The next generation of track: Lighthouse (first version)

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

Postby Ludsky » 16 May 2013, 09:26

Wonderful, I LOVE IT !!!!! :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart: :heart:
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Re: The next generation of track: Lighthouse (first version)

Postby RaceAce » 16 May 2013, 12:50

It is very nice! The only thing I think is wrong is the road. The tractor tread doesn't look like it belongs. How about a sand-texture road? I think it would fit the seaside theme much better.
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Re: The next generation of track: Lighthouse (first version)

Postby WillemS » 16 May 2013, 14:52

This track is very nice, congratulations samuncle! :D

I noticed one problem: for me, the lap-counting doesn't work.
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Re: The next generation of track: Lighthouse (first version)

Postby rubberduck » 16 May 2013, 15:14

yes, it's good

but one thing here i noticed:

how the road from grass to sand goes is strange
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Re: The next generation of track: Lighthouse (first version)

Postby betharatux1 » 16 May 2013, 16:48

start pole - lighthouse.jpg
start pole - lighthouse.jpg (78.55 KiB) Viewed 14773 times

Samuncle, don't forget added the pole :lol: + flag and rope are animated ( blow by wind )
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Re: The next generation of track: Lighthouse (first version)

Postby samuncle » 18 May 2013, 23:32

@ betharatux1 I like your idea. I will make it for the next version

how the road from grass to sand goes is strange


Yeah that's an hard transition ^^. I want to use splatting or a blended texture.
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Re: The next generation of track: Lighthouse (first version)

Postby rubberduck » 19 May 2013, 18:40

Yeah that's an hard transition ^^. I want to use splatting or a blended texture.


how can you do splatting???

i don't know it
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Re: The next generation of track: Lighthouse (first version)

Postby Auria » 20 May 2013, 17:02

rubberduck {l Wrote}:
Yeah that's an hard transition ^^. I want to use splatting or a blended texture.


how can you do splatting???

i don't know it



Take a look at http://supertuxkart.sourceforge.net/Tra ... #Splatting
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Re: The next generation of track: Lighthouse (first version)

Postby rubberduck » 22 May 2013, 19:43

i like the lamps from start pole - lighthouse.jpg

that's also good idea, for the lightmap :)
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Re: The next generation of track: Lighthouse (first version)

Postby jpenguin » 23 May 2013, 19:29

this is amazing
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Re: The next generation of track: Lighthouse (first version)

Postby samuncle » 28 May 2013, 23:15

Lap counting work now.

I'm sorry but I can't correct other bugs and improvement because I'm in exam.
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Re: The next generation of track: Lighthouse (first version)

Postby Arthur » 29 May 2013, 06:15

Just a couple comments for later: it would be nice with a little more nitro along the track.

Also, I noticed that there's a lot of z-fighting going on with the skid marks on this track, presumably because the road uses a texture layered upon another and then the skid marks are added on top and "they" are unsure where exactly they should be rendered. Whether this could be solved programmatically or if you perhaps would need to make larger blended version of the road is an open question.

All in all a gorgeous looking track which is fun to drive. :)
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Re: The next generation of track: Lighthouse (first version)

Postby Uni » 29 May 2013, 13:50

I have some camera issues with this track.. which I only had before in one add-on track. I also notice the z-fighting.
I wouldn't mind some more obstacles or added difficulty in there either ;)

But as mentioned before, the looks of the map are great!
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Re: The next generation of track: Lighthouse (first version)

Postby rubberduck » 29 May 2013, 14:00

Please check the track for shortcuts, test it also in reverse

and i want to test the newest version :think:
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Re: The next generation of track: Lighthouse (first version)

Postby Uni » 29 May 2013, 14:46

rubberduck {l Wrote}:Please check the track for shortcuts, test it also in reverse

and i want to test the newest version :think:


I believe his latest version is in the SVN trunk. (At least the version I have already has the laps counting.)
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Re: The next generation of track: Lighthouse (first version)

Postby Kanhelf » 30 May 2013, 04:36

There's a shortcut in reverse mode.
Right after the finish line go through the gap in the fence and drop down to the track on the left. Maybe a gate could go there?
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Re: The next generation of track: Lighthouse (first version)

Postby rubberduck » 30 May 2013, 09:22

i found a small bug: you can drive on the water without resetting :lol:
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Re: The next generation of track: Lighthouse (first version)

Postby fraang » 04 Jul 2013, 18:46

rubberduck {l Wrote}:yes, it's good

but one thing here i noticed:

how the road from grass to sand goes is strange


As I have noticed this issue in the SVN version of the track I sat down to make a blending texture for the grass to sand/yellow dirt transition.
Here is the result:
version 1
Image
version 2
Image
resolution: 512x512 pixel, left-to-right tileable

I have tried to make a natural transition and not only a simple blend.

I hope you like it. License-wise it is the same as the two textures it is based on: racetrack_grass.jpg and yellow_dirt.jpg
Last edited by fraang on 05 Jul 2013, 22:43, edited 1 time in total.
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Re: The next generation of track: Lighthouse (first version)

Postby rubberduck » 05 Jul 2013, 07:37

yes, that's good, much better than normal blending
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Re: The next generation of track: Lighthouse (first version)

Postby fraang » 05 Jul 2013, 22:45

I have made a second version with some improvements. I have added the image to the post above for better comparison.
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Re: The next generation of track: Lighthouse (first version)

Postby NeonKnightOA » 01 Dec 2013, 22:00

Better now than never. This track is pretty cool. Beats the previous lighthouse.
I'm not sure if it's an oversight or if it's intentional, but there's a shortcut, coming from the southeast U corner, the one after the start, it's possible to bypass the two northwest curves and end right below the bridge, cutting a lot of time.

EDIT: Also, the starting point isn't marked at all.
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