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 Post subject: BeccasCanyon The Sequel?
PostPosted: Sat Aug 21, 2004 9:08 pm 
The Dog House
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I started out to fix my old tracks. Beccas Canyon was one of my favs. But after talking to Kevin {Rep Fan}, I made a longer version. Ill still touch up the first version later, but now on with the new. As always I haven't done the Cp's as of yet. Their there, just haven't done the models.

Kevin was a MAJOR help in this version. The man can make tracks. Hoping some day he'll do just that. It still needs a little work, but I need some more eye's to see it all. So please leave suggestions or comments.

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PostPosted: Sun Aug 22, 2004 6:54 am 
Glow Ball
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Is there anything specific you have in mind?


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PostPosted: Sun Aug 22, 2004 9:23 am 
The Dog House
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Phin, do you mean the Cp's or with the track in hole. LoL. As far as the Cp's Im open. Still not to happy with some of the candy. Im not the best model placer LoL. Directional signs may help to follow the course. Are the bridges going to work and does the lay out of the road feel clean enough under folks? I tried to leave it some what rough. I like it so that if you dont hit your mark you'll lose your speed. Seems more real that way in life.
Back to the Cp's, I think something that matches the brick on the original course may look nice. Thats if the brick look works, seems to have a nice appeal. But Ill see what any and all have to say on that first. Hope I answered your question Phin. If not please throw it at me again.

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PostPosted: Sun Aug 22, 2004 9:43 am 
You Gonna Eat That?
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Like I said, I would curve out some of those squared corners in the "brick road" sections.

And then just smooth out the roads everywhere. There are a few bumps right before some turns, and I just hate that about as much as I hate a jump, and then a corner, it's about the same thing. There is nothing worse than trying to turn with your wheels in the air.

Something else I would do is add one more checkpoint to that big left handed loop, above where my bilboard is. It's very easy to hit that check below, and just slam the brakes and head up that hill and shave about 15 seconds off your time. I'd put a check in the middle of that loop, that way they have to take that path to that jump.

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PostPosted: Sun Aug 22, 2004 10:54 am 
The Dog House
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Hey Kevin, would love to round off the corners on the brick section. But stiil trying to learn how to do textures and models. Have the programs, but need time to understand what Im doing. {So if some one would be that nice to help with the few that are needed, it be great}. My self I get around the track fast the way it is, but not all can, so Ill work the road some more. Please remember that there's a line to drive in most tracks. And if you hit your marks or back off a little bit at spots and keep your hands moving on the wheel you'll make turns that may surpise you. On the Cp near your billboard before the loop, I cant see driving up the hill getting turned and having the same speed as one would have completing the loop at full speed. Ill check it out more.

Why do models seem to move on their on? I place them then they move some how. I must be crazy on that LoL.

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PostPosted: Sun Aug 22, 2004 11:59 am 
You Gonna Eat That?
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I ran it, and followed the road around that loop to the jump, and got a 2.18 lap. Next lap I slammed the brakes and climbed that hill, and blew off that loop, and got a 2.02.

My point is, if you make it so people can blow it off, why have it there, ya know? I know some people look for every little possible way to cut corners, I for one love to follow the road you're supposed to, and see the whole track's beauty. That corner though, you're just asking for it, I'd force em to take the high road.

As for those squared corners, they aren't that bad, you can hit em wide and swoop down through them fairly easy, so that's not that big of a deal, but the bumps gotta go imo. :P

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 Post subject:
PostPosted: Sun Aug 22, 2004 12:30 pm 
Glow Ball
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> Im not the best model placer

Slow and easy. It's the only answer. Acropolis was two weeks of intensive model placement. It was 95% of the track. Model placement, check it in game, more model placement, more checking. Unrelenting models models models. Get close to it in traxx, look at it and look at it, from above, below, from the side, and back from above and back from below. Get in it's face, and take a step back. The wire frame round the model in traxx is very helpful, and the terrain wireframe can be helpful too. I have spent hours on just one model. And even more lining up collision boxes for the odd shaped ones. It's the only answer. Slow and easy.

