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 Post subject: BRDb1
PostPosted: Mon May 17, 2004 7:22 pm 
The Dog House
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Location: Vatican City
I still haven't done the eye candy as some say. I also need a {T} intersection. K-dawg if you see this, do you have or if you can make the time to make one for this set {Skull Islands Suplemental Set} from Malibu_350s scraps. Thanks Charles.

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 Post subject:
PostPosted: Mon May 17, 2004 10:01 pm 
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Joined: Mon Mar 13, 2000 2:01 pm
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Enjoy!


If you need anything else let me know.


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 Post subject:
PostPosted: Tue May 18, 2004 9:38 am 
The Dog House
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Thanks K-dawg, sorry but the link takes you to a closed page. Is there another way to go? Phineus ill put more to look at once i know i dont have to make any adjustments to the terrain. Also not sure on what type of trees and plants that need to be used. Being its the first real isle track ive done. I am not sure about the layout either. I'll see what is said first before I go either way with it, Thanks

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 Post subject:
PostPosted: Tue May 18, 2004 10:35 am 
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Its not a broken link, its just that geocities does not allow direct linking.
To get it just right click on the link and hit copy shortcut and then paste it into your browser.


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 Post subject:
PostPosted: Tue May 18, 2004 11:08 am 
Trackologist
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Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1027
Location: Nebraska
Looking good, Charles! Just have a few comments and a couple of pics for ya:

Nothing wrong with the layout at all. I will say that when people see a paved road, their first inclination (maybe more accurate to say "my first inclination" lol) is to use shallow tires, in which case the texture type would be set to "cement". Medium tires get the job done, however, so I'm guessing you used default maybe? At any rate, what you have definitely works - just thought I'd lay that on ya, that's all.

Here are a couple of pics for ya: 1 - 2 - 3
Note: the other side of the bridge is perfect.

I thought this was too...pattern-like lol.

Lookin for trees, eh? Maybe something here will ring true: 1 - 2 - 3 - 4
Note: The pics 1/2 were taken on Enocell's "Slanty". Pics 3/4 were taken on Inky's "The New Discovery".


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 Post subject:
PostPosted: Tue May 18, 2004 11:18 am 
The Dog House
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Thanks K-dawg, thats what im looking for. I do thank you much. Cope hey man, ill check it out. Thanks Bro.

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 Post subject:
PostPosted: Thu May 20, 2004 4:17 pm 
The Dog House
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Please remove BRDb1 and can I get you to also put this Beta link on track page , Thank you. There are still a couple of lanes between some trees in the corners. The lanes are for racers. But they my cost you over all time if your after a record. Now what did I miss. I alls DO, bad habit.

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 Post subject:
PostPosted: Thu May 20, 2004 6:02 pm 
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Haven't taken a good glance, but from just running a few laps I noticed the trees.

On the 3d trees, you don't need to set them to facing. When you drive by them you can see the tops rotate which doesn't look too natural.


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 Post subject:
PostPosted: Thu May 20, 2004 7:03 pm 
The Dog House
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Thanks Kdawg, will remember for the future.

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 Post subject:
PostPosted: Thu May 20, 2004 8:40 pm 
easy company
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All the ground plants are 3D as well and should be set to 'no collide' (non facing). You have two types of palm tree's, the large umbrella type should be set to no collide entirely, but the other type that is made up of two separate pieces should have the trunk set to collide and the flat-bin-top palm set to no collide facing.

This tree needs to be moved so the top doesn't cut into the tree near it.
Also there is a small palm tree just before the finish that is sunk halfway underground.


The water surrounding the track is excessivley deep and jagged. The problem with deep deep water is that it unfairly 'takes out' a racer who happens to fall in and cannot drive out within a relatively short time. Also, the jaggedness of the sea floor creates V shapped craters that can trap a truck making it impossible to even call a heli to the rescue. So I would definately recommend using the smoothing tool to take out the V traps and to bring up the sea floor.

The yield sign I think would be best left no collide or give it a 500 lb weight so it can be knocked out of the way, it's too small to stop a big truck and so are the road block signs.


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 Post subject:
PostPosted: Thu May 20, 2004 9:57 pm 
easy company
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Tip: Models that are relatively symmetrical such as the rock cp's you used, the road closed barriers, and the trunks of the two-bin palm tree's do not need separate object box's inserted for collision, instead, to save time and to cut down on objects used simply leave them as default because their existing model boundaries will act as a accurate impact area.

I'm not suggesting you change anything on this track now since what you have done works just fine, but in the future you should take it into consideration


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 Post subject:
PostPosted: Thu May 20, 2004 10:07 pm 
The Dog House
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The large trees are 1 piece. Thats the way it came when I extract it from {Shark Bay Island 2 I believe ZR1 DkriderX]. Ill get that tree,that wont stay up. Delete it. Ill move the large tree. If you add weight to the signs. What do I set them at afterwards? Also what is the smoothing tool? Thanks Mal for the time.

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 Post subject:
PostPosted: Thu May 20, 2004 10:20 pm 
The Dog House
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Found the smoothing tool. Ill work on