canyon 42 (WIP - track)

Re: canyon 42 (WIP - track)

Postby Mr.XX99 » 19 Dec 2018, 21:13

Hi,

your track just gets more beautiful every time. And I agree the sunset fits pretty good.
Also I noticed the AI is good one this track :)

I also made a warning sing based on the one from GeekPenguinBRs link:
https://i.imgur.com/kJAVZEI.png

That's the source of the texture: http://texturelib.com/texture/?path=/Te ... tches_0012
and that's their license: http://texturelib.com/license/
Playing SuperTuxKart on my Windows 10 Laptop, my mobile phone and on my Anroid TV :)
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Re: canyon 42 (WIP - track)

Postby MTres19 » 19 Dec 2018, 23:01

Unfortunately that license is unlikely to be considered a free license because it disallows selling the image itself. Weird, but I'd be careful and double-check the FSF's criteria for free software licenses.
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Re: canyon 42 (WIP - track)

Postby Mr.XX99 » 19 Dec 2018, 23:28

I don't think this license would be a problem because it speaks of selling the image alone or in (image) packs and that would not apply even if STK would be sold with this texture included in the main game. Also I would say it is more than slightly modified.

Anyway I uploaded the sign without a background (transparent) here: https://i.imgur.com/ShyE9q1.png so anyone could use it with a different background.
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Re: canyon 42 (WIP - track)

Postby hiker » 20 Dec 2018, 12:04

MTres19 {l Wrote}:Unfortunately that license is unlikely to be considered a free license because it disallows selling the image itself. Weird, but I'd be careful and double-check the FSF's criteria for free software licenses.

Yes, certain linux distributions will not accept a texture under a license like that, so we try to avoid those licenses.
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Re: canyon 42 (WIP - track)

Postby Mr.XX99 » 20 Dec 2018, 15:07

So found a CC0 background texture and also created normal, metallic and smoothness maps:

https://imgur.com/a/rOy37hu
Playing SuperTuxKart on my Windows 10 Laptop, my mobile phone and on my Anroid TV :)
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Re: canyon 42 (WIP - track)

Postby rubberduck » 20 Dec 2018, 21:07

The river has been improved now
canyon42-2018.12.20_21.00.00.jpg

canyon42-2018.12.20_20.57.09.jpg

But there is still a nasty problem: resetting when driving / falling into the river does not work (I tested it with the newest STK version from git). How can I fix this??
working on LaundredSheep, a 3D platformer game
https://forum.freegamedev.net/viewtopic.php?f=22&t=7531
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Re: canyon 42 (WIP - track)

Postby rubberduck » 22 Dec 2018, 17:46

The track is coming to the end soon.
I worked on smaller things again, converted objects to library nodes (the vehicles and the concrete barrier, the barrels are following soon)
Today I created a new cactus model, based on the cactus texture from hacienda.
canyon42-cactus.png


I will upload a version for testing soon (may be the final, but there is still the reset issue)

While the track is coming to an end I started an abyss-themed arena too
arena_abyss-2018.12.22_17.37.14.jpg
working on LaundredSheep, a 3D platformer game
https://forum.freegamedev.net/viewtopic.php?f=22&t=7531
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Re: canyon 42 (WIP - track)

Postby Mr.XX99 » 23 Dec 2018, 16:30

Hi,

I found some issues on the Van:
- you can drive through it (has no collision)
- the lights of it do not match up (also on front):
addon_canyon42-2018.12.23_15.31.58.jpg

- the top is weird:
addon_canyon42-2018.12.23_15.32.30.jpg


Another thing I noticed is for reverse there is no indication for lap line.

For water, maybe this video can help you (it's in German)
https://www.youtube.com/watch?v=-CR_M_o ... e&index=11
He also gets the reset working there.

