AtariCommunity forums : Carbon Copy page 39

michael.tk

10-26-2009 04:53 AM

Quote:

Originally Posted by mattrocks_slee (Post 11562303)

Could you email the run or give us a link?

see www.supreme-snowboarding.tk / Hall of Fame / sorted by date

mattrocks_slee

11-06-2009 03:16 AM

YAY! Nice run.:up:

xinfe

11-06-2009 02:55 PM

I can do half of the quarter of your race. Good job, even if I can't imagine the work to make this run possible.

xinfe

11-06-2009 04:14 PM

My track is...still asleep...

mattrocks_slee

12-05-2009 07:10 AM

Nice run.

Merry christmas all! :hat:

michael.tk

12-08-2009 05:53 AM

World Record Alpine Easy 1.17.99

 

A video is linked the Hall of Fame.

mattrocks_slee

12-09-2009 10:18 PM

Alpine Easy 1.17.99

 

Youtube?

The .dat file would be a nice Christmas present :D

xinfe

12-14-2009 03:11 PM

New track

 

Don't expect my new track before Christmas. I'm not working on it at all, so...good bye !

michael.tk

01-15-2010 12:44 PM

Village Easy

 

:ooolala-sign:

... more information as soon as possible ...

michael.tk

01-16-2010 05:05 AM

World Record Village Easy

 

The new Village Easy world record is available as:

- DAT file (on demand)

- YouTube video

- high quality AVI video (106 MB)

Source: www.supreme-snowboarding.tk

Ettoilla

01-16-2010 09:59 AM

World Record Village Easy

 

It may be this one http://www.youtube.com/watch?v=hsdMDFH7BQU

Nice run !

Speed isn't displayed but it seems to be pretty fast. Is the video recorded during the replay ? Is it possible to change the camera view during the replay ?

Ettoilla

01-16-2010 10:41 AM

Supreme Snowboarding tricks

 

I made a video of some tricks in Supreme Snowboarding few days ago :

http://www.youtube.com/watch?v=kaxltQTaSK0

I never managed to place a triple flip. Anybody knows how to make one, it could happen because there is a voice annoucement for "triple" inside the sound folder of the game.

michael.tk

01-16-2010 11:50 AM

Quote:

Originally Posted by Ettoilla (Post 11686776)

Speed isn't displayed but it seems to be pretty fast. Is the video recorded during the replay ? Is it possible to change the camera view during the replay ?

The speed is displayed only during a race, but not in the replay mode. Of course I cannot use a recording tool while I am racing.

BTW: I never care about the speed. A speed of 160 km/h or more cannot be real.

To make videos of former races, I use the Demo version, plus Demo Add-on, plus Demo Tracks (in this case the file "Village Easy"), plus Fraps. Demo Add-on and Demo Tracks created by myself.

Triple flip: I do not know, because I am more interested in races!

mattrocks_slee

01-16-2010 09:26 PM

To all:

If anyone is restraining to attempt to beat my legendary records, by all means try. I do not like the idea of people owning certain tracks. I respect Michael's wishes and I leave 1.17.99 on Alpine Easy alone, but everything else shall be attacked. I suggest the same action to all.

@ Ettoilla

Try making a really big drop in editor and attempt a triple front flip, I'll try myself later.

Best wishes

Matt

michael.tk

01-16-2010 11:25 PM

Quote:

Originally Posted by mattrocks_slee (Post 11689034)

To all:

If anyone is restraining to attempt to beat my legendary records, by all means try. I do not like the idea of people owning certain tracks. ...

Matt,

Supreme Snowboarding can seriously damage your health.

I recommend to play anything else, for example: Need For Speed, chess, piano, or with your dog.

Listen to your master. It is time now to retire. :up:

xinfe

01-17-2010 04:13 AM

Ettoilla, your video is quite impressive.

Nice collection of tricks, and nice ending, spinning on the top of the tree :)

It might be possible to perform a triple flip, but as I see your video, probably not with the original tracks.

Creating a very big and long jump might be the solution, but the hardest part to build is the landing : the higher the kick, the harder the landing...as you might have experienced.

