new objects

new objects

Postby rubberduck » 07 Oct 2013, 19:08

here you can see all objects i added now to sr

i will use some of them in a new track, then i upload these and the blend-files too.
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new_objects.jpg
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Re: new objects

Postby CryHam » 07 Oct 2013, 19:20

Very cool. Great job.
Can I just say that:
-wooden_baller is 2x bigger (than any other round dynamic object, even plastic_big_hvy is smaller), and has a bit too low mass
(unless it is the big wine cellar barrel, but if so, then it should have even 10x more mass), maybe we should make 2 size versions too?
-the well is 10 times bigger than a house, houses feel a bit to small, not sure
-this tank is also like 3x too big

Would be best just to keep to real world scale, I know some models just have a random scale with them and they need to be resized.
This means 1 unit in Blender is also 1 meter in game. ES car is about 4.50 x 1.77 x 1.45 meters in real life (hopefully very similar in game).
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Re: new objects

Postby rubberduck » 07 Oct 2013, 19:24

i will look that i get a better scale, but now i want to add some more variations of stones /rocks
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Re: new objects

Postby CryHam » 07 Oct 2013, 19:32

Awesome. I'm a big fan of new vegetation.
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Re: new objects

Postby rubberduck » 07 Oct 2013, 19:51

i decided now to change size and mass first, after that i work on stones :think:
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Re: new objects

Postby rubberduck » 08 Oct 2013, 18:50

here i have all objects now.

- all blend files
- all used textures
- mesh files
- mat files
- testmap with objects
- normalmap not working at the moment

- 4 houses
- well
- gas tank
- 30 stones (with 5 different textures, 15 extra for caves)
- self-modelled gate
- 2 wooden barrels (one small, one big)


http://platen-software.de/sebastian/SR-objects.tar.gz
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Re: new objects

Postby Tapio » 08 Oct 2013, 19:40

Nice!
I see you've linked to source webpages, which is good. However in the future, could you also include in the readmes: name of the artist (and possibly the title of the work if applicable) and license name. This for a number of reasons, including: complying with the license terms, saving time for checking the important info and preventing link rot. You should also designate license for your own work (and consider uploading to opengameart.org!).
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Re: new objects

Postby rubberduck » 08 Oct 2013, 20:47

i already planned to upload my files there, but not now, a bit later
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Re: new objects

Postby CryHam » 08 Oct 2013, 23:12

Wow. Awesome work. I just checked it out, also great that you put it all in 1 track.
Cool stuff for caves and very good to have some other rock meshes, now I can recolor those textures (I usually use RGB curves) and make them fit other sceneries.
I noticed only 2 things.

Houses have extremely big png textures 4,6MB each one. And 2k.
They should be in jpg, I usually use 93, 95, 97 % compression (quality) or so (not less than 90, probably not more than 98).
The only reason to use png for diffuse texture is if it is transparent, this is needed for tree leaves, plants etc.
Also 2k is really big. If I get this right it uses 2k*2k*4B = 16MB GPU RAM, that's gigantic, if we have 4 such houses we would use 64MB only for objects.
Thats why I would resize them to 1k. 2k would be good for a car, but not for objects.
As I now tested, 2k texture of house as jpg at 93 % is still about 1MB, could be bit a rather big. Resized to 1k and saved at 97 % jpg uses 400kB and this is perfect. I would rather add a normalmap (can be generated from diffuse if absent). Jpeg compression is crap, more seeable for normalmaps, but we use it for them too. Just use with like 97 .. 99 % jpeg compression.
This is mainly it. For reference you can check out other objects in data, they shouldn't have better quality than cars.

Second thing is, I noticed some stretched places on back of black rock. Not a big issue, but maybe could be fixed in uv editor.
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10082013_233812880.jpg
stretched uv on black rocks
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Re: new objects

Postby rubberduck » 09 Oct 2013, 07:03

you can make these things better, so i don't have to upload it again

and you also could make normalmap work on these and you should adjust the strenght of normalmap in the .mat file.
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Re: new objects

Postby CryHam » 09 Oct 2013, 07:12

Right. But I'll do that after holiday. In about 2,5 weeks.
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Re: new objects

