Ideas & suggestions for the next update

Discussion about custom hills.
Xinitiao
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Re: Ideas & suggestions for the next update

Post by Xinitiao »

40. Additional parameter d that can be used instead of x in pillars, railing, beams, 3dmodels
We think it would be very useful, especially in dhill constructions.


The commitee also came to the conclusion that the custom lines make the below suggestion obsolete.

Code: Select all

[b]38. Defining the U point [/b]
Defining the position of judges'/fall line (just the drawn/twig line) would be nice, although low priority too.
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Jussi Koskela
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Re: Ideas & suggestions for the next update

Post by Jussi Koskela »

5. possibility to remove judgetower building
This is now implemented.

37. Hillmaker-defined cameras
I implemented possibility to define the positions of judge / audience and start gate cameras.

Edit: Takeoff camera position will be adjustable, too.
Jussi Koskela
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Re: Ideas & suggestions for the next update

Post by Jussi Koskela »

17. More <label> instances
19. <label> colors

These are now implemented, too.
Austrian_Skijumpfan_94
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Re: Ideas & suggestions for the next update

Post by Austrian_Skijumpfan_94 »

Thank you Jussi for your effort <3
Xinitiao
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Re: Ideas & suggestions for the next update

Post by Xinitiao »

Xinitiao wrote: 12 Sep 2021, 18:11 40. Additional parameter d that can be used instead of x in pillars, railing, beams, 3dmodels
We think it would be very useful, especially in dhill constructions.
And also, to go with the suggestion quoted above:

41. Additional parameter d that can be used instead of x in profiles and refyd in profiles
Especially useful for lines, but also for all constructions made with d instead of x.

And also big thanks for your effort <3
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sneze2r
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Re: Ideas & suggestions for the next update

Post by sneze2r »

42. Add possibility to use texture as bump map
I guess low priority since I have no idea about proof of concept. But I think textures like bricks, wood can be used as something like 'bump map' which is used to modify normals so object have better 'depth' (example for what would I expect something that would use bricks texture: https://youtu.be/PnazRFnPPcg?t=937).
I don't know how hard implementation is since I'm not D3D expert. But if possible and easy to implement without N bugs, then it would make DSJ look like it's using better engine. (I'm not sure if vertices definition would be unavoidable blocker...). Probably on xml side if would be just extra parameter like bump='true'
Jussi Koskela
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Re: Ideas & suggestions for the next update

Post by Jussi Koskela »

sneze2r wrote: 13 Apr 2021, 14:20 Implementing refx0 and refy0 in <arc> directive
For now, x0 and y0 parameters are reffering to the 'center' origin of the map, which makes finding proper x0 and y0 very hard. Using variables like refx0 and refy0 would make this much easier
I changed the implementation, so that it's now possible to define the radius of the arc instead of its center point. Positive radius for convex and negative radius for concave. This should be even easier than defining refx0 and refy0.
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Re: Ideas & suggestions for the next update

Post by Jussi Koskela »

baaeschiller23 wrote: 17 Apr 2021, 00:09 10. Rotate and scale model-instances

model-instances can be moved along x, y and z axes. It would be really useful to make rotating and scaling possible as well. This feature should decrease XML files size and make 3d models more flexible.
I have now implemented also this.

Example syntax:

    <transformation id="bar">
        <matrix m11="1.0" m22="3.0" m21="1.0" m33="1.0" m44="1.0"/>
    </transformation>

    <transformation id="foo">
        <rotate axis="y" angle="45"/>
        <scale x="1" y="2" z="2"/>
        <translate x="0" y="1" z="0"/>
        <transform id="bar"/>
    </transformation>
    
    <model-instance 
        id="vdf106-roof1" refx="inrun0" refy="inrun-top" x="3.525" y="2.85" z="1.175" transformation="foo"/>
LikeTacos
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Re: Ideas & suggestions for the next update

Post by LikeTacos »

Jussi Koskela wrote: 01 Oct 2021, 10:01
sneze2r wrote: 13 Apr 2021, 14:20 Implementing refx0 and refy0 in <arc> directive
For now, x0 and y0 parameters are reffering to the 'center' origin of the map, which makes finding proper x0 and y0 very hard. Using variables like refx0 and refy0 would make this much easier
I changed the implementation, so that it's now possible to define the radius of the arc instead of its center point. Positive radius for convex and negative radius for concave. This should be even easier than defining refx0 and refy0.
Good. Now when this is implemented, I think that having a possibility to create arcs of elipse would be something useful (discussed with sneezer) - and easy to implement (as long as the arc function uses equations to calculate values of the cordinates x = r*cos(alfa) + x0 and y =r*sin(alfa) + y0) because all what has to be changed is a value of the second radius of the eclipse that is different from the value of the first radius.
Xinitiao
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Re: Ideas & suggestions for the next update

Post by Xinitiao »

Xinitiao wrote: 12 Aug 2021, 17:46 36. Guardrail and dhill fence profiles

It would be very helpful in creating realistic inrun and dhill shapes in both real and retro hills, especially in the outrun area.
Apparently the guardrail profiles were there all along (inrun-left/right-guard) :oops:, they work perfectly. The dhill left/right profiles though dont seem to work - the only time I've seen them working is the skokwbok hill and even then it doesnt work every time and has very limited usability. It would be great to have them work similar to inrun - dhill left/right for dhill rendering and dhill left/right - guard for collision detection.
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