Good luck (and if you have any questions about map-editing, please ask, but I have almost no computer during the week).

Ettoilla

01-17-2010 05:30 PM

Thanks all for your replies.

Apparently I'm not the last player of this 10 year old game. Of course it's still the best snowboarding PC game.

I tried to use the editor tools and I have 2 problems. Can you tell me if you have the same :

1.

When I go to --> Edit landscape --> Edit material map

I can change the material of the map but it's invisible. For exemple if I apply snow material over a rock area, material is well transformed, the snowboarder doesn't fall anymore on it, but the texture stays as a rock area.

And when I do --> Generate mipmap levels

the program crash with a window called "Unknown exception" and the message contains :

ERROR: (...) Last kernet error: (...) class Housemarque::Kernel::Error (...)

Then before the program closes a second window says that memory can not be "written" nor "read"

2.

I go to --> Edit landscape --> Edit height map

The command "River Y" doesn't works properly. In fact it does the same as "Flatten height".

The effect of "River X" conserve the same height in the X direction. So "River Y" would do the same but for the Y direction. Instead it levels the map horizontally in all direction.

Regards

mattrocks_slee

01-17-2010 09:27 PM

Quote:

Originally Posted by michael.tk (Post 11689241)

Listen to your master. It is time now to retire. :up:

I will not fully retire, I've classed myself as a part timer.

I've already taken a break and I am slowly creating my special track, it's not bad and it's a lot better than my previous tracks, I'm up to the first checkpoint. I'll send out and see if you like it.

OlegM

01-18-2010 06:48 PM

Hi All. The game is alive again? :)

Ettoilla, very nice video, thanks. And you are very good in racing.

Michael, very nice race, almost perfect as we say.

To all. Did anyone play "Shawn White Snowboarding"? There seems to be quite effective graphics plus freestyle playing, and people say physics is also good. What would you say?

Trailer: http://www.youtube.com/watch?v=DBUGAkzbbJg

Home: http://shaunwhitegame2.us.ubi.com/

michael.tk

01-19-2010 11:58 AM

I won't play Shawn White Snowboarding. Supreme Snowboarding is more realistic.

To all: I want to keep my great world records forever. They are mine. :D

xinfe

01-19-2010 12:39 PM

Quote:

Originally Posted by Ettoilla (Post 11690374)

1.

When I go to --> Edit landscape --> Edit material map

I can change the material of the map but it's invisible. For exemple if I apply snow material over a rock area, material is well transformed, the snowboarder doesn't fall anymore on it, but the texture stays as a rock area.

And when I do --> Generate mipmap levels

the program crash...

So, answer 1.1 :

The problem is known, and I have found the solution. Make sure that when you press backspace (or Ctrl+S), the material maps are saved (check TGA files in the level's directory). Remove each MaterialMap.bin* (or similar name, can't remember exactly).

Then, reload the track and the game will render the new landscape.

Answer 1.2 :

The problem is known but not solved. It's not even sure the game uses mipmaps (even if there are references to such a feature). Perhaps mipmaps are created on the fly (when loading a track, for example...).

Quote:

Originally Posted by Ettoilla (Post 11690374)

2.

I go to --> Edit landscape --> Edit height map

The command "River Y" doesn't works properly. In fact it does the same as "Flatten height".

The effect of "River X" conserve the same height in the X direction. So "River Y" would do the same but for the Y direction. Instead it levels the map horizontally in all direction.

These tools are tricky to fully understand. RiverX takes the middle line of the brush, in the uphill->downhill direction and duplicate the height info to the rest of the brush. Good to create kicks.

The RiverY does the same thing, but with an angle 90° : the copied height info is taken from the left to the right of the map to the left (within the brush)...If it only flattens the height, it's that the line from middle-right point of the brush to the middle-left is flat.

I'm not sure if I am clear, but the best thing is to try in different situations. In fact, RiverY is not much (or not at all) used in track designing.

Ettoilla

01-20-2010 09:03 AM

OlegM :

I've played to Shaun White Snowboarding and this game is quite disappointing in my opinion. Lack of realisme (physics, gravity, motions are not well reproduced), painful gameplay, faulty camera views. Plus, graphics engine is too bad optimised, you'll need a very good video card and even then textures are blurred and colors are fade.

