sj04736 {l Wrote}:Wolfs, can you re-export this track with the latest versions of the exporters? There was a bug - fixed in r11470 - which created invisible shapes in STK 0.7.3 and potentially earlier versions. Your track is affected by this bug.
Auria {l Wrote}:Could you give screenshots of an object that disappeared, and which version of STK are you using? I downloaded this track and saw nothing obvious
Auria {l Wrote}:Hi, the problem with these LOD instances is not that they don't appear, if you look carefully they are here but rotated. The reason is that the LOD *model* is exported in local coordinates, meaning that its rotation and position in blender are not considered. So simply apply rotation to the LOD model in question
Auria {l Wrote}:EDIT: I am using latest trunk however. If you want the track to work with 0.7.3 I'm afraid it was bad advice to ask you to update the scripts since you are never guaranteed that scripts from trunk will work with STK 0.7.3
Binky {l Wrote}:I've been experimenting with yellower grass to match the skycube.(attached)
I think it would work better with a new tree texture.
Have you considered putting some deciduous trees? Perhaps overhanging the track in some places?
Wolfs {l Wrote}:Auria {l Wrote}:Hi, the problem with these LOD instances is not that they don't appear, if you look carefully they are here but rotated. The reason is that the LOD *model* is exported in local coordinates, meaning that its rotation and position in blender are not considered. So simply apply rotation to the LOD model in question
Sorry, this did not work; the track stays the same. I think that there is something wrong with the exporter, because I can also see the LOD model in-game, which should be invisible and because the track displayed fine with the older scripts. IIRC I made no changes to the track, I just exported it with the new scripts.
Binky {l Wrote}:Re textures, I can certainly draw a road with different edges.
The thing thats bothering me about the grass is that it looks completely flat - is there any way this could be improved within the limits of normal GPUs?
I can also tweak the colours on the skybox
Auria {l Wrote}:grass in commercial games is usually done with a bunch of billboards. unfortunately irrlicht billboards are software billboards, and I'm pretty sure that commercial games use hardware billboards with instancing. nonetheless it could be worth a try
Wolfs {l Wrote}:Auria {l Wrote}:grass in commercial games is usually done with a bunch of billboards. unfortunately irrlicht billboards are software billboards, and I'm pretty sure that commercial games use hardware billboards with instancing. nonetheless it could be worth a try
Perhaps it would be possible to write a python script for blender, that generates for each face with a grass texture on it an object with a lot of new faces with blades of grass textures. This object could be using LOD and only show up if the player is really near. It could also generate some more LOD models with less faces to make the transition more smooth. If the grass texture (like the current one in Green Valley) fits to the blade of grass texture, this could give a good illusion, while LOD keeps the number of triangles on a medium level. What do you think, could this work or would it be overkill for [whatever manages LOD objects]?
Binky {l Wrote}:Making the horizon less sharp (as though there were shrubs/small tufts on it) would help a lot
Auria {l Wrote}:I am not sure, without hardware billboards / instancing I fear this might be too slow
Auria {l Wrote}:Wolfs : i just committed an update to the exporter script that should fix the model being visible. You will still need to apply rotation to the model to make the instances appear correctly
Binky {l Wrote}:Road-grass texture:
Is this better?
Wolfs {l Wrote}:Binky {l Wrote}:Making the horizon less sharp (as though there were shrubs/small tufts on it) would help a lot
I agree, but I don't know how this can be done.
Binky {l Wrote}:Wolfs {l Wrote}:Binky {l Wrote}:Making the horizon less sharp (as though there were shrubs/small tufts on it) would help a lot
I agree, but I don't know how this can be done.
Perhaps, find the edges closest to the horizon when looking from the track, and add some vertical quads with (partially) transparent textures not unlike the grass fringe used in cresent crossing
Binky {l Wrote}:Any of my artwork posted here can be used/distributed under CC-BY-SA 3.0 unless otherwise stated.
Credit as 'C.Stone (Binky)'
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