Postby rubberduck » 09 Oct 2013, 19:42

i planned a new type of object: road-segments
it isn't ready yet,

- textures aren't final
- it is a bit blocky at the moment
- ramps aren't perfect yet
- i planned more road-segments
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Re: new objects

Postby rubberduck » 09 Oct 2013, 20:12

i found out that the curve isn't really drivable, it is too blocky

but the bridges are drivable

i don't knowif it is possible to get this kind of road with the standard road or if it is possible to smooth the surface on the road so that you can drive it normal.
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Re: new objects

Postby Tapio » 09 Oct 2013, 20:53

Since we have free-form spline road, I'm not seeing a huge benefit for "downgrading" to pre-defined blocks. If an elevated road with solid base is needed, that should probably be built into the road mesh generator as a spline segment type.

Bridge and jump objects could be useful though, e.g. making an alternative shortcut route with a jump over some obstacle. :P
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Re: new objects

Postby CryHam » 09 Oct 2013, 22:06

I agree. Our generated road is best for smooth curves etc.
Bridges are good. They add something original to track, still might be a problem with not being smooth enough or texture tiling etc.
Certailny some will be original. Or at least as bridge bottom or sides, walls (rest could be IMO done with spline road).
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Re: new objects

Postby Wuzzy » 10 Oct 2013, 06:16

I see the idea of road segment objects with mixed feelings. I agree that such objects should truly add something unique to the game; if the object could be re-made with a spline road, it is probably not worth the effort.
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Re: new objects

Postby rubberduck » 10 Oct 2013, 07:27

i hope that this can be made with spline road, because these bridges have a disadvantage:

the ground has to be flat / even, if not, you can't place it there or you have to rotate it.
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Re: new objects

Postby rubberduck » 11 Oct 2013, 21:51

i made obstacles for pipes

these 4 kinds of pipe-obstacles are in my new track "obstacles" but the track is not ready yet.

i will upload the files for this obstacles when the track is ready.
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pipeObstacles.jpg
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Re: new objects

Postby Wuzzy » 13 Oct 2013, 19:50

Yes! I am very glad to see these pipe objects come true. :)

I have a problem. I was able to install the pipe objects but the texture is missing. I have put the “.bullet”, “.mesh” and “.jpg” files into /objects and the “.mat” files into /materials. The pipe objects are visible but these are just white. I noticed there was no JPEG file provided. ;)
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Re: new objects

Postby rubberduck » 13 Oct 2013, 20:16

the material and the textures aren't included in the object-package

you will find the texturein the download-link on top of this topic.

hereyou find the texture for it: gas_tank and gas_tank_norm

you need the new objects_static.mat file because it uses the gas_tank material i added here:

the material was used before on an other object: gas_tank


it should work, if you copy all .mesh files and all image files to your objects-folder and the replace the .mat files in the materials-folder.

(normalmap of self-added objects doesn't work at the moment, but this could be solved later)
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Re: new objects

Postby Wuzzy » 13 Oct 2013, 21:49

Thanks, this worked!
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Re: new objects

Postby rubberduck » 14 Oct 2013, 20:54

i made a low-poly version of one of these: http://opengameart.org/content/7-alien-plants

i took the dark-blue one

the original poly count is ca. 22400 and i reduced it to ca 2100.

what do you think about the plant

itis not added to the game, i only made a low-poly version and i baked stalk of the plant (it was a 3d-mesh before, now it is only a 2d image on a simple plane)
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plantb.png
plant1.blend
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Re: new objects

Postby CryHam » 28 Oct 2013, 17:56

Hmm. Well IMO it'd be best if plants were just 1 texture and made with grass, at least where possible, not sure if applies here.
2k triangles is still a bit big for a plant. It would be good for a tree, or a bush or rock maybe.
I'm not sure. If you made a .mesh for it we could test in game. Can't tell much from blender.
E.g. check out this http://opengameart.org/content/tiny-weeds-2, they look great and have like max 100 triangles.
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Re: new objects

Postby rubberduck » 29 Oct 2013, 15:58

one remark to all my added objects, normalmap doesn't work on my objects i don't want to do this at the moment, so you have to re-compile them.

you also check the quality of each object and adjust object-size(not file-size), textures or poly-count (if neccesary)
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Re: new objects

Postby CryHam » 29 Oct 2013, 16:30

Right. I'll fix those then.
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