The black hill mansion

The black hill mansion

Postby samuncle » 19 Oct 2012, 01:09

I have added a new area in the track The black hill's mansion. A dark swamp with some nice effect like bug flying around and a little hut.

Image

I have also add more object in the mansion. Now the chimney has fire inside and the stove is textured.
Image

Todo: Add the ghost from the previous crescent crossing and a water splash in the little pond (under the bridge)
Image
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Re: The black hill mansion

Postby Hero » 19 Oct 2012, 14:11

What about you add an arrow in the pit (to the right of your second shot) showing that you must go to the left. It was never obvious enough to me.

This .zip contains The Twins work on the track. It is of course out of date. You can borrow the arrow out of it if you want. Sorry that I can't send the arrow by it's self. By the way the arrow is made of blood.

Mansion_Track.zip


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Re: The black hill mansion

Postby samuncle » 19 Oct 2012, 17:58

Thank for the idea and the texture but unfortunately I can't accept the texture. It's not very good sorry.

But I you want to make a beautiful arrow I can include it. When I say beautiful I say professional and in the spirit of the track (halloween).

I'm thinking how I can add arrow in halloween theme. I have already tested some concept. Like a jack'O'lantern with an arrow instead a monster face.
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Re: The black hill mansion

Postby Hero » 19 Oct 2012, 18:03

You COULD have ghost arrows. But they should move a bit.

Oh and I'm not offended. It's not my texture.
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Re: The black hill mansion

Postby samuncle » 20 Oct 2012, 03:04

Some new pictures

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Re: The black hill mansion

Postby RaceAce » 20 Oct 2012, 20:44

Wow, it looks a LOT better than Crescent Crossing! Good job!
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Re: The black hill mansion

Postby Hero » 22 Oct 2012, 00:42

There's a slight problem in reverse mode. You can't get onto the platform. You need to add a ramp from that end.
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Re: The black hill mansion

Postby samuncle » 22 Oct 2012, 02:07

Thank you. I will correct this soon.
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Re: The black hill mansion

Postby enz » 29 Oct 2012, 09:12

I cannot load the Blackhill Mansion track, it crashes during loading. I can load all other tracks fine.

I tried the current versions of supertuxkart (SVN 11810) and irrlicht (SVN 4339) on Ubuntu Linux 12.10 (with downgraded X Server to run the legacy fglrx driver). The error messages and stack trace indicates some problem with a texture:

[Irrlicht Warning] PNG warning: Interlace handling should be turned on when using png_read_image
[Irrlicht Error] PNG fatal error: bad adaptive filter value
Segmentation fault (core dumped)

Core was generated by `build/bin/supertuxkart'.
Program terminated with signal 11, Segmentation fault.
#0 0x000000000094b5b2 in irr::video::CImageLoaderPng::loadImage(irr::io::IReadFile*) const ()
(gdb) bt
#0 0x000000000094b5b2 in irr::video::CImageLoaderPng::loadImage(irr::io::IReadFile*) const ()
#1 0x00000000009129c5 in irr::video::CNullDriver::createImageFromFile(irr::io::IReadFile*) ()
#2 0x00000000009169af in irr::video::CNullDriver::loadTextureFromFile(irr::io::IReadFile*, irr::core::string<char, irr::core::irrAllocator<char> > const&) ()
#3 0x000000000091db77 in irr::video::CNullDriver::getTexture(irr::core::string<char, irr::core::irrAllocator<char> > const&) ()
#4 0x0000000000a3d6fd in irr::scene::CB3DMeshFileLoader::loadTextures(irr::scene::CB3DMeshFileLoader::SB3dMaterial&) const ()
#5 0x0000000000a3da7c in irr::scene::CB3DMeshFileLoader::readChunkTRIS(irr::scene::SSkinMeshBuffer*, unsigned int, int) ()
#6 0x0000000000a3eeb9 in irr::scene::CB3DMeshFileLoader::readChunkMESH(irr::scene::ISkinnedMesh::SJoint*) ()
#7 0x0000000000a3fc89 in irr::scene::CB3DMeshFileLoader::readChunkNODE(irr::scene::ISkinnedMesh::SJoint*) ()
#8 0x0000000000a3fc3d in irr::scene::CB3DMeshFileLoader::readChunkNODE(irr::scene::ISkinnedMesh::SJoint*) ()
#9 0x0000000000a40094 in irr::scene::CB3DMeshFileLoader::load() ()
#10 0x0000000000a4049e in irr::scene::CB3DMeshFileLoader::createMesh(irr::io::IReadFile*) ()
#11 0x00000000008b2a02 in irr::scene::CSceneManager::getMesh(irr::core::string<char, irr::core::irrAllocator<char> > const&) ()
#12 0x00000000005f1556 in IrrDriver::getAnimatedMesh(std::string const&) ()
---Type <return> to continue, or q <return> to quit---
#13 0x00000000005f1629 in IrrDriver::getMesh(std::string const&) ()
#14 0x000000000076de04 in Track::loadMainTrack(XMLNode const&) ()
#15 0x000000000077035f in Track::loadTrackModel(World*, bool, unsigned int) ()
#16 0x00000000006b7681 in World::init() ()
#17 0x00000000006b94cd in WorldWithRank::init() ()
#18 0x00000000006adf86 in LinearWorld::init() ()
#19 0x00000000006dfbd7 in RaceManager::startNextRace() ()
#20 0x00000000006e0413 in RaceManager::startNew(bool) ()
#21 0x00000000006e0671 in RaceManager::startSingleRace(std::string const&, int, bool) ()
#22 0x000000000070a527 in TrackInfoDialog::onEnterPressedInternal() ()
#23 0x000000000070a3fa in TrackInfoDialog::processEvent(std::string const&) ()
#24 0x000000000061e1a0 in GUIEngine::EventHandler::onWidgetActivated(GUIEngine::Widget*, int) ()
#25 0x000000000061e545 in GUIEngine::EventHandler::onGUIEvent(irr::SEvent const&) ()
#26 0x000000000061e68f in GUIEngine::EventHandler::OnEvent(irr::SEvent const&)
()
#27 0x0000000000866e67 in irr::gui::CGUIModalScreen::OnEvent(irr::SEvent const&) ()
#28 0x000000000089afd4 in irr::gui::CGUIWindow::OnEvent(irr::SEvent const&) ()
#29 0x00000000009cff1b in irr::gui::CGUIButton::OnEvent(irr::SEvent const&) ()
#30 0x000000000083e091 in irr::gui::CGUIEnvironment::postEventFromUser(irr::SEvent const&) ()
---Type <return> to continue, or q <return> to quit---
#31 0x0000000000836999 in irr::CIrrDeviceStub::postEventFromUser(irr::SEvent const&) ()
#32 0x0000000000830eae in irr::CIrrDeviceLinux::run() ()
#33 0x00000000005f438d in IrrDriver::update(float) ()
#34 0x00000000006a8f39 in MainLoop::run() ()
#35 0x0000000000595a0c in main ()
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Re: The black hill mansion

Postby Arthur » 29 Oct 2012, 12:18

Yes I've had the same issue. It would be much easier if we found what particular texture is the culprit, but otherwise I guess batch-resaving all textures should do the trick.
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Re: The black hill mansion

Postby enz » 01 Nov 2012, 08:48

This issue seems to have been fixed now. Blackhill Mansion loads fine on my computer (tested with SVN 11847).
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Re: The black hill mansion

Postby Arthur » 01 Nov 2012, 15:54

Yep, tested until I found the problematic texture and fixed it just in time for the alpha.
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