New Track : "Green Valley"

Re: New Track : "Green Valley"

Postby sj04736 » 22 Aug 2012, 21:03

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.
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Re: New Track : "Green Valley"

Postby Wolfs » 24 Aug 2012, 14:38

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.

I re-exported the track and all LOD objects vanished :(.
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Re: New Track : "Green Valley"

Postby Auria » 24 Aug 2012, 22:50

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
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Re: New Track : "Green Valley"

Postby Wolfs » 25 Aug 2012, 09:15

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

Sure :)

How it should be:
1:
before1.jpg

2:
before2.jpg

3:
before3.jpg


How it is when it is exported with the new scripts:
1:
now1.jpg
One of the water plants has been turned by 90 degrees, the other one has vanished

2:
now2.jpg
Some of the water plants have been turned by 90 degrees, the others have vanished
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Re: New Track : "Green Valley"

Postby Wolfs » 25 Aug 2012, 09:17

3:
now3.jpg
This is the place where all LOD models are placed. The water plant and the sheep should be invisible, but they aren't. On the left you can see that the sheep stay in their low-poly versions.


All other LOD objects (for example the flowers) work correctly.
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Re: New Track : "Green Valley"

Postby Binky » 25 Aug 2012, 09:53

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?
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stk_road_dirt.jpg
grass2.jpg
grass-border.png
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Re: New Track : "Green Valley"

Postby Auria » 25 Aug 2012, 20:01

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

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
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Re: New Track : "Green Valley"

Postby Wolfs » 25 Aug 2012, 20:52

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.

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

Do not worry, I am using the latest trunk, too :).
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Re: New Track : "Green Valley"

Postby Wolfs » 25 Aug 2012, 20:55

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?

These images are very nice, however I have the feeling that the new color is too yellow :|. Perhaps it would be better if the skybox was adjusted to match the original colour. What do you think?
I like your new road texture very much. You do not happen to have a version in the original colour, do you?
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Re: New Track : "Green Valley"

Postby Auria » 26 Aug 2012, 01:35

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.


well it works for me after the change I suggested :/ maybe you can upload the blend file after doing the change I suggested, and also post the resulting export, so that I can compare both with what I did on my side

I however can confirm that I see the LOD model, this needs to be fixed, thanks for the report
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Re: New Track : "Green Valley"

Postby Binky » 26 Aug 2012, 10:17

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
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Re: New Track : "Green Valley"

Postby ctdabomb » 26 Aug 2012, 14:04

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

normal mapping support or an actual 3d model
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Re: New Track : "Green Valley"

Postby Auria » 26 Aug 2012, 15:36

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
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Re: New Track : "Green Valley"

Postby Wolfs » 26 Aug 2012, 19:33

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 :)]?
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Re: New Track : "Green Valley"

Postby Auria » 26 Aug 2012, 19:59

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 :)]?


I am not sure, without hardware billboards / instancing I fear this might be too slow
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Re: New Track : "Green Valley"

Postby Binky » 26 Aug 2012, 22:27

Making the horizon less sharp (as though there were shrubs/small tufts on it) would help a lot
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Re: New Track : "Green Valley"

Postby Binky » 26 Aug 2012, 22:37

Road-grass texture:
Is this better?
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Re: New Track : "Green Valley"

Postby Auria » 27 Aug 2012, 01:14

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
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Re: New Track : "Green Valley"

Postby Wolfs » 01 Sep 2012, 18:36

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 :(.

Auria {l Wrote}:I am not sure, without hardware billboards / instancing I fear this might be too slow

You are right there, it is by far too slow for even a small part of the track (have tried it :)).

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

Thank you, everything works now.

Binky {l Wrote}:Road-grass texture:
Is this better?

Yes, I like it very much :). Do you agree to release it under CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0/)? Under which name should I give you credit (e.g. "Binky" or your real name)?
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Re: New Track : "Green Valley"

Postby Binky » 01 Sep 2012, 20:35

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
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Re: New Track : "Green Valley"

Postby Wolfs » 17 Sep 2012, 19:56

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

Well, this could work, but it would mean that you have to add such a face to nearly every edge in the track :(. Perhaps there could be a "blurry property" or something like that be added to the game engine, but I doubt that any dev would take the effort to do this ;).
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Re: New Track : "Green Valley"

Postby Wolfs » 30 Sep 2012, 14:40

@Binky
I would like to add a new revision of the track to STK Addons that contains your texture, but I have to know whether you agree to license it under CC-BY-SA 3.0. And under which name should I give you credit?
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Re: New Track : "Green Valley"

Postby Binky » 30 Sep 2012, 15:51

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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Re: New Track : "Green Valley"

Postby Wolfs » 01 Oct 2012, 16:20

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)'

Done :).
I uploaded a new revision of the track to STKAddons. It contains several better textures.
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Re: New Track : "Green Valley"

Postby Barsook » 01 Oct 2012, 22:16

With that bug fixed also?
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