UraniumSlug {l Wrote}:I'd prefer to work on something graphics related. I've noticed one or two but would ideally like to get recommendations on any graphics bugs from you guys. I'm on mirc right now and will be on later too.
I just read your post and was about to ping you on IRC when you logged out

graphically, we don't have too many graphic *bugs* that are easy to fix (we do have some Z sorting issues but that would be in irrlicht more than in STK) However we do have a few feature requests. Before going in them, again, really if you see something in the game that you think can be improved definitely feel free to make suggestions!
https://sourceforge.net/apps/trac/super ... ticket/194 - creating a model repository so that models can be re-used between tracks. Difficulty of this one is that it might require checking how to import common models in blender and export them
https://sourceforge.net/apps/trac/super ... ticket/488 - splatting : adding support for lightmaps would be cool. Even cooler, but much harder, would be to be able to automatically generate splatting from a non-splatted mesh so that computers without good shading support have a fallback without requiring the artist to do the terrain twice (once with splatting and once without)
https://sourceforge.net/apps/trac/super ... ticket/680 - the use of billboard text node should be replaced by render to texture, to support our more advanced font rendering class
If you feel more on the math side of graphics, our water shader has the issue that light always comes from the camera and not from the sun position. Same with normal map shader, although it is less noticeable in there
The water shader could also be updated to support partially transparent water, and I guess you could think of dozens of ways to make it produce better-looking water
The splash when falling into water could be better, though I guess not too much time should be spent on that since users are not supposed to fall that often in there

Other improvements on the perhaps larger scale could be more dynamic skies. At this time to animate a sky all we can do is make the sky texture rotate. It may be cool to have billboard clouds rotating around
It might be good too to have a switch to enable specular highlights for metallic surfaces, at this time, even though we don't have too many metallic surfaces, they are quite flat
Other ideas could include that when you drive on grass, pieces of grass fly from under your wheels, etc.
Some people even dared suggest vegetation maps to support adding grass easily, though that's probably a huge project

Other ideas?