For your abyss-themed arena:
already looks great, you could make a separate topic for it.
As hint: if you make it symmetrical it maybe could also be used for the new capture-the-flag mode.
Playing SuperTuxKart on my Windows 10 Laptop, my mobile phone and on my Anroid TV :)
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Re: canyon 42 (WIP - track)

Postby rubberduck » 23 Dec 2018, 18:15

Here I have the first "release candidate" of the track
https://platen-software.de/sebastian/canyon_42_RC1.zip

the collision issue and the top part has already been fixed, also the reset works now (the object type "reset player" does not work correctly, but using material reset setting works)
I tried to fix the other issue on the van too (GeekPenguinBR created the texture, not me)
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https://forum.freegamedev.net/viewtopic.php?f=22&t=7531
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Re: canyon 42 (WIP - track)

Postby intherow » 23 Dec 2018, 22:10

so far the improvement really have excellent taste now. :cool:
but i like idea from version 1, that there a "flying base from bridge to landing place" but the change version have enough to made satisfy feeling.
if i have earlier say opinion, i think that "flying base to other landing place" can be used before come to finish road. (like cocoa temple track)
but since this track will be finish, not good to change it after so far. so i think the best is continue the last thing to do you already planed. :)

anyway, i like how you implement the light and texture of sky really nice (even my pc so old then cannot use best graphic option). great work! :lol:
canyon42-2018.12.24_03.17.51.png
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Re: canyon 42 (WIP - track)

Postby GeekPenguinBR » 24 Dec 2018, 00:36

Hi, rubberduck!

Once again, the improvements were nice and correct. I have tested the RC version and it's been better than the previous, for sure.
I uploaded the wrong map for the TV Van because my mouse got crazy since the last (unauthorized and undesired) Windows update, that messed up the mouse and other things too. So, I dragged the right side of the van a bit and I didn't notice this. Upon the base of the antenna, there's no reason for that mess. I have tested the map 22 times and, in all attempts, the light gray texture was applied to the antenna's base. Unfortunately, the red strip on the Van's front is not perfect due to the rounded corners and I would waste many hours until to improve it at the maximum level allowed. However, since the van is a secondary object by which the drivers will pass by at high speed, nobody will notice the detail.

The correct object with the correct map was uploaded to the STK Assets section by myself in 2016, no matter if the version of the official library is different. Anyway, here is the object again with the new and improved texture :pd: :gpl: :
TV Van.blend
(1.15 MiB) Downloaded 11 times

TV Van.obj
(1.01 MiB) Downloaded 11 times


TV_Van_SSAO - Copia.png

TV Van_Gloss-Light - Copia.png


Merry Christmas everyone! :)
Last edited by GeekPenguinBR on 27 Dec 2018, 20:42, edited 1 time in total.
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Re: canyon 42 (WIP - track)

Postby Andet » 26 Dec 2018, 23:47

Hi,

Impressive track as always :D ! It's enjoyable to race on and the textures are really nice. I was testing it out and found two glitches:

The first is an out-of-bounds glitch. You can use the UFO thing before the bridge as a ramp to get over the fence.
The second is a shortcut. At the end of the bridge you can fall off at either side and get placed at the beginning of the next lap.

I have a video here: https://youtu.be/YLl3mx6eoNU

Just some minor problems. Can't wait for the final release! :)
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Re: canyon 42 (WIP - track)

Postby rubberduck » 27 Dec 2018, 16:19

i gonna fix these issues soon, also the van. Another thing is to finish the license file (it is almost done). Then I will release the final version.
working on LaundredSheep, a 3D platformer game
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Re: canyon 42 (WIP - track)

Postby Mr.XX99 » 27 Dec 2018, 21:56

I was bored so I made a normal map for the van, feel free to try it :)

TV_Van_SSAO_fixed_normal.png
@rubberduck
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Re: canyon 42 (WIP - track)

Postby GeekPenguinBR » 28 Dec 2018, 20:56

Mr.XX99 {l Wrote}:I was bored so I made a normal map for the van, feel free to try it :)

If more people who everyday get bored could do something thus, every game would be improved every day. Now, we all can't wait to see this rendered in-game.
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Re: canyon 42 (WIP - track)

