D13-Winding [in ver 2.2]

D13-Winding [in ver 2.2]

Postby Wuzzy » 05 Oct 2013, 05:51

I am back!
I present you my sixth seventh track which I call “Winding”.

It is a long winding road completely in an orange pipe in the desert. The track is rather easy but also can be very fast if you wish it. It is also possible to drive it with an OT. I wanted to create a track where you basicly can speed almost all the time and never need to brake. The curves are all rather smooth. There is only one tilted part of the track, the rest consists of an endless up and down and easy curves.
At least I think it’s easy. How difficult is this track for you?

I chose the desert theme because the scenery very easy to make =). I intentionally chose a large map so you don’t immediately see the map borders. Sadly, this breaks the minimap a bit. :(

I fiddled around with some pipe parameters (which I don’t understand :lol:) because the highest part of the track rendered very strangely inside the game. After I fiddled around with these parameters, the rendering failure went away. I sadly don’t know how to reproduce this. What exactly do these pipe parameters do?

Please tell me any glitches you find in this track. Especially the wrong message “Wrong checkpoint” (or something like that). I received this massage a lot during testing, now I should have eliminated all conflicting checkpoints.
Attachments
Winding.zip
Winding—a track for Stunt Rally
(533.83 KiB) Downloaded 357 times
Winding2.jpeg
Preview image of the Stunt Rally track “Winding”
Winding.jpeg
Overview of the Stunt Rally track “Winding”
Last edited by Wuzzy on 05 Oct 2013, 14:10, edited 1 time in total.
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Re: Winding

Postby rubberduck » 05 Oct 2013, 11:53

this is not your sixth track, it is your seventh track:

1 Peaks
2 MtFog
3 Sad
4 Spikeland
5 Air
6 Sunset
7 Winding
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: Winding

Postby CryHam » 05 Oct 2013, 14:29

Okay, here it is:
It will be as D13-Winding in next ver.
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D13-Winding.zip
ver 2
(548.78 KiB) Downloaded 368 times
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Re: Winding

Postby CryHam » 05 Oct 2013, 14:41

Changelog:
- hmm yeah nearly everything.
- road had few wrong checks and checks with radius more than 1.7 (not needed), the usual stuff, seems to me nobody can place them right IDK
- reduced road columns (really, they look ugly, someday there will be maybe some variation, other types etc) but for now it's your job (track creator's) to also put some unique look (even if tiny) by having few columns here and none there, some road parts don't need that many
- terrain, it was basically 1 layer, texture repeating was hurting eyes, added 3rd, that blends over other 2. If you have a rather flat track, it's either making all layers with noise only, or reducing max angles (so they appear sooner), also you need to make sure you're using all of them (all are present on track and occupy similar area)
- removed vegetation completely and made it "middle of the" desert, I felt like those rocks and cactuses didn't fit
- adjusted fog and it's colors, were old, now it (kind of) fits more to the fact that terrain ends (still) quite early
- more pipe materials, also really, you need to make some variation / can't just make a track with only 1 road material (unless it's really tiny eg. J12-Fog, J18-Tiny, F4, F6, F11, W7 etc)
I did it so: put blue for circles, and orange for harder turns and winding parts (change direction). rest is yellow. Please don't use whole pipe road in red/orange/violet, those are extreme (saturated) colors meant usually for harder/fancy sections.
- smoothed some corners. From what I get you wanted an easy and fast track (nearly too easy for me (now) but ok). If so then the winding parts had some errors. Please don't use too drastic changes e.g. roll angle 40 after a 0, or too few road points between opposite direction corners (the middle won't be straight then).
I hope this helps.
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Re: D13-Winding

Postby CryHam » 05 Oct 2013, 15:04

To answer 1st post:
- Horizons aren't yet done (issue here and looks like it's for much later) so yeah, the only way to make terrain not to end suddenly is by making a lot of terrain without road, which makes the road a small part in the middle and confuses minimap, has to be so for now.
- Yeah, I need to add tooltips for those road parameters. Also will have sliders in next editor ver.
- I even just found out that "pipe Length steps multiplier" isn't working.
- Did you mean that pipe was not looking like a circle at distance ? LOD reduces the pipe's circle to polygon. I should probably add a parameter like minimal steps e.g. 5, so it doesn't go below that, since 3 or 4 look too ugly. This is "fixed" now by increasing Width steps or pipe W steps mul. (multiplier for global road with steps). It's best to test it in wireframe, get close to road (with a good long view at road in distance), and each time you change some value, press B to rebuild road after, wireframe should show what changed.
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Re: D13-Winding [in ver 2.2]