> Directional signs may help to follow the course.

That's an option but I wouldn't do it. You have a billboard blocking the proper path. What's up with that? Turn that billboard ninety degrees and put a slo/nir/old one facing it, if you must - or position them funnel-like showing the course. But don't obstruct where you're supposed to go, unless you do a 3-2-1 blast off idea. And the checkpoint placement should also help point the way.

> Are the bridges going to work

No. I never made it across that gorge. Not once. I used gold mode. If it wasn't a beta, I would quit and delete.

> does the lay out of the road feel clean enough

Right out of the box, it's one of your better first shots. But...

> I tried to leave it some what rough. I like it so that if you dont hit your mark you'll lose your speed. Seems more real that way in life.

Real schmeal. It's a video game. Make it good racing. Yes, there's style and preferences but hitting your mark should be built into the layout, not deliberately impeding a racer's progress. You're just frustrating people. If the track is faster because it's smoother, so be it. If you want a finess track, take a look at Rocketalces (for example). If a course is tough, fine. But for goodness sakes stop putting up road blocks.

Check point markers. Use a rock a cactus, whatever you like. If you use one model and put it on both sides of the road, people will catch on.


Check point placement.

<center><img src="http://mtm2.com/~forum/images/post2948becasequel.jpg" width="540"></center>


Textures. Look what angus is doing to create transitions. You don't have to do a whole set of transition textures in order to see the benefit of his method (which is two textures, one layered over the other, then just erase the part you don't want.. merge and convert). It's the easiest way for simple alterations.

http://cownap.com/~mtmg/traxx/trans.html


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 Post subject:
PostPosted: Sun Aug 22, 2004 12:32 pm 
The Dog House
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Ok Ill move that Cp back around the next corner about 2/3 though the loop. That should take care of that, I hope hehe. Working those bumps for you to man. I would still like to round out the corners on the brick if I can get a lil help there. Thanks Kevin, your alright Bro.

You got all that in before I finished the post to Kevin Phin.LoL I like your Cp placement idea, Thanks. I believe your talking about the Rip billboard area as far as blocking the road. Dont like that, Ok. Models, Ill spend more time all over the track check up down and all around on each model placement as you said. Get the bridges closer so all can clear them. Also like your idea on the Cp models. They can be most anything. Sorry, I'm having trouble with understanding what I'm doing at times with textures. I dont have the touch, YET. Thanks Phin.

Phin, when I hit OPEN in PSP. It doesn't show the raw files. Is there a set of settings I need to know? I read the DOC. that comes with PSP, but to blind or dum to find any thing. Can you please point me in a direction?

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 Post subject:
PostPosted: Sun Aug 22, 2004 9:21 pm 
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Wint's Texture Tutorial I recommend this one too much :P
-----
Really you shouldn't open them because they come up black and white without the Palettes. If you want to edit certain textures already made, open traxx, select it in the texture box and use the copy button. Paste it into psp and increase the colors to 16mill(ctrl+shift+0), edit them as you wish, and make sure you reduce it back to 256 before pasting back into traxx (ctrl+shift+3)
------
If you are trying to create your own from scratch, just hit new and it won't have a file extension untill you save it or post it into traxx.


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 Post subject:
PostPosted: Mon Aug 23, 2004 8:45 am 
The Dog House
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Thanks Kdawg, I'll mess around with it see how bad i can do, lol.


Well gave it my best, me and the textures dont seems to understand each other.

Please remove Beccas Canyon The Sequel. Have done what I sould have done in the beginning. Much nicer look and feel. Thanks

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 Post subject:
PostPosted: Mon Aug 30, 2004 10:43 pm 
Glow Ball
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The building before cp2 has an invisible wall and it's not seated on the ground.

The mtmg post just after cp2 on the left (or after cp 6 on the right) should be no collide with a post.

