The next generation of track: Lighthouse (first version)

The next generation of track: Lighthouse (first version)

Postby samuncle » 20 Oct 2012, 21:42

Hello I 'm proud to present my next generation track with more details, more objects and textures with better resolution.

For the moment it's the version for less powerful computer that doesn't support splatting.

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For those that are on IRC channel. I posted some picture of this track with the pseudo faniz hapyr (it's rot13(samuncle). Why ? Because initially this track was a challenge against my self to improve my skills and make the better track possible. I'm not a liar, I have really 5 of experience in 3D modeling.

The track is uploading. Wait a moment ;)
Last edited by samuncle on 14 Jan 2013, 06:43, edited 1 time in total.
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Re: The next generation of track: a preview of lighthouse

Postby fraang » 20 Oct 2012, 22:10

Excellent work! Can't wait to see the finnished track!

Some bushes, trees and small rocks would be cool.
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Re: The next generation of track: a preview of lighthouse

Postby Arthur » 20 Oct 2012, 23:24

Ditto. And haha, you fooled us good! :D
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Re: The next generation of track: a preview of lighthouse

Postby Hero » 21 Oct 2012, 02:24

Nice job. The look fits with the new Amazonian Journey. Simpler, more detailed more... better. It's hard to describe.
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Re: The next generation of track: a preview of lighthouse

Postby ctdabomb » 21 Oct 2012, 23:54

is this a lighthouse remix? or a completely new track? it looks really familiar if you remember the pics I showed you in IRC ;)
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Re: The next generation of track: a preview of lighthouse

Postby samuncle » 21 Oct 2012, 23:59

It's the same track but with a completely new modeling
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Re: The next generation of track: a preview of lighthouse

Postby Ludsky » 22 Oct 2012, 10:05

Whaa, it's wonderful, it's best, is for 0.8 ?
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Re: The next generation of track: a preview of lighthouse

Postby Hero » 22 Oct 2012, 13:52

Yes I think this is for 0.8.
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Re: The next generation of track: a preview of lighthouse

Postby samuncle » 24 Oct 2012, 00:52

No, it's for the 0.9xx version.

Because this track is basically a test track (like zen garden was) for many news technologies (lightmapping, splatting, normalmapping, chunk LOD…). So it will take time and currently I have a memory problem. The track is to big. It's around 20 Mb.

Hero please stop answering for us. You aren't a stk team member. So you don't know what we are planning and what I have in the mind for this track. Thank you :)
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Re: The next generation of track: a preview of lighthouse

Postby Ludsky » 24 Oct 2012, 10:18

samuncle {l Wrote}:No, it's for the 0.9xx version.

Because this track is basically a test track (like zen garden was) for many news technologies (lightmapping, splatting, normalmapping, chunk LOD…). So it will take time and currently I have a memory problem. The track is to big. It's around 20 Mb.

Hero please stop answering for us. You aren't a stk team member. So you don't know what we are planning and what I have in the mind for this track. Thank you :)


Ok, you have done great work of yet, so I'm looking forward to 0.9 ^ ^ (lol)

If your need help, I'm here :)
for ideas, textures ... ????

We could test this track ???
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Re: The next generation of track: a preview of lighthouse

Postby Binky » 24 Oct 2012, 12:07

Some thoughts:
really like the modelling style :)
bring back the pond
cliff-top beach?!
The road texture could be more varied
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Re: The next generation of track: a preview of lighthouse

Postby Hero » 24 Oct 2012, 15:22

The line between the grass and dirt doesn't look good. It needs grass_2_dirt.png in the textures folder. Just saying.

Edit: sorry it's sand. Then you will need to make/find/plead for a grass to sand texture.
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Re: The next generation of track: a preview of lighthouse

Postby Binky » 31 Oct 2012, 13:29

Hero {l Wrote}:The line between the grass and dirt doesn't look good. It needs grass_2_dirt.png in the textures folder. Just saying.

Edit: sorry it's sand. Then you will need to make/find/plead for a grass to sand texture.


I could do a grass-to-sand texture if I had the two textures separately - Are standard ones being used?
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Re: The next generation of track: a preview of lighthouse

Postby samuncle » 01 Nov 2012, 01:01

I probably will not use a texture x to y (grass to sand, earth to grass …), but splatting. The final result would be much better :)
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Re: The next generation of track: a preview of lighthouse

Postby Binky » 08 Nov 2012, 00:12

Can splatting be done using a sharp-edged mask, rather than a smooth gradient?
I'm imagining a few grassy tufts around the edge, not a smooth fade-in
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Re: The next generation of track: a preview of lighthouse

Postby samuncle » 08 Nov 2012, 01:51

Yes it's possible but not very useful. The objective of splatting is to make transitions smoother. Your idea can be currently done simply by specifying different textures on different faces.
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Re: The next generation of track: a preview of lighthouse

Postby Binky » 08 Nov 2012, 19:56

Wouldn't that need very small faces?
I was thinking tufts around the width of a kart wheel on one side of the transition going towards patches of sand the width of a kart wheel on the other side
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Re: The next generation of track: a preview of lighthouse

Postby charlie » 09 Nov 2012, 01:06

Presumably Binky you'd avoid the use of very small faces by having 2 overlapping faces and an alpha channel on the texture of the topmost face.
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Re: The next generation of track: a preview of lighthouse

Postby Binky » 09 Nov 2012, 20:10

exactly.
Are 1 bit alpha channels (or whatever you call them) faster/easier to render in stk?
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Re: The next generation of track: a preview of lighthouse

Postby samuncle » 09 Nov 2012, 21:04

Now I understand. But with blur it's much better, and I will use splatting for smooth transition.
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Re: The next generation of track: a preview of lighthouse

Postby samuncle » 14 Jan 2013, 06:41

Hello :)

I release the first version of lighthouse. For the moment it's only the track path without any details and objects. I have used an alpha plan to make a smooth transition between the rock and the grass. In the .zip you will found many versions and tests that I made with particles, chunked LOD.

Suggestions and ideas are welcome :)

Download the first version here
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Re: The next generation of track: Lighthouse (first version)

Postby Ludsky » 14 Jan 2013, 14:20

It's very good, one bug for the moment :
- House fly

Perhaps, when you add object :
- add a small boat aground (stranded)
- add a port
- add, far away in the water, big boat
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Re: The next generation of track: Lighthouse (first version)

Postby samuncle » 16 May 2013, 01:42

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A new version with cool features

Dynamic skybox
Dynamic water (with the new shader that support alpha transparency)
Animated objects (buoys, grass, etc)
High poly (~ 65k)
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Re: The next generation of track: Lighthouse (first version)

Postby tavariz91 » 16 May 2013, 08:26

:) :heart: :heart: :heart: :heart: :heart: :heart: :)

I cannot find the words! It just looks.... FANTASTIC FABULOUS WONDERFUL TERRIFIC ETC.!
(Sorry for the caps lock, I just wanted to roar it ;) )

Now I'm salivating, waiting to test your jewel! ;)
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Re: The next generation of track: Lighthouse (first version)

Postby rubberduck » 16 May 2013, 08:50

tavariz91 {l Wrote}::) :heart: :heart: :heart: :heart: :heart: :heart: :)

I cannot find the words! It just looks.... FANTASTIC FABULOUS WONDERFUL TERRIFIC ETC.!
(Sorry for the caps lock, I just wanted to roar it ;) )

Now I'm salivating, waiting to test your jewel! ;)



yes, it's really good

i :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: it
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