Postby CryHam » 05 Oct 2013, 15:36

preview shot:
Image
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Re: D13-Winding [in ver 2.2]

Postby rubberduck » 05 Oct 2013, 15:53

one idea: is it possible (in future) to make different pipes with different colors melting like a gradient (like normal road) there should be a setting in the road, if this segment should have a gradient??
https://notabug.org/rbduck/Nucleagacy
my puzzle / action game in godot 4
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Re: D13-Winding [in ver 2.2]

Postby CryHam » 05 Oct 2013, 15:56

Yeah should be possible, will just clutter the "road point" tool window more with magical short texts :)
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Re: D13-Winding [in ver 2.2]

Postby Wuzzy » 06 Oct 2013, 00:13

Oh man, CryHam. Your version does not look like the initial upload. At all. It’s almost a different track. :D
For personal reasons, I still prefer the original track and the original track color. My track version will always consist of a solely orange pipe. However, I prefer your landscape. I didn’t quite notice that the texture was too low-scaled, this is actually bad. I certainly want to basicly keep my version of the track. While I want to retain the track and the track color, I still want it to be technically clean. So please tell me the track segment numbers of the bad/colliding checkpoints, so I can fix my version of the track.

Please note that this is mostly just a matter of personal taste. I also like your version of the track, but it is just not my style. ;)

If you prefer your version in Stunt Rally, I’m fine with that. Especially if the pipe color ought to mean something, which I didn’t knew. Is this some kind of Stunt Rally style guideline? xD But I still gonna maintain my original version of the track in this thread, treating it as a different track, mostly to fix technical problems and maybe the terrain, too. You’re right that the old terrain quite sucks, I was focussing on the track most of the time.

How do you mean “too easy”? Does it mean it is too easy to be good? Does it mean that it is too easy to be exciting? For me “easy” isn’t neccessarily bad. Sure, you rarely make an accident on this track but that’s the point. ;) A track may be easy but breaking a record on an easy track is not. From this viewpoint, I can’t see how any track can be considered too easy.

CryHam {l Wrote}:Did you mean that pipe was not looking like a circle at distance ?
Yes.

Edit: Oh, the fact about the bad checkpoint sizes: The error/warning list didn’t tell. :p
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Re: D13-Winding [in ver 2.2]

Postby CryHam » 06 Oct 2013, 10:41

Yes, I agree, it's a quite different looking track.
Hmm.
Is rather difficult to tell, since I changed nearly all checks and moved also few road points.
I edited your road.xml and put there my checkpoints only (using 2 way view from merging tool).
This is it, if you replace yours with this, checks should be okay, not sure though.
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road.xml
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Re: D13-Winding [in ver 2.2]

Postby CryHam » 06 Oct 2013, 10:52

So if you're okay, I'm including my version in SR.
Well generally speaking for information, I do renew tracks, once a while.
There was a big renew of all tracks in 1.9 because of new grasses.
Next was because of working road materials blend. And since that many tracks got more road materials.
And surely, if one day I e.g. make new road columns and wall types, there will be a renew of some tracks where it will be fit. Also if I make (or maybe even somebody else ?, nah not possible) the new better road materials/textures and maybe even some blending between, this would trigger another renews.

This is IMO great because it keeps all tracks in good new look. And this includes all user tracks as well. So you don't have to worry about editing them later.
Also because of all those features (and the fact that I simply know everything about editor and made over 100 tracks with it), I'm not for including in SR tracks that look like from version 1.7 or below. I like to keep the overall quality of the game (tracks) on high level (you can always go below using lower graphics presets). Well IDK but maybe because of that, I'm just editing the rest of things that weren't done in new user tracks on forum. It's just way easier for me, and does adjust the quality to match all other tracks.
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Re: D13-Winding [in ver 2.2]

Postby Wuzzy » 15 Oct 2013, 09:36

Hi, here is version 2 of my original Winding track. It basicly fixes the checkpoint problems and combines the original track with CryHam’s new landscape. I am offering it as an alternative here. Remember, this is mostly just a matter of taste. :D

And of course I am okay. :)
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Winding_v2.zip
Winding (Wuzzy’s version), version 2
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