Ideas & suggestions for the next update
Posted: 13 Apr 2021, 14:20
Hi,
For all the hillmakers last months was quite a fruitfull time, and since we have a good know-how on building custom constructions and more advanced stuff, I think it's time to discuss what upgrades would be benefitial for creating even more beautifull hills. I've created some list of features that would bring hill making to the next level. Share your thoughts and ideas here:
For all the hillmakers last months was quite a fruitfull time, and since we have a good know-how on building custom constructions and more advanced stuff, I think it's time to discuss what upgrades would be benefitial for creating even more beautifull hills. I've created some list of features that would bring hill making to the next level. Share your thoughts and ideas here:
- Custom terrain adjustment
Current <terrain> directive is very generalized and for custom constructions it requires tweaking a lot of variables to get the expected result. For advanced constructions like tribunes, custom judgetowers etc. it's hard(sometimes impossible) to find a seed with correct parameters so the terrain is adjusted well.
It would be good to adjust terrain on certain places manually. From what I've seen, generating terrain under inrun and dhill is probably hardcoded, but I think if it would be generalized it would be enough. It's up to Jussi how it would be implemented, but I imagine doing it with profiles(lz, rz and refy) with some smooth factor which would define how smooth the fallof of terrain would be on the profile borders.
I'm aware proof of concept needs to be defined well at first and it would be hardest thing to implement, but it would open up a lot of possibilites. - type="blend" and type="glass" in 3dmodel (Done)
Currently in 3dmodels there is an alphatest parameter that works differently than type="blend" and gives poor result. It is impossible now to create glass with 3dmodel, or net/grid type of texture. It would be perfect if that would be implemented, since if 3dmodel contains some elements that we want to have glass, we have to add it manually with <pillar or different method. - Implementing refx0 and refy0 in <arc> directive (Done, define r instead)
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 - Implement different Materials
I don't know really what is the engine behind dsj4(glsl shaders??), but I believe it would be possible maybe to define more advanced materials, for example to make metal more glossy and shiny. That would be nice to have. - possibility to remove judgetower building (Done)
so only judges would be rendered. That would open possibility to make custom judgetowers. Now, most of the custom judgetowers are separated from the default one because of the rendered construction of the default one - possibility to remove dhill-fence (Done)
- possibility to make more custom lines (Done)
so on the retro and some more unusual hills it would be possible to generate them at custom x coordinates - Custom lights
For now inrun lights are clipped to inrun-top, inrun-left and inrun-right profiles, so the objects outside these boundaries are not receiveing any light. For now there's workaround to use dhill lights with some x0 and big step, so only one custom lamp is generated. It would be good to define led lights working also outside inrun profiles, and maybe even to have something like <custom-light> directive in which we would define type of light(led, lamp), coordinates, references and profiles so we could define exactly where we want to put a lights. Right now when I use dhill light, h parameter is refering to the terrain, and d parameter is refering to dhill-[left,right] so I need to find out specific coordinates manually.