The curve after the rep fan bb, just before cp5, could use some safety banking - that prevents you flying off into no mans land when you don't realize it's a corner - either that or plant a tree so it looks like it's directly in the middle of the road as you come down that long fast straight. Some sort of visual indication the road doesn't go straight.

The c98 grandstand has a flaw in that the overhang creates an invisible barrier the trucks run into. Because of the location of the grandstand at the finish line, I can see racers trying to cut that corner only to get a big surprise. So, you might want to set it to no collide and fit the base with an object box so what you see is what you get.

Don't know why you changed the textures.


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 Post subject:
PostPosted: Tue Aug 31, 2004 9:44 am 
The Dog House
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Thanks Phin,Ill get all that touched up you mentioned. Well it looked OK the way it was with the brick, I like hav'en the two different looks. But not being able to adjust the textures, just seemed cheap looking. I WILL some day get that texture stuff if it kills me. I SWEAR. Dont think any thing has drove me more CRAZY than them _amn textures. Thanks again man.

Please remove Beta ll. Done a little more with the road. Gave more room in some corners. Seems pretty fast, less bumpy. Small jumps are angled so you land nice and flat with road. Please leave any suggestions to make for a better track, Thanks

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 Post subject:
PostPosted: Tue Sep 07, 2004 9:40 pm 
Glow Ball
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> Please leave any suggestions

Yeah, instead of editing your old post, post again so we know there's an update ;-)

Meantime, the bush by the building just after the start line on the first curve is set to default, I think. It's kind of a truck stopper.

Also, the cp markers are given weight and when you drive near them they pop out of the ground. Solutions included: set them flush so there's no popping effect, set them to zero weight so they don't move, or set them to no collide with the option to fit them with a post.

It's looking good.

Lastly, who or what is becca ?


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 Post subject:
PostPosted: Tue Sep 07, 2004 9:56 pm 
The Dog House
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LoL Thats my wife Phin, glade you mention that about the Cps popping up. I've always wondered if I was just crazy when I saw that. Thanks Ill get them and bush taken care of. I never realized that when just editing it didnt show as an update. Nice to know.

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 Post subject:
PostPosted: Wed Sep 08, 2004 8:53 pm 
The Dog House
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Can the back drop be lengthen? When making the two bigger of the jumps, the back drop shows a half orange look.

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 Post subject:
PostPosted: Wed Sep 08, 2004 9:40 pm 
Glow Ball
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<center><img src="http://cownap.com/~mtmg/models/Mtm2/Mtm2pics/cc4drop.jpg"></center>

Are you using the fixmore3.pod? That should stop most of the backdrop trouble. If you wnat to be doubly certain, you can use the fixed version.

* <a href="http://cownap.com/~mtmg/models/Mtm2/Mtm2zips/Cc4fixd.zip">Cc4fixd.zip</a>


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 Post subject:
PostPosted: Thu Sep 09, 2004 9:52 am 
The Dog House
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Ok, I tried to put an image up but dont understand how to do it. I do use FM3 and the CC4fixed looks nicer. But just under your picture where its the blue, it shows a gap of orange on the screen in the game. Man I wish I could put the picture up so that I can point out what Im saying. I have a red line circling it out for you.

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 Post subject:
PostPosted: Thu Sep 09, 2004 1:56 pm 
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You could use ImageShack to host them. It's what I use.


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 Post subject:
PostPosted: Thu Sep 09, 2004 4:50 pm 
The Dog House
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Sorry Phin, can I get the address again. Had it as a contact, but now its gone.

Crash bud, you got a link I can get so I can read and do what I need for that. Just when I think I got some thing down, I find I dont know jack. LoL

O' Crash, sorry I wanted to race some Mini but for at least a couple more weeks I've got a job that I'm trying to finish a head of time to make any kind of money on it.

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 Post subject:
PostPosted: Thu Sep 09, 2004 8:49 pm 
The Dog House
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Thank you, I understand.

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