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[EX] Vertland outskirts; prev. named allons-y
Topic Started: Jun 25 2015, 10:13 PM (8,150 Views)
kay
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[dohtml]
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.h11 {font-weight: 300;color:gray; padding-right:20px}
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<img src='http://i.imgur.com/UJZFQsH.png' width='256' align=left></img>
<div style='font-family: "Segoe", "Arial",sans-serif; font-weight:200;font-size:12px;padding:50px;padding-top:5px'>
<p><span class='h11'>Name &nbsp;&nbsp;&nbsp;</span> Vertland Outskirts</p>
<p><span class='h11'>made by </span> kay 'kallelay'</p>
<p><span class='h11'>length &nbsp;&nbsp;&nbsp;</span> 850m</p>
<p><span class='h11'>Difficulty</span> Easy-Medium</p>
<p><span class='h11'>Rv version</span> Re-Volt 1.2 alpha 13.-, or more recent</p>
<p></p>
<p><span class='h11' >Download</span><a href='https://app.box.com/s/gievflwhxeznuwp3vrx8pn0jtbm29brp' target=_blank>v1.1 Optimized RVZone version (13MB)</a></p>
<p><span class='h11' style='color:transparent'>Download</span><a href='https://app.box.com/s/z5296sff0d32d540vz8qi8wyvdzjizd1' target=_blank>v1.0 ZIP file (39MB)</a></p><p><span class='h11' style='color:transparent'>Download</span><a href='https://app.box.com/s/rd174lrwwhzwdcp7s1br4knxsxtg3klk' target=_blank>v1.0 7Z file (29MB)</a></p>


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Hello, this is my long-running track, which I've rushed and finished.
Forgive me for the amount of holes inside this track!
Enjoy!
____

Special thanks to Marv and R6TurboExtreme for their help and support
Thanks to Jigebren from World Cut and Blender plugin, they saved my life
Also, thanks to Ali, Gabor (and myself :P) for the ase2rv9

----
Edit: Oh yeah, beware... this is a new type of tracks (<sur>realistic, approach initialized by Urnemanden) so you may not like it :P
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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Dyspro50
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Team DR creator
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kay,Thursday, Jun 25 2015
18:13
Edit: Oh yeah, beware... this is a new type of tracks (<sur>realistic, approach initialized by Urnemanden) so you may not like it :P

How can you expect that some may not like it with this amazing track ?


Another great 2015 extreme track has been released in the Re-volt community. Very good :)

Nothing else to say. [INVISIBLE]Except for the repositioning AI bug at the begining[/INVISIBLE]


btw how much time did you need to finish this ? I'm just curious.
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deviantArt | Steam
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kay
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Hello, thanks for the kind comment :)
it took 3 years (redone more than twice and paused the work a lot).

Sadly this track may not be able to make it to RVZ, even with this optimized version (File not packed correctly error). Not sure if anybody knows the solution?
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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Dyspro50
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kay,Friday, Jun 26 2015
04:47
Sadly this track may not be able to make it to RVZ, even with this optimized version (File not packed correctly error). Not sure if anybody knows the solution?

Maybe because of zip size. I think RVZ does not support more than 10 MB.

You could make a special version as it was for Industry which is called «Industry (RVZ Version)» by removing music or other optional files that take too much place in the zip ;)
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R6TurboExtreme
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Graphics: 10/10. Totally your style. I love this track, I noticed you changed some things after last alpha release you sent to me. It's much better! I like the jump at the end, it's so well made. The AI could use a little bit more time, and sadly there are camera bugs ( double floors maybe?) but for the rest it's a very good track. Keep it up, I'd love to see more!
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mightycucumber
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Cool as a cucumber
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First of all Kay, let me congratulate you for the outstanding effort and dedication put on this track! Extreme tracks are a rarity these days unfortunately, but with your contribution now we have one more addition to out collections. ;)

Loving all the details - there's tons of eyecandy for us to look at, from the cans on the floor to the moving swing, the geese and several other things spread across the track. Also the addition of custom sounds brings a whole other depth to the racing experience, and man, do the models you made look neat. The textures are also spot on, and very well applied. The use of all the expertise and knowlegde acquired throughout the years of Revolt modding really shined with this track, you gotta feel proud man - few of us will ever produce anything with the caliber of this undwertaking of yours. :wub:

On the other side, there're also a few things that bug me. For example, how wide the raceline is in some places, in the transition from the park to the restaurant for example - I know you're trying a new approach here, and that's fine actually, but in Revolt we've always been used to more, how should I put it... "confined spaces". What I mean by this is, while we do have open areas in some tracks, we are always sort of enclosed and confined to what the raceline allows us - for example, in Toys in the Hood we are on the street but we need to follow the path traced by the sidewalk/houses; in your track there are few of these visual guidelines, and it's easy to get lost and distracted by all of these possible routes that seem to pop out of nowhere randomly, and (way) too wide open areas with no reference points for our eyes to follow and not get sidetracked. The cars almost feel a bit small and "lost" in this immense world...