Postby rubberduck » 29 Dec 2018, 19:32

working on LaundredSheep, a 3D platformer game
https://forum.freegamedev.net/viewtopic.php?f=22&t=7531
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Re: canyon 42 (WIP - track)

Postby GeekPenguinBR » 29 Dec 2018, 23:45

The finnished track looks beautiful! A sample for everyone who didn't dowload the track yet:
https://www.youtube.com/watch?v=mTRBgsIE0Ys
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Re: canyon 42 (WIP - track)

Postby Mr.XX99 » 31 Dec 2018, 15:14

Wow, the water looks very good now :)
The waterfall looks a bit strange but that's very minor.

Well done and good work, that's really a great track.
Playing SuperTuxKart on my Windows 10 Laptop, my mobile phone and on my Anroid TV :)
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Re: canyon 42 (WIP - track)

Postby rubberduck » 02 Jan 2019, 18:30

I wanted to upload the track to addons, but I got some problems, also see https://forum.freegamedev.net/viewtopic ... 17&t=11126

1: I don't know if library nodes work with addons
2: The file seems to be too large
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Re: canyon 42 (WIP - track)

Postby rubberduck » 08 Jan 2019, 19:09

I still wait for a solution of the problem caused by the library nodes. Uploading the track to addons does not work!
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Re: canyon 42 (WIP - track)

Postby samuncle » 09 Jan 2019, 01:03

WOW, congratulation it looks amazing :). I love that people are starting to use objects and textures I made and I see it helps democratize track making.

Here is my few cents:

1: The concept and overall look
The concept is amazing I love the theme in fact there is an easter egg in hacienda about the infamous Area 42. You packed a lot of details and very cool stuff. My only suggestion would be to have more distinct area, like one area is the military base entrance, another one is just pure desert (with only cactus and tumble weed), another one is inside the canyon and finally the grotto. It helps to define more clear area.
Right now there is a bit of military hardware everywhere some server everywhere and some alien stuff again everywhere.

I would have done it in a way where you are in this dry canyon and suddenly you see the entrance of area 42 like you are revealing a secret. I also love the fact you included some very cool things like the SSAO van! Kudos.

2: Gameplay and drivelines
It's fun to drive and I think you did a brilliant job. I also am amazed you did transitions between the road and the surounding which make it blend nicely (the upcoming version of stk have a shader that can do that for you).
It would be nice to have a road that goes in the military space (even if it's closed), it adds realism.

3: Atmosphere and general look
The twilight light looks really impressive. You could add light for the floodlight (currently they are only models and don't emit any light, it would be nice to have them lit the road).
I wouldn't have put the alien sign on the canyon but maybe the alien font could go in the UFO crashed. You could also include a few aliens from XR457.

4: Details to make it perfect
a) Put the warning sign outside the fence so we can read it. Also make the background of the sign less grungy so we can read it. I would also put something funny like:
Area 42
Warning: Military Installation
No trespassing
Trespassers will be shot
Survivors will be shot again
b) There are a few servers models for Alien Signal with weird alien messages (and sound) they could be nice close to the UFO
c) The starting portal with the alien font part is a bit out of place there. Imho it would be cool close to the UFO
d) A few military camouflage could be cool in some parts (like the defense towers, etc).

Conclusions:
Those are mainly details and the map is good on it's own. I hope you don't take it too bad, I had a great pleasure discovering it!
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Re: canyon 42 (WIP - track)

Postby rubberduck » 09 Jan 2019, 18:46

I added lights to the flashlights, but the strength and maybe the range is too low.

Here a list of stuff I want to target next...
> better flashlight lighting
> sign position / fixes / improvements
> maybe change starting portal and position close to the UFO
> replace terrain with a sculpted one (shape really similar, but more details)
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Re: canyon 42 (WIP - track)

Postby Ludsky » 09 Jan 2019, 21:01

Your track is Beautiful and your Arena is Wonderful; good job ;)
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