horace {l Wrote}:it's not intended to look this way. flat faces are supposed to look flat. the brightness shouldn't diagonally interpolate across the faces like that (or around corners). i would have to install the old version again, to make a screenshot how it looked before. then you would see that it doesn't look right.
who did the export? where can i find the current .blend file? is it in svn? i will have a look... i guess the reason is that the edge-split modifier got disabled before export.
hiker {l Wrote}:I don't really know how the edge-split mode works, but it might be that it is not supported in the b3d exporter??
asciimonster {l Wrote}:hiker {l Wrote}:I don't really know how the edge-split mode works, but it might be that it is not supported in the b3d exporter??
If I'm not mistaken the edge split is a constraint (like array or curve, as used here ), and therefore only present in Blender design time. Only after the constraint is applied (read: converted to mesh) can it be exported.
$ uname -a
Linux hades 2.6.36-ARCH #1 SMP PREEMPT Wed Nov 24 00:39:57 CET 2010 x86_64 AMD Athlon(tm) II X4 640 Processor AuthenticAMD GNU/Linux
$ supertuxkart --version
Irrlicht Engine version 1.7.2
Linux 2.6.36-ARCH #1 SMP PREEMPT Wed Nov 24 00:39:57 CET 2010 x86_64
[FileManager] Data files will be fetched from: '/usr/share/supertuxkart/'
==============================
SuperTuxKart, 0.7rc1.
==============================
$ LANG=en_US.utf8 pacman -Qi supertuxkart
Name : supertuxkart
Version : 0.7rc1-1
URL : http://supertuxkart.sourceforge.net/
Licenses : GPL2
Groups : None
Provides : None
Depends On : irrlicht openal libvorbis
Optional Deps : None
Required By : None
Conflicts With : None
Replaces : None
Installed Size : 149348.00 K
Packager : Sven-Hendrik Haase <sh@lutzhaase.com>
Architecture : x86_64
Build Date : Fri 03 Dec 2010 05:02:17 PM CET
Install Date : Sun 05 Dec 2010 08:48:22 PM CET
Install Reason : Explicitly installed
Install Script : No
Description : A kart racing game featuring Tux and his friends
$ lsusb | grep Joy
Bus 002 Device 004: ID 0079:0006 DragonRise Inc. Generic USB Joystick
acme_pjz {l Wrote}:I have finished the modified Irrlicht font tool (more or less) Currently it only works under Windows; I haven't modified the Linux implementation code. This tool can save a LOT of space ... originally we need 156 pictures, 10MB total, but now we only need 6 pictures, less than 400KB . Loading speed of STK also increased dramatically ...
I'm afraid that you can't recognize Wqy-MicroHei font, because FontTool's GUI doesn't display Chinese characters at all ... so I modified the default font to "Wqy-MicroHei" (if you have already installed this font in your computer) (BTW: What does Wqy-MicroHei displays on your computer, its English name or some Chinese characters?)
oldherl {l Wrote}:I have just used that tool (though wine ) to convert the so-called "Wqy-MicroHei" font. That font's real name is "WenQuanYi Micro Hei" or "文泉驿微米黑", depends on your locale.
It has all the characters in zh_CN.po, zh_TW.po and ko.po of 0.7rc1.
It's very small. (<600KiB)
It's no sense to have two files "StkChineseFont.xml" and "StkChineseFontHeader.xml". Here I'm just using one.
<Texture index="0" filename="LayneHansom0.png" hasAlpha="true"/>
<Texture index="1" filename="AR_PL_SungtiL_GB0.png" hasAlpha="true" scale="0.85" />
<Texture index="2" filename="Rahel.png" hasAlpha="true" scale="0.75" />
<include file="StkChineseFontHeader.xml"/>
<Texture index="0" filename="wqyMicroHei0.png" hasAlpha="true" />
<Texture index="1" filename="wqyMicroHei1.png" hasAlpha="true" />
<Texture index="2" filename="wqyMicroHei2.png" hasAlpha="true" />
<Texture index="3" filename="wqyMicroHei3.png" hasAlpha="true" />
<Texture index="4" filename="wqyMicroHei4.png" hasAlpha="true" />
<Texture index="5" filename="wqyMicroHei5.png" hasAlpha="true" />
horace {l Wrote}:i have cleaned up the canyon blend file. shading is correct now and i made the cactuses, stones and so on separate b3d objects. i have also used the bigger versions of the asphalt textures. there also were some other small problems. for example the connection pieces between the various track segments somehow were shifted slightly (the vertices weren't snapped correctly anymore) and the skycube textures weren't at the right places (the river didn't flow into the river on the skycube. ).
horace {l Wrote}:i still have some problems:
i would like to add some slight fog. but why do the sky textures get affected by fog? how can i disable this?
horace {l Wrote}:what is fog-density? in other engines i have worked with the fog density got specified by fog-start and fog-end only.
horace {l Wrote}:why do you use a sun position and not a sun direction? isn't the sun more a directional light?
horace {l Wrote}:how can i get zippers working? they seem to get exported but not loaded anymore by the engine. my tracks are designed for zippers.
horace {l Wrote}:i think it would be nice if a simple track template blend got provided. with a very simple track loop (with curve and array modifier), all scene settings and one of each item. it also would be easier to work with if in blender the items weren't empties but the actual models (or use the different empty draw types: box -> items, cone -> zippers,...).
Auria {l Wrote}: So I think the fog density parameter needs to be removed from the property browser (asciimonster, Joerg?).
# ["fog-density","Track",type_FLOAT,16],\
Auria {l Wrote}:The position is just a nice way to specify in blender from which direction the sun comes from In STK the sun position is converted into a light angle
Auria {l Wrote}:Yes, the conveyor belt look is one that would be good; it can be other things too.
You can put a plane slightly above the ground (but don't use ignore, an ignored material can't be a zipper) - but I sort of don't recommend it, because when viewed from a distance there will almost certainly be some Z fighting if done this way (if you cannot view them from a distance then it doesn't matter)
ambient A "r g b" or "r g b a" color for the ambient light of the sun.
diffuse The diffuse color for the sun.
specular The specular color of the sun.
<material name="canyon_conveyor_belt.png" zipper="Y" zipper-duration="2.0" zipper-max-speed-increase="8.0" zipper-fade-out-time="2.0" zipper-speed-gain="4.0"/>
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