I think you also stated this yourself, but the track itself feels like it could have been bundled in several smaller tracks - for example there could have been a track that used the restaurant as the theme, with a race inside it, maybe on the kitchen (with flying knives and pans, eheh) roof and on the parking lot even (jumping over dumpsters, cars, going through vents, crashing against movable trash bags/cans etc...); there could have been another segment that focused on the park, tennis courts and the surrounding area; there could have yet been another, more citadine track with all the tall buildings you put here (maybe even some racelines in the balconies, roofs, inner appartments, etc... :) )... and this just to name a few. I guess I'm not really used to tracks these big maybe, but I also think you tried to mix a little too many ideas on the same track. My noob opinion is that you should have sticked to a theme and squeezed the best out of it.

Also, (and finally) I think there should be a skymap - the gray sky is a bit too dull. :( Was there a reason behind it? Also, I know that the fog was needed so there wouldn't be a crash on the fps rate (did I say it right, I can't really speak computer ahah?) but there are times where we can almost see very far away, and the building suddenly disappears if we steer a bit to the side, or contrastingly they appear so suddenly you may get startled.

Please don't take these points as a "I don't like this track" (because I freakin' LOVE IT man), but more as an honest opinion as what I'd like to see more in a Revolt track. We just want you to keep being better and better. ;)

TL;DR:

Pros:
1) Details. DETAILS MAN. :wub:
2) Use of animations and "innovations" (aka things we rarely see in other tracks)
3) Use of textures is spot on;
4) The monumental effort put into this. Seriously Kay, you nuts man. *like*

Cons:
1) Some details feel out of place (the broken TV for example, and random little plants popping here and there and... holes on the pavement?...)
2) Paths too wide where we might get lost or confused (aka lack of visual hints saying "Oh, we should definitely go through here!" instead of "Is this where I'm supposed to go through?...")
3) Too many ideas bundled in one track makes it feel a bit fragmented and too big.
4) Grey dull sky and "jumpscare" fog.

All in all, you should feel proud, and we should feel honored to be given the opportunity to try this masterpiece out. Thanks Kay! *like*
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kay
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Hello, I'd actually thank you very much for the feedback ! :D I actually need them!
I'm glad that you liked it!

Sadly, yeah, there actual reason is this track is too big and the fog, is because of the fps. (although I planned to make an application to control the quality, time of the track but couldn't finish it ^.^') that also made me remove the skymap... :(

PS:
I've updated it on RVZone to solve AI problem (which I couldn't forsee in DEV mode).
Also I've included some balloons in allonsy_.fob to guide throughout the way, just as a temporary solution ...

best regards
I really appreciate more feedback, thank you :)

It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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Gotolei
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Let's try something
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Mind if I get a bit nitpicky? :P I'm going to set the fog clipping aside as it's been mentioned already and instead focus on some smaller things:


It's a bit hard to figure out the perspective and when to start turning before reaching this doorway. It could use some kind of landmark on the same scale and plane as the cars.
Maybe a border across the threshold, or slightly different carpet texture in the hall? Patterned wallpaper in the hall? A light on the other side of the wall above the door casting a shadow on the floor, molding around the frame, a rug... Something that helps to make it clear just how far away you are from it, and visibly changes from the car's point of view (in perspective, at least) as you approach it.

Not quite sure what's happening here, though that could probably be fixed with visiboxes.
(which also do wonders for fps when used properly, btw)

Also seen in that clip - the camera pulling in. I can understand reeling in the camera while driving under things, but what purpose does it serve here? And over that jump into the resturaunt? It's more disorienting than anything.

Last thing that comes to mind are the ramps right at the end. They could use some contrast.
This is what the player sees. Sure, if you look closely you can tell where the ramps start and end.. But in a race? You don't have the time to do that when going >30mph.
The player needs to be able to look at it for a split second and quickly figure this out.
This ramp from just before that spot serves as an example of good contrast - the side of the ramp is darkened so even after just a glance, you can quickly map out the path you're supposed to take.


All in all it isn't a bad track. Could use a bit of polish and not-rushed TLC, but it's looking pretty good so far :)
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taruncreation
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Repainter,Converter and much more.
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the graphics of this track is good but it dosen't works properly like i don't know where to go!
<A href="http://taruncreation.deviantart.com/gallery/">DeviantArt</A>
<A href="http://revoltzone.net/users/14213/tarun">Re-Volt Zone Alias</A>
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Venomxx97
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What do mean exactly with "it doesn't work properly"? If you don't know where to go you can spend a race following the AI so that you will learn the raceline
My YouTube channel

Re-Volt N64 Soundtrack [YouTube]
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kay
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Super thanks for the feedback, everyone :) !
I have just saved them on my pc for future reference.