Good points are the vast world and possibility to make jib tricks.

xinfe :

Thanks for your reply. I did further tests with RiverY function, you're right. It takes the cross section in the middle of the brush and extends it horizontaly in the y direction. The drawback comes from the flattening in the y direction. As it doesn't follow the slope inclination, it is useless in building a halfpipe.

Presently, I'm working on the "practice_easy.bin" and "height_delta.bin" files to convert them into viewable pictures. "practice_easy.bin" seems to contain the topography of the map, "height_delta.bin" shows also topographic shapes but not really the same as the practice map.

Do you have informations about these binary files ?

xinfe

01-20-2010 11:48 AM

Quote:

Originally Posted by Ettoilla (Post 11694279)

Presently, I'm working on the "practice_easy.bin" and "height_delta.bin" files to convert them into viewable pictures. "practice_easy.bin" seems to contain the topography of the map, "height_delta.bin" shows also topographic shapes but not really the same as the practice map.

Do you have information about these binary files ?

You are pretty right. In fact, the practice_easy.bin file is the global shape of the track : MagicErase restores the values from that file.

Then, Height_Delta.bin just adds a modification of the heightmap stored in practice_easy.bin.

So, you don't really need to edit them by hand. If you want a clean start, you can use TGA files instead (in Ressource_Config.txt) :

Quote:

material_binary_map = ".../Material_Map.bin";

is equivalent to (providing the files are valid)

profile_map_file = ".../Bitmapfile.tga";

Files names are up to you...

Same thing for the height delta info :

Quote:

height_map_delta_file = ".../height_delta.bin";

is like

height_map_file = ".../DelatBitmap.tga";

Same thing if you want to paint textures in your favorite drawing software :

Specify, in Land_Materials.txt, such entries :

Quote:

Material_Entry

{

Config_Entry {

material_file = "Data/Levels/Material_Configs/Ice00_Material.txt";

blend_map = ".../Ice_Map.tga";

textures = 1;

};

};

Using such parameters (it should be already be the case), when you save your track in the AJA editor, it creates/update each TGA file, corresponding to each land material, and also creates files named Materialmap.bin(1/2/3) : they are compressed, so faster to load, but it's only a cache. The issue is that if these files already exists, they are not fully updated : the games knows the land properties, but draws the old data.

I hope I'll understand everything, because it's not that easy to explain well such things for a non-english speaker (thanks teachers :D)

Ettoilla

01-20-2010 05:34 PM

Thank you for your help xinfe, you are a mine of precious informations.

I'm french so don't worry about your english :-) I'll try to make a map and probably come back with plenty of questions.

Here's what I achieved to decode as a tiff file from the village halfpipe.bin :

http://img715.imageshack.us/img715/9...ipevillage.png

On the left : the raw data decoded as a 32-bits grayscale. On the right : gray value translated as a hight. Basic image viewer can't read this kind of picture because of the 32-bit encoded gray color. I use ImageJ, it's a great scientific image viewer.

My project is to export terrains from real world thanks to google earth and import them into Supreme Snowboarding.

OlegM

01-21-2010 05:32 AM

Quote:

Originally Posted by Ettoilla (Post 11694754)

My project is to export terrains from real world thanks to google earth and import them into Supreme Snowboarding.

WOW! :up: :D :alien: :eek::10sur10::cool::mdr2::jump::mdr1:

That would be great!

Imagine snowboarding from Everest. Or from Erebus.

Ettoilla

01-21-2010 07:52 PM

Fortunatly, I found a premade grayscale elevation map of the Mount Everest. Here's an extruded overview:

http://img197.imageshack.us/img197/4076/mteverest.png

I achieved a 1024*1024 map roughly. I wonder if there are restrictions on size of the map. I need 2048 pixels for a one scaled map, but it comes pretty wide to handle.

I see a tall white wall at a borders of the map, do you know if there is a mean to erase it ? The infinite shaded area on the other side give a better effect. And the last question for today : do you know what is the role of the "xxx" object ?

