Sandtrack improvement

Sandtrack improvement

Postby STKRudy85 » 28 Jan 2011, 12:40

Subject proposed by kalado ...
sandtrack.tar.gz

You can find something interesting here :
Image

http://opengameart.org/content/tombwoof

As I said you can also add the camel I made for this track, which one you can find here :
http://opengameart.org/content/animal-bestiary

You can add palm tree and an oasis for example :think:
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Re: Sandtrack improvement

Postby Dakal » 28 Jan 2011, 23:07

We discuss about improvements with kalado and we have ideas like:

- ruins: houses or columns (already did)
- a better bridge (already did)
- a better sphinx
- a better access to the pyramid
- statues of anubis
- cartoon textures

Here advancements:

http://pix.toile-libre.org/upload/origi ... 251093.png
http://pix.toile-libre.org/upload/origi ... 252126.png

An animated camel will be very great! like crossing the road to interfere players.
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Re: Sandtrack improvement

Postby Arthur » 28 Jan 2011, 23:17

Any plans to do something about the track shape? That would probably mean it would no longer be the same track, but still, the driving fun of the track is really really low...

Whatever you do, it will probably be for the better though. :)
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Re: Sandtrack improvement

Postby Auria » 29 Jan 2011, 16:55

Agreed, all improvements are good, but what this track needs most of all is to improve the shape of the road :)
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Re: Sandtrack improvement

Postby kalado » 31 Jan 2011, 21:06

Here's a work in progress, I tried to work a bit on the track shape, we're currently mainly modelling ruins and other things like that. Critics are welcome.
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Re: Sandtrack improvement

Postby Arthur » 31 Jan 2011, 21:19

Hey, that looks really nice! :D
Keep up the great work. :)
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Re: Sandtrack improvement

Postby Auria » 01 Feb 2011, 00:17

Nice improvement, in many areas you could make it narrower too perhaps?
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Re: Sandtrack improvement

Postby hiker » 01 Feb 2011, 00:20

kalado {l Wrote}:Here's a work in progress, I tried to work a bit on the track shape, we're currently mainly modelling ruins and other things like that. Critics are welcome.

Looks great! If you want to test bump mapping (since you mentioned this in the other thread), let me know - just create a very simple example, and post the blend and all textures here, and I'll see what we can do.

Have you considered a shortcut/secondary way? E.g. you could move the pyramid on the right forward a bit, add a ramp (perhaps slightly off track, so that people would need some nitro to drive there quickly enough). Then people can jump into a tunnel into that smaller pyramid, which will cross over (with a bridge, or undergroun) to the big pyramid, and rejoin the main track. Just an idea I had :)

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Re: Sandtrack improvement

Postby charlie » 01 Feb 2011, 01:07

I think the 'flat' slopes of the pyramid make it look very dated.

Pyramids should be made out of steps.
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Re: Sandtrack improvement

Postby Auria » 01 Feb 2011, 19:07

charlie: actually, I think, originally the pyramids were straight, it's only in later times that the exterior filling that made it smooth fell of ;) So yes, this makes them look very dated, but perhaps by a few thousands of years more than you meant :P

The other main reason is that making them out of steps would use a whole lot of vertices
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Re: Sandtrack improvement

Postby Dakal » 01 Feb 2011, 22:16

A little update on ruins and a new texture for palmtree.

EDIT: CC BY SA, i forgot again ^^
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Re: Sandtrack improvement

Postby Auria » 02 Feb 2011, 01:18

Nice little models :)
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Re: Sandtrack improvement

Postby kalado » 02 Feb 2011, 20:39

Thanks for the feedbacks.
hiker {l Wrote}:Looks great! If you want to test bump mapping (since you mentioned this in the other thread), let me know - just create a very simple example, and post the blend and all textures here, and I'll see what we can do.

