Ideas & suggestions for the next update
Re: Ideas & suggestions for the next update
From suggestions that others already proposed I fully support: Custom twigs on the inrun, custom lines on the dhill, more textures both for ski jump hills construction (pillars, beams etc.) and trees - that would definitely help the real hills to be more realistic, and would allow for even more creativity on fictional objects, y(z) z(y) profiles, more intuitive terrain creating, more intuitive trees location.
Re: Ideas & suggestions for the next update
Another great idea mentioned before is to add custom materials.
Re: Ideas & suggestions for the next update
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.
It would be very helpful in creating realistic inrun and dhill shapes in both real and retro hills, especially in the outrun area.
Lurker since 2001
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Re: Ideas & suggestions for the next update
37. Hillmaker-defined cameras (Done: adjustable judge, audience and start gate camera positions)
I think it would be fantastic to be able to define custom camera position/zoom/angle, so that the hillmaker can put i.e coach stand camera or all tv camera angles that can be set on each hill independently and accessed in-game i.e with ctrl-F##
I think it would be fantastic to be able to define custom camera position/zoom/angle, so that the hillmaker can put i.e coach stand camera or all tv camera angles that can be set on each hill independently and accessed in-game i.e with ctrl-F##
Lurker since 2001
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Re: Ideas & suggestions for the next update
We had a discussion in the commitee and we have following tweaks to the ideas outlined here:
5. possibility to remove judgetower building
We think that possibility of deleting the whole judgetower would be enough and then defining custom position of F7 camera by the hillmaker.
15. Define top of a pillar/railing as a 'terrain' texture
Making a 'terrain' texture would be more universal, no need to restrict it to just pillar tops.
30. Possibility to define custom points/meter parameter
We had a closer look at Harrachov K180 and there is also a problem of jumping at K-point giving only 60meterpts instead of 120, so we propose metervalue, basevalue and hillcategory parameters.
18. Special lettersin <label>
Latin-extended letters for labels would be nice, although this is low priority.
22. Define visibility of elements based on snowiness
We propose snow_visible and summer_visible true/false parameters.
38. Defining the U point
Defining the position of judges'/fall line (just the drawn/twig line) would be nice, although low priority too.
39. Defining the end of plastic
Also low priority.
We also came to the conclusion that the following suggestions are not necessary:
5. possibility to remove judgetower building
We think that possibility of deleting the whole judgetower would be enough and then defining custom position of F7 camera by the hillmaker.
15. Define top of a pillar/railing as a 'terrain' texture
Making a 'terrain' texture would be more universal, no need to restrict it to just pillar tops.
30. Possibility to define custom points/meter parameter
We had a closer look at Harrachov K180 and there is also a problem of jumping at K-point giving only 60meterpts instead of 120, so we propose metervalue, basevalue and hillcategory parameters.
18. Special lettersin <label>
Latin-extended letters for labels would be nice, although this is low priority.
22. Define visibility of elements based on snowiness
We propose snow_visible and summer_visible true/false parameters.
38. Defining the U point
Defining the position of judges'/fall line (just the drawn/twig line) would be nice, although low priority too.
39. Defining the end of plastic
Also low priority.
We also came to the conclusion that the following suggestions are not necessary:
Code: Select all
23. summer snow dhill
24. plastic textures
26. dhill lights color bug fix
35. realistic glass effects
37. custom cameras
Lurker since 2001
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Re: Ideas & suggestions for the next update
We would love to see "scale" for twigs too

Lurker since 2001
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Better player than Garrean (for around 25 minutes at a time until he tries harder)
Re: Ideas & suggestions for the next update
This is my idea I suggested and no clue why it even ended up on the list of unnecessary suggestion when it's something that I proposed. I'm building several objects that has a lot of glass constructions on it and I wanna see improvements on glass having more realistic effects. It's very necessary for me


Re: Ideas & suggestions for the next update
Unnecessary. Just use beamgroups. Have a nice daybaaeschiller23 wrote: ↑17 Apr 2021, 00:09 s
29. Step-Y and Step-Z for pillars
Pillars can be repeated using attributes step and count, but it only applies to X axis. Sometimes we want to copy same pillars in Y or Z axes.
W.A., wojtekschiller3, Xinitiao

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Re: Ideas & suggestions for the next update
Better glass effects are yet be reviewed by Jussi. What Xiniatao said was committee general opinion, we need to wait for confirmation.LikeTacos wrote: ↑31 Aug 2021, 21:18This is my idea I suggested and no clue why it even ended up on the list of unnecessary suggestion when it's something that I proposed. I'm building several objects that has a lot of glass constructions on it and I wanna see improvements on glass having more realistic effects. It's very necessary for meI'd gladly see you remove my idea from ur unnecessary (cough) list of unnecessary suggestions
Thanks.
Have a nice day
P.S It's also connected to the point 4 about materials, witch is under consideration by Jussi as seen in post #2
Re: Ideas & suggestions for the next update
Are you saying that I don't belong to the commitee?Patryk Szajer wrote: ↑31 Aug 2021, 21:41What Xiniatao said was committee general opinionLikeTacos wrote: ↑31 Aug 2021, 21:18This is my idea I suggested and no clue why it even ended up on the list of unnecessary suggestion when it's something that I proposed. I'm building several objects that has a lot of glass constructions on it and I wanna see improvements on glass having more realistic effects. It's very necessary for meI'd gladly see you remove my idea from ur unnecessary (cough) list of unnecessary suggestions
Thanks.