Indeed, the race path is not clear.... I should have know that. :-/
I actually thought maybe practice could save the time of implementing direction indicators but I turned out to be wrong, sorry everyone!

---
I'm planning to release a chopped-down version for 1.1 (12.07) supporting older hardwares [spoiler=Name?]The other vertlands...[/spoiler], afterwards, I will be planning a new track to make up for this ^^.
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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RV_Pure
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What was your inspiration to your track?

Do you have considered real submittals to your track?
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taruncreation
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There was turn which made me confused where to go!
but now everything is fine.I got the way from where to go.
Afterall it is an excellent track. :P
<A href="http://taruncreation.deviantart.com/gallery/">DeviantArt</A>
<A href="http://revoltzone.net/users/14213/tarun">Re-Volt Zone Alias</A>
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Gotolei
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Let's try something
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kay,Thursday, Jul 2 2015
14:04
Indeed, the race path is not clear.... I should have know that. :-/
I actually thought maybe practice could save the time of implementing direction indicators but I turned out to be wrong, sorry everyone!

But there are indicators :huh:
Unless you mean like signs, or arrows of some sort, physically placed on the track? but those generally appear out-of-place anyways.

It's more of a psychological thing.. where you have to look at the theme of the track, what possible decorations/landmarks etc can be placed to draw the player's attention and in turn make the path more evident. I've yet to do it myself, and I don't imagine it's easy.

I wouldn't worry too much about it anyways. Even in tracks like Venice the alerts are "too little, too late" even though the path forward is clear if you look at it. Metrovolt cheats by shoehorning in a theme of spray-painted boxes lying around 'randomly' (as well as straight-up painting arrows on the floor) while Petrovolt and Quake are frustratingly confusing if you don't have the route memorized (Quake especially, ugh). Yet look at how popular they remain today, ten-something years later.
The stock tracks do it pretty well* but that's to be expected when a professional studio is working on it.
There's only so much one can do.

*usually. there are exceptions
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kay
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@RV_Pure: yes, I've considered different reference materials for both of models and textures.
For instance, some buildings actually exist nearby here. The table on the rooftops is also mostly from RL. Same goes for road texture.
The other source of reference is different screenshots I got from anime series [spoiler=Otaku stuffs for those who are interested...] restaurant (working!!)
apartments (clannad)
street layout (sakurasou)
misc items (yahari)
The only replica is that scenery where the ducks/pond (nisekoi)[/spoiler]

@Gotolei: exactly.... :-/ I have no idea how to implement them.....

Thanks!
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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SebR
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Intermediate
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Because there are so many things anoying me on this track ...

I decided to fix some of them as if it's a stock track .

Posted Image
modifying some track zone at 1st corner, ai cars get stuck at this place

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here is a quick patch (don't forget to make a backup)

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there is a pickup under the floor, don't know what to think about this :blink:

About the birds why do you use theme as planet ?
I think using theme as plane and copter would be better :unsure:
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Gotolei
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Let's try something
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SebR,Friday, Aug 14 2015
08:43
About the birds why do you use theme as planet ?
I think using theme as plane and copter would be better :unsure:

I can see why he didn't use copter, since for the birds to appear to be hovering would need animated wings to be pulled off correctly.

The plane is a good idea though.
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SebR
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animated wings is set on "copter2.m" & "copter3.m" we can add empty files, revolt won't crash

i just saw that plane is used for swan, it woold be better to use boat1.m & boat2.m ...
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kay
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Hello super thanks for the patch! :D

About the swan, I've used boats and planes.

As for why not dragon or copter for birds, it's because of "spinning effect", but somehow while I'm tired and still at it, I've messed up the layout/placement of orbitals and it ended as you saw... birds were everywhere.

Edit: Do you mind if I upload it to RVZ? :)
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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SebR
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it's your track do what you want B)

a little word on the readme is enough ;)

note : i've edited my patch and add a full copter model ready to be used for birds
you only need to edit your FOB file with makeitgood
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607
Intermediate
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SebR
Aug 14 2015, 03:43 PM
Because there are so many things anoying me on this track ...

I decided to fix some of them as if it's a stock track .

Posted Image
modifying some track zone at 1st corner, ai cars get stuck at this place

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

here is a quick patch (don't forget to make a backup)

Posted Image
there is a pickup under the floor, don't know what to think about this :blink:

About the birds why do you use theme as planet ?
I think using theme as plane and copter would be better :unsure:
The dropbox link doesn't work anymore.
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