Have you considered a shortcut/secondary way? E.g. you could move the pyramid on the right forward a bit, add a ramp (perhaps slightly off track, so that people would need some nitro to drive there quickly enough). Then people can jump into a tunnel into that smaller pyramid, which will cross over (with a bridge, or undergroun) to the big pyramid, and rejoin the main track. Just an idea I had :)

Cheers,
Joerg

I joined a blend file with the bump map, it is for the pyramid and I added a texture within blender, like this you can see how it's looking in the 3d view, thanks for your help.
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Re: Sandtrack improvement

Postby hiker » 03 Feb 2011, 02:11

kalado {l Wrote}:I joined a blend file with the bump map, it is for the pyramid and I added a texture within blender, like this you can see how it's looking in the 3d view, thanks for your help.

Thanks, downloaded, I'll try to have a look soonish.

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Re: Sandtrack improvement

Postby kalado » 04 Apr 2011, 22:03

As you can see, I haven't been here for a long time, I had lot of things to do, nut now I've got time to work on this track, I've finished a monkey statue, for the entry of the pyramid:
Image
I know I'm using bump mapping but I will transform the normal map into a diffuse map with gimp to fake bumps.

If you have some ideas for the track, they're welcome.
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Re: Sandtrack improvement

Postby Auria » 04 Apr 2011, 22:08

Hi, looks nice :)

Keep the bump map around though, STK might get bump mapping support :)
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Re: Sandtrack improvement

Postby Kinsu » 05 Apr 2011, 14:23

I did not know there was monkey statues in ancient Egypt, but you managed to make them look good in the "pyramids atmosphere" !

Dakal {l Wrote}:An animated camel will be very great! like crossing the road to interfere players.

This would be really cool ! Maybe you can take the farms' horse and modify it a bit to get a camel :think: . Or get one from an open library :)

Auria {l Wrote}:what this track needs most of all is to improve the shape of the road

I agree, but I sometimes like open zones on a race, I think we could keep at least one ?
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Re: Sandtrack improvement

Postby kalado » 06 Apr 2011, 07:32

Ok, here is the camel:
Image
For the open zones, I think at least I will keep this one from the start.
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Re: Sandtrack improvement

Postby STKRudy85 » 06 Apr 2011, 09:14

Is your camel texture under free license ?
Is your camel in full 3D or is it a plane ?
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Re: Sandtrack improvement

Postby Kinsu » 06 Apr 2011, 09:59

OK, the camel just needs a more credible pose (with the front legs like that it seems it is going to fall), and maybe a more precise texturing, but this is a good start :)

kalado {l Wrote}:For the open zones, I think at least I will keep this one from the start.

Cool !
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Re: Sandtrack improvement

Postby Kinsu » 06 Apr 2011, 10:21

Looks much better ! For the pose, don't forget to apply the one you'll make as rest pose before animating it.

Note : maybe you could hide the image url like this (without any spaces between the brackets): [img= <image url>]this image[/img], I'm not sure it would be welcomed to have google redirecting towards STK's forum from some keywords in it ! :think:
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Re: Sandtrack improvement

Postby Auria » 06 Apr 2011, 16:35

Looks nice :)

And it's great to see that you care about licenses, this will make our lives easier :)
waiting forward to the new improved track. But don't forget to improve the shape of the road, I think that's the most important
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Re: Sandtrack improvement

Postby kalado » 09 Apr 2011, 14:16

I just noticed in the wiki at the page material xml that normal maps were usable as experimental tool, can I use them with the 0.7.1 Release Candidate 1?
I've got another problem with the sphinx, each time I export it, the model is deformed, I joined the file. Have you got an idea about where the problem comes from?
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Re: Sandtrack improvement

Postby Auria » 09 Apr 2011, 16:43

Hi kalado,

you can try normal maps by manually editing the materials file, but be warned that at this time normal maps don't really work correctly, materials with normal maps are very dark and have lighting issues

Regarding the distorted sphynx, the problem appears to be that you have two UV texture layers, it seems like the B3D exporter and/or the irrlicht B3D loader don't like that :( Also, the sphynx has a negative scale, use "Apply scale and rotation to object data" to make the transformation more reasonable
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