wolterh {l Wrote}:I have made a Beagle (search tool) kart, the necessary files for trying it out are attached.
I need help in a couple of things though:
* I wish to know if there is a fail-proof method of making a shadow for the kart that will adjust perfectly - I read "The shadow will need to be fine-tuned by seeing what it does in-game." [1], but I don't know if there is already a better method. See suggestion #1.
* The animations are not working, and I don't know why, the markers are set and I even tried manually modifying the kart xml file.
I think that the kart making tutorial needs a lot of improvement because a lot of things I had to find out talking to the developers at the IRC and watching the blend files of existing karts.
Please read link [1] if you have doubts on how to generate the files. If you want the generated files, ask and I'll upload - as for now, I don't see it necessary and I prefer to provide the blend file.
Auria {l Wrote}:Hi,
nitro emitters and adapter tiremarks are planned, we just need some time
regarding plane under kart, could be interesting, I'll let Joerg comment on that since he wrote the kart editor
Arthur {l Wrote}:Nice work!
The kart is good to drive, and looks quite good as well. The kart style might not fit entirely with the rest of the main karts, but it doesn't have to anyway - unless you're aiming for inclusion in the main game.
So well done, and I will certainly try any subsequent versions as well.
wolterh {l Wrote}:About the 4 tiremarks being too realistic, I have something to say. I think, because I have seen it happen before, that no matter how comic-prone a game is, a touch of realism can always astonish the player. In my case, when I see a world so far off reality at a first glance, but that somehow connects with the realism of our world, makes me think that the actual fantasy inside the game gets a better grip of awesome. About the performance, I think that maybe the options panel should be amplified, in order to let people with higher-end computers enjoy the luxury within the possibilities, and let the rest sacrifice looks for performance when they need.
wolterh {l Wrote}:About the shadow projection method, I think a possible quick solution would be to give users a relation between the scale of the shadow image, and how margins and positioning affect it. The problem I had before trying out a checker pattern and guess where the kart was placed was that I didn't know how the negative space between the actual shadow and the image boundaries affected the positioning of it, how did the size of the shadow, and many other factors - I think that the code should be looked up at by someone understanding it and somehow relate the scale of the kart to the mentioned variations in the kart shadow image.
wolterh {l Wrote}:How about dynamic shadows? Is that very hard to implement in the engine? I've seen games where the dynamic shadows have a low resolution, but they still look great.
wolterh {l Wrote}:Also, I was wondering if the falling speed limit was greater than 300 tf/s (does anybody know what tf is?), which is the apparent kart maximum velocity, because sometimes it doesn't seem like it is.
Overall, I really think that implementing more physics into the game, such as explosion blasts and long falls could make the game better, and that the research to make such features available is worth enough the time.
Auria {l Wrote}:I am not sure what the falling speed is, but it is indeed limited, and the reason is because a kart that falls too fast may go through the ground. To avoid the problem of karts going through the ground, we would need to use tunneling/continuous collisions, which are quite hard to implement and are expensive to the CPU. Since falling is not a very important part of the STK gameplay, we just limited fall speed
Auria {l Wrote}:Since falling is not a very important part of the STK gameplay, (...)
asciimonster {l Wrote}:Don't tempt me... If you keep pushing me I'll make a motocross jumping stadium track.
STKRudy85 {l Wrote}:And please include your name in kart.xml or in license.txt I'm sad to lost work attribution![]()
Auria {l Wrote}:wolterh {l Wrote}:About the 4 tiremarks being too realistic, I have something to say. I think, because I have seen it happen before, that no matter how comic-prone a game is, a touch of realism can always astonish the player. In my case, when I see a world so far off reality at a first glance, but that somehow connects with the realism of our world, makes me think that the actual fantasy inside the game gets a better grip of awesome. About the performance, I think that maybe the options panel should be amplified, in order to let people with higher-end computers enjoy the luxury within the possibilities, and let the rest sacrifice looks for performance when they need.
Sure, though an important point to consider is that we are only 2 devs, so we need to decide what we work onStuff like that is often delayed simply because we don't have time to spend on it
wolterh {l Wrote}:About the shadow projection method, I think a possible quick solution would be to give users a relation between the scale of the shadow image, and how margins and positioning affect it. The problem I had before trying out a checker pattern and guess where the kart was placed was that I didn't know how the negative space between the actual shadow and the image boundaries affected the positioning of it, how did the size of the shadow, and many other factors - I think that the code should be looked up at by someone understanding it and somehow relate the scale of the kart to the mentioned variations in the kart shadow image.
Agreed, we'd need to read the code and see how the shadow is generated
wolterh {l Wrote}:How about dynamic shadows? Is that very hard to implement in the engine? I've seen games where the dynamic shadows have a low resolution, but they still look great.
This might be interesting, we'd need to check the options from irrlicht and see what they offer. Of course the old shadows would not go away since dynamic shadows are much more expensive
wolterh {l Wrote}:Also, I was wondering if the falling speed limit was greater than 300 tf/s (does anybody know what tf is?), which is the apparent kart maximum velocity, because sometimes it doesn't seem like it is.
Overall, I really think that implementing more physics into the game, such as explosion blasts and long falls could make the game better, and that the research to make such features available is worth enough the time.
tf/s = Tux Feet per Second
I am not sure what the falling speed is, but it is indeed limited, and the reason is because a kart that falls too fast may go through the ground. To avoid the problem of karts going through the ground, we would need to use tunneling/continuous collisions, which are quite hard to implement and are expensive to the CPU. Since falling is not a very important part of the STK gameplay, we just limited fall speed
asciimonster {l Wrote}:Auria {l Wrote}:I am not sure what the falling speed is, but it is indeed limited, and the reason is because a kart that falls too fast may go through the ground. To avoid the problem of karts going through the ground, we would need to use tunneling/continuous collisions, which are quite hard to implement and are expensive to the CPU. Since falling is not a very important part of the STK gameplay, we just limited fall speed
AH!Now I understand why the karts allways seem to fall in the direction of the wheels (down relative to the kart). e.g. when a cart is rotated to the right it will actually fall to the left when dropped from near standstll.
This is because this limit makes a parabolic trajectory (normal fall) suddenly change to a linear trajectory. It gives the illusion that you are flying with a certain heading. Perhaps some code can be added so that the forward speed is reduced as the maximum fall rate is reached; this gives the illusion that the kart is gently falling.
Auria {l Wrote}:Since falling is not a very important part of the STK gameplay, (...)
Don't tempt me... If you keep pushing me I'll make a motocross jumping stadium track.
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