Suggestion: Can I add end cameras to all standard tracks for STK v1.5?
#1
Video 
I've already added 15 standard tracks with end cameras, and I only have 3 more to finish it.

Here are 5 examples

1
[Image: 4wnrenV.jpeg]

2
[Image: k9HoseO.jpeg]

3
[Image: Sj9m04L.jpeg]

4
[Image: xQAwWFP.jpeg]

5
[Image: CYMP16I.jpeg]

would it be a good idea to add it for STK v1.5?, what do you think?
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#2
Could you send the scene.xml files of every track you changed, so I can have a look? :)
I'm not the biggest fan of the end cameras in general but they definitely can be an improvement over the default camera.
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#3
(07-09-2025, 03:04 PM)Sven Wrote: Could you send the scene.xml files of every track you changed, so I can have a look? Smile
I'm not the biggest fan of the end cameras in general but they definitely can be an improvement over the default camera.

Thank you very much
here I will send a link to the 16 tracks with ending cameras made.

https://github.com/dylanf319/Dylan-s_STK...ata/tracks
ignore the endcutscene folder
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#4
I took a look at all the end cameras here is my summary:

Abyss = fine

Lighthouse = double camera switch after race end, strong visibility of the floating road

Black Forest = fine

Candela = fine, bad camera flick at the last straightaway

Cocoa Temple = not great, many weird blocked views

Cornfield Crossing = n/a

Fortmagma = fine, refraction issues in the tunnel, could use a few more cameras

Grand Paradiso = fine, clipping issue in the first long left turn

Hacienda = fine

Minigolf = n/a

Nessies Pond = fine

Nothern Resort = fine

Old Mine = n/a missing

Oliver’s Meath Class = fine

Ravenbride mansion = fine

Shifting sands = fine, first camera blocked too much

Snow peak = fine

STK Enterprise = n/a missing

Volcan Island = n/a

XR 591 = n/a missing

Zengarden = fine, clipping in the start of the cave section + bad camera flicks


I think most of them are pretty cool and I think adding at least some of them would be nice, but we will have to decide inside the team.

Do you also have the .blend files with the added end cameras?
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#5
(08-09-2025, 04:13 PM)Sven Wrote: Old Mine = n/a missing

STK Enterprise = n/a missing

XR 591 = n/a missing
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Do you also have the .blend files with the added end cameras?
I just posted the final cameras of XR 591 and Old Mine, and I only have STK Enterprise left to finish it.

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I actually imported each track.spm to move the camera and write the coordinates to scene.xml manually instead of putting all the cameras in the track.blend and exporting them, but if you want I can do it now and send you all the tracks.blend with all the cameras placed.
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#6
(08-09-2025, 04:13 PM)Sven Wrote: Lighthouse = double camera switch after race end, strong visibility of the floating road

Candela =  fine, bad camera flick at the last straightaway

Cocoa Temple = not great, many weird blocked views

Fortmagma = fine, refraction issues in the tunnel, could use a few more cameras

Grand Paradiso = fine, clipping issue in the first long left turn

Shifting Sands = fine, first camera blocked too much

Zengarden = fine, clipping in the start of the cave section + bad camera flicks

Lighthouse = I would have to lower the distance number of the last camera or increase the distance number of the first camera, I would have to move the camera closer to the kart and add another camera

Candela = from chamber 12 or 13?

Cocoa Temple = The spaces are very small, but I will change the places

Fortmagma = I would have to add two more cameras inside the tunnel

Grand Paradiso = then I have to change the location of camera 2

Shifting Sands = It's for a reference of the first final camera of the old Shifting Sands (0.7) but I'll change the location a little bit

Zengarden = The biggest problem was that the cave space was too small and the distance number would have to be lowered so that the other camera from a later turn does not occupy the turn of the next corresponding camera, so I will change the locations of the cameras (in the cave) where there are not too many cuts, for example the corners (inside) of the walls instead of the sides.

Do you agree with my ideas to correct it?
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#7
(08-09-2025, 05:51 PM)dylanf319 Wrote: I actually imported each track.spm to move the camera and write the coordinates to scene.xml manually instead of putting all the cameras in the track.blend and exporting them, but if you want I can do it now and send you all the tracks.blend with all the cameras placed.
Okay we will need to update the .blend files of the main repo, so having the cameras in a .blend file is necessary.
(08-09-2025, 06:29 PM)dylanf319 Wrote: Lighthouse = I would have to lower the distance number of the last camera or increase the distance number of the first camera, I would have to move the camera closer to the kart and add another camera

Candela = from chamber 12 or 13?