Regards

xinfe

01-22-2010 02:36 AM

Quote:

Originally Posted by Ettoilla (Post 11696055)

I achieved a 1024*1024 map roughly. I wonder if there are restrictions on size of the map. I need 2048 pixels for a one scaled map, but it comes pretty wide to handle.

I see a tall white wall at a borders of the map, do you know if there is a mean to erase it ? The infinite shaded area on the other side give a better effect. And the last question for today : do you know what is the role of the "xxx" object ?

So, first point :

I don't think there is a restriction to the "pixel density", but the length of the world is limited : if the track is too long (or wide), the texture applied to the soil will disappear, but the relief will be right. So, it's a blind run until a point...

For the wall, it's perhaps the whole track is "too deep" compared to the 0. Maybe adding a global offset, using height_delta might solve the issue.

And last, I don't know what do you mean bu "xxx" object...

Ettoilla

01-22-2010 10:01 AM

Thank you Dr xinf.

In my case, world size or number of pixels are the same thing. I know what you mean by blind run, it's like snowboarding on an invisible ground. It hapened to me sometimes when I go away from the slope. Does it things to do with "Illegal area map" material ?

About the big wall, it's also present at the border of other "official maps" whereas other sides of the same map have nothing or an infinite shaded area. It's perhaps a divergence of the elevation values on the last pixel line of the map...

"xxx" objects are located at the starting and finish area. When selecting one, it is written "attached to xxx_Point_5". It is composed of severals crosses aligned as a big vertical X.

xinfe

01-23-2010 10:52 AM

Quote:

Originally Posted by Ettoilla (Post 11696756)

Thank you Dr xinf.

In my case, world size or number of pixels are the same thing. I know what you mean by blind run, it's like snowboarding on an invisible ground. It hapened to me sometimes when I go away from the slope. Does it things to do with "Illegal area map" material ?

You will probably have to edit manually Ressource_Config.txt to set the "pixel_size". It's the conversion between the pixel from the file, and the pixel from the ground mesh grid. For the tex files, I advise you to keep a 1px<->1px rate. The TGA files will be huge, but it's worth it : the game won't display squares of material. When you will publish the final track, just remove the TGA files, and keep the cache files : material_map.binX

They are much smaller so, made for this. They are just annoying when working on materials when designing.

Quote:

Originally Posted by Ettoilla (Post 11696756)

About the big wall, it's also present at the border of other "official maps" whereas other sides of the same map have nothing or an infinite shaded area. It's perhaps a divergence of the elevation values on the last pixel line of the map...

In fact, I have never tried to hide them, because I always stay away from the borders. Or, I the path is close to them, I create a mountain near them.

Quote:

Originally Posted by Ettoilla (Post 11696756)

"xxx" objects are located at the starting and finish area. When selecting one, it is written "attached to xxx_Point_5". It is composed of severals crosses aligned as a big vertical X.

They are meta-objects : they are used by the game for the time measurement : they symbolize the start line, checkpoint #1, checkpoint #2 and finish line.

EDIT:Mistake : I remember that the objects I have described a line or two above are more explicit in their name. xxx_Point are used as invisible guides for the half-pipe. If the track is set as a jump track, the player will be snapped to invisible walls along the half(/quarter)-pipe.

Ettoilla

01-23-2010 06:27 PM

Ok, thanks again xinf for your detailed reply.

Do you know if someone has already explain the effect of each lines in Resource_Config.txt ?

From my observations :

height_map_pixel_size = scale of the map on horizontal plan (meters/pixel)

binary_map_scale = scale of pixels in vertical direction (meters/pixel)

The lines with file names are quite explicite but I didn't manage to understand the effect of other parameters. Especially the ones with {n, n, n} variables.

I realise that maps are kind of polarised. The side set for race start has a big white wall and behind the background landscape is blurred (but on a classic race, this side is always in the back of players). On the other side, after the finish line, the area is slightly shaded and infinite, the background landscape has higher resolution.

I make an everest map at scale 1/2, but textures and materials are not build yet.

Have a nice week-end