Forest Track

Re: Forest Track

Postby QwertyChouskie » 08 Dec 2018, 02:28

Contributor to/fan of STK (Upstreamed Cartoon theme, numerous random big fixes/tweaks)
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Re: Forest Track

Postby SvenAndreasBelting » 09 Dec 2018, 23:21

I can't find the library issue. (I didn't used other library objects than from the media repo and them I shared in the "forest library nodes"topic).

And for the texture links, I think I fixed all I can. (I didn't uploaded a new source file yet)
But some textures which are in the textures folder from the installed game but not in the media repo has still weird texture paths, aren't in the media repo and I'm not sure what's the best way to integrate them to the blend.

I could copy them to the source file, or would it more useful to add all this textures to the media repo?
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Re: Forest Track

Postby Auria » 09 Dec 2018, 23:49

For textures from the main game, usually stk-assets and stk-media-repo should be siblings in the same folder. So you can directly refer to the texture in stk-assets, the path will be something like ../../../stk-assets/textures/...png

About the library objects... it's weird I don't know :(
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Re: Forest Track

Postby SvenAndreasBelting » 11 Dec 2018, 20:21

I meant grass2.jpg in my last post.

And in the media repo I use this texture is only in some track folders, it looks like this

Bildschirmfoto vom 2018-12-10 14-50-46.png

when I'm search this texture all results are from track and cutscenes folder (I updated the media repo yesterday)

Bildschirmfoto vom 2018-12-10 14-51-13.png


And I can't find other library objects than from the STK library and them I posted here https://forum.freegamedev.net/viewtopic ... 577#p78577
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Re: Forest Track

Postby Auria » 12 Dec 2018, 03:12

Hi, I think I've been able to fix all path issues :) I've added the track to our media repo, hurray. If you wish to make further modifications, could you please start from that version with the paths corrected?

We can then check about adding it to the main game, I think everyone on the team would agree to that?
The main issue remaining is the license file, which needs to be formatted under the Debian Machine-readable license, if someone volunteers to rewrite the license file to that format, it would be much welcome
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Re: Forest Track

Postby SvenAndreasBelting » 12 Dec 2018, 20:22

Thank you very much :)

That's really nice :D


If I will do some modifications on the track, (I would use the blend with corrected paths of course), shall I upload the blend again as source file to the addons?
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Re: Forest Track

Postby MTres19 » 12 Dec 2018, 20:38

I volunteer to write the license file.
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Re: Forest Track

Postby Auria » 12 Dec 2018, 23:57

SvenAndreasBelting {l Wrote}:Thank you very much :)

That's really nice :D


If I will do some modifications on the track, (I would use the blend with corrected paths of course), shall I upload the blend again as source file to the addons?


Yes that works for me :)
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Re: Forest Track

Postby Alayan » 13 Dec 2018, 03:03

For information, one of the checklines of the track is missable. I don't know which and where it is, but it happened to me sometimes (though rarely) to have a lap not counted despite not doing anything egregious.
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Re: Forest Track

Postby SvenAndreasBelting » 13 Dec 2018, 17:21

Alayan {l Wrote}:For information, one of the checklines of the track is missable. I don't know which and where it is, but it happened to me sometimes (though rarely) to have a lap not counted despite not doing anything egregious.


OK, I will take a look.
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Re: Forest Track

Postby MTres19 » 14 Dec 2018, 04:06

I exported all the library nodes, created license files for them, and uploaded them to stk-assets. I'll work on the track itself hopefully tomorrow.

Unfortunately, I couldn't find any license information for the texture dark-wall-wood.png in stklib_old_house_a, so I replaced the texture with a texture to make it look like rough pine logs instead and tweaked the UVs a little to make it look right. I would be happy to revert it though if you remember where you got the texture from so I can link to it in the license file for future reference.

Here are the relevant commits. If you want, you can double check to make sure I didn't misread your existing license files, but I think I got everything right:
https://sourceforge.net/p/supertuxkart/code/17915/
https://sourceforge.net/p/supertuxkart/code/17916/
https://sourceforge.net/p/supertuxkart/code/17917/
https://sourceforge.net/p/supertuxkart/code/17918/
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Re: Forest Track

Postby SvenAndreasBelting » 14 Dec 2018, 20:08

I got the texture from the mine track.

The license files are looking good. Thank you for doing this :)
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Re: Forest Track

Postby MTres19 » 17 Dec 2018, 17:42

Sorry about the slow progress on the license file. I might be able to work on it again tomorrow night.
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Re: Forest Track

Postby MTres19 » 21 Dec 2018, 02:24

TL;DR: I can't work more on the license file until after Christmas. But I do still plan to finish it.

Part of the reason it's taking a while is that I've been converting a lot of the objects to library nodes (thank you by the way; they're high-quality and will be useful for future tracks too). This will make it easier to document the licenses for the track itself though, since there will be less mesh files (.spm) to deal with in the track itself. I'll be quite busy until after Christmas but then I should be able to finish it.

There were also a few cases of textures being linked via Blender files that I didn't have (probably an artifact of making a linked object local). I've been working on fixing that too. Otherwise you've done a nice job keeping track of licenses and it's mostly been pretty easy. Thanks for your patience.
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Re: Forest Track

Postby MTres19 » 04 Jan 2019, 04:12

Started back at it tonight. I've got a few more objects to split off into library nodes and then I'll be able to write the license file for the track itself, which shouldn't take so long.
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Re: Forest Track

Postby deve » 19 Feb 2019, 22:28

Black Forest is now in stk-assets!
https://sourceforge.net/p/supertuxkart/code/18023/

@SvenAndreasBelting could you check if everything works as expected? From what I noticed it was complaining about missing normal map for start flag. It also says that grass_forestFloor.jpg texture is missing (there is grass_forestFloor_big.jpg in the directory), so there must be somewhere an object that uses it. Everything else seems ok.
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Re: Forest Track

Postby tempAnon093 » 19 Feb 2019, 23:35

deve {l Wrote}:Black Forest is now in stk-assets!

That means it is a main track now? That is great news, congratulations! It is an excellent track which has earned its place in there.
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Re: Forest Track

Postby Auria » 20 Feb 2019, 02:02

Unfortunately, an issue was found with the track :( it seems to give a really hard time to STK's networking engine, when playing this track in networked multiplayer people get < 5 FPS. We have yet to decide how to resolve this, but if this issue can't be fixed easily there is a possibility that including this track could be delayed, unfortunately
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Re: Forest Track

Postby SvenAndreasBelting » 13 Apr 2019, 17:07

First thank you for adding the track to the main game!! :D :heart:

And thanks for all the great help while I was making this track, it's just such a great community! :heart:


Now to the technical part, I've found two bugs which are should be easy to fix.

The first is that the the texture jungleWater.png hasn't get an alpha blend shader.

Bildschirmfoto von 2019-04-13 13-15-15.jpg


The second is that the autumn trees g and f in the media repo hasn't an applied scale. So that this trees are scaled too big in the track.

Bildschirmfoto von 2019-04-13 13-15-59.jpg


Bildschirmfoto von 2019-04-13 16-56-42.jpg
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Re: Forest Track

Postby benau » 14 Apr 2019, 04:32

you can svn update and retest
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Re: Forest Track

Postby tempAnon093 » 13 Apr 2023, 02:16

Bumping to bring attention to a question about the checkline in the second split section of the track.
https://github.com/supertuxkart/stk-code/issues/4714
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Re: Forest Track

Postby SvenAndreasBelting » 16 Apr 2023, 02:50

Yep I know about those issues, I will fix them along with some other stuff in the version for 2.0
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