Cocoa Temple = The spaces are very small, but I will change the places

Fortmagma = I would have to add two more cameras inside the tunnel

Grand Paradiso = then I have to change the location of camera 2

Shifting Sands = It's for a reference of the first final camera of the old Shifting Sands (0.7) but I'll change the location a little bit

Zengarden = The biggest problem was that the cave space was too small and the distance number would have to be lowered so that the other camera from a later turn does not occupy the turn of the next corresponding camera, so I will change the locations of the cameras (in the cave) where there are not too many cuts, for example the corners (inside) of the walls instead of the sides.

Do you agree with my ideas to correct it?
Yes I think your ideas are good.
For Lighthouse I think the visibility of the floating road can't be fixed, it's just a track issue (one that has bothereed me since a while).

For Candela here are the 2 spots I'm thinking of:
   
   
The first one is more problematic imo, the second spot isn't great but not as bad.
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#8
(08-09-2025, 08:24 PM)Sven Wrote: Okay we will need to update the .blend files of the main repo, so having the cameras in a .blend file is necessary.

ok, I'll do that

(08-09-2025, 08:24 PM)Sven Wrote: Yes I think your ideas are good.
For Lighthouse I think the visibility of the floating road can't be fixed, it's just a track issue (one that has bothereed me since a while).

Regarding the floating road, what place are you referring to? The lighthouse or the cliff?

(08-09-2025, 08:24 PM)Sven Wrote: For Candela here are the 2 spots I'm thinking of: 

then I will change the locations of those 2 cameras
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#9
For Lighthouse I mean this:
   
You can see that the dirt part of the road is clearly above the ground with shadows turned on, but again that's a track issue.
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#10
(08-09-2025, 09:19 PM)Sven Wrote: For Lighthouse I mean this:

You can see that the dirt part of the road is clearly above the ground with shadows turned on, but again that's a track issue.

okay I understand

I'll let you know when I'm done adding the cameras to the tracks.blend
Is it allowed to send a zipped folder here?
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#11
I think file size limitations are not allowing for such big files.
Maybe you can use github or a file hosting website?
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#12
Ok, then I'll take it on Google Drive.
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#13
I'm letting you know that I've finished adding the ending cameras to the STK Enterprise track.
You can check it out.
https://github.com/dylanf319/Dylan-s_STK.../scene.xml
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#14
Hi Dylan!

On the pictures, the cameras look pretty nice (I like those cameras more than just looking backwards from your kart).

But i have never really done anything with GitHub and programming. Could you tell how to bring the cameras into my stk?

Thank you very much!
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#15
One idea is use this end cameras to create a new spectate view like TV Transmission (like Monoposto), will be useful for event streamings Smile
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#16
(13-09-2025, 11:28 AM)Aleksej33 Wrote: Hi Dylan!

On the pictures, the cameras look pretty nice (I like those cameras more than just looking backwards from your kart).

But i have never really done anything with GitHub and programming. Could you tell how to bring the cameras into my stk?

Thank you very much!

You can download the scene.xml files and copy them into the correct track folder to replace the old one.

@dylanf319
Is there progress with the .blend files? If you have trouble with that, it would even be fine to make empty .blend files just with the end cameras in there.
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#17
(16-09-2025, 02:35 PM)Dashy_ Wrote: One idea is use this end cameras to create a new spectate view like TV Transmission (like Monoposto), will be useful for event streamings Smile

Yeah, seems like a nice idea!
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#18
(16-09-2025, 05:23 PM)Sven Wrote: @dylanf319
Is there progress with the .blend files? If you have trouble with that, it would even be fine to make empty .blend files just with the end cameras in there.

I was busy doing some of my personal stuff and also competing with someone in the rankings for no reason.

I had already finished adding all the cameras to the .blend track files a few days ago, but I also decided to correct the cameras for the aforementioned tracks and update them from the .blend files before sending them to you.
Or
If you'd like, I can send you the .blend files now via Private Message, and then I'll continue correcting the cameras until I'm finished and send them back to you.

Does it seem good to you?
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#19
I think it's better if you correct them first and then send them.
Was just curious, take your time - no need to stress :)
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#20
Wink 
(16-09-2025, 09:13 PM)Sven Wrote: I think it's better if you correct them first and then send them.
Was just curious, take your time - no need to stress Smile

It's okay, I'm fine. Wink
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