby Ludsky » 17 Feb 2012, 17:17

This sandtrack Doesn't run in my cumputer :(
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Re: Sandtrack improvement

Postby STKRudy85 » 17 Feb 2012, 23:04

Kinsu {l Wrote}:Some kind of Egyptian-like warning sign ?
sign.JPG



hiker {l Wrote}:And that would look great in the art museum track as well :)



Improved ... :D
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