Moreover, I did hit up several different hillmakers and none of them shared the opinion that my suggestion about improving glass elements is unnecessary.

So, yet again, i gently ask both of you to stop saying that my suggestion is unnecessary and remove it from your unnecessary list. Thanks

Have a nice day
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Re: Ideas & suggestions for the next update
Firstly, yes you are no longer part of the commitee. Secondly, just because it's your suggestion or you have differente opinion about where it is/or should be on the list at the moment doesn't empower you to demand that we do something about its current position on it. We took your opinion in consideration durring voting and we are still gathering opinions from multiple hill makers about it, so it can change any time. As it stands now it will stay where it is. Also if you would read my PS that I put below the post you would realize that it ties with other suggestion that is under concideration by Jussi. We are saying it is unnecessary for Jussi to manually define new materials when it's a possibility you might be able to do it in xml yourself.LikeTacos wrote: ↑01 Sep 2021, 21:30Are you saying that I don't belong to the commitee?Patryk Szajer wrote: ↑31 Aug 2021, 21:41What Xiniatao said was committee general opinionLikeTacos wrote: ↑31 Aug 2021, 21:18
This is my idea I suggested and no clue why it even ended up on the list of unnecessary suggestion when it's something that I proposed. I'm building several objects that has a lot of glass constructions on it and I wanna see improvements on glass having more realistic effects. It's very necessary for meI'd gladly see you remove my idea from ur unnecessary (cough) list of unnecessary suggestions
Thanks.
Or that my opinion is irrelevant?
Either way, it's not nice of both of you.
![]()
Moreover, I did hit up several different hillmakers and none of them shared the opinion that my suggestion about improving glass elements is unnecessary.![]()
So, yet again, i gently ask both of you to stop saying that my suggestion is unnecessary and remove it from your unnecessary list. Thanks
Have a nice day
Have a nice day
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Re: Ideas & suggestions for the next update
2, 6, 7, 9, 18, 34 (dhill) + this implemented so far.
I also improved the triangulation between terrain and downhill, so that there won't be gaps if you remove the ad fence and the terrain won't flicker at the end of outrun. More to come.
Edit: 13 fixed, too.
I also improved the triangulation between terrain and downhill, so that there won't be gaps if you remove the ad fence and the terrain won't flicker at the end of outrun. More to come.
Edit: 13 fixed, too.
Re: Ideas & suggestions for the next update
Awesome!Jussi Koskela wrote: ↑10 Sep 2021, 17:22 2, 6, 7, 9, 18, 34 (dhill) + this implemented so far.
I also improved the triangulation between terrain and downhill, so that there won't be gaps if you remove the ad fence and the terrain won't flicker at the end of outrun. More to come.

Re: Ideas & suggestions for the next update
Regarding 4.(custom materials) will it be possible? According to this https://docs.microsoft.com/en-us/window ... /materials it seems like it's possible to do it like this from xml side
It would be nice if doable. If some of the existing materials have more complex material settings(i.e. specular dependent on different vector like object normal) then I guess it's not possible. But I think it's worth to at least tweak around and check if results are promising to acheive something new and well looking
Code: Select all
<material id="custom">
<diffuse r="1" g="1" b="1" a=".5"/>
<specular r=".3" g=".3" b=".3" a="1"/>
<ambient r=".7" g=".7" b=".7" a="1"/>
<emmisive r="0" g="0" b="0" a="0"/>
<power=".2"/>
</material>
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Re: Ideas & suggestions for the next update
I am planning to add possibility to embed custom materials to hill files. The current external format looks like this:sneze2r wrote: ↑11 Sep 2021, 23:32 Regarding 4.(custom materials) will it be possible? According to this https://docs.microsoft.com/en-us/window ... /materials it seems like it's possible to do it like this from xml side
It would be nice if doable. If some of the existing materials have more complex material settings(i.e. specular dependent on different vector like object normal) then I guess it's not possible. But I think it's worth to at least tweak around and check if results are promising to acheive something new and well lookingCode: Select all
<material id="custom"> <diffuse r="1" g="1" b="1" a=".5"/> <specular r=".3" g=".3" b=".3" a="1"/> <ambient r=".7" g=".7" b=".7" a="1"/> <emmisive r="0" g="0" b="0" a="0"/> <power=".2"/> </material>
Code: Select all
<material>
<diffuse a="1.0" b="1.0" g="1.0" r="1.0"/>
<ambient a="1.0" b="1.0" g="1.0" r="1.0"/>
<emissive a="1.0" b="0.0" g="0.0" r="0.0"/>
<specular a="0.0" b="0.0" g="0.0" r="0.0" p="0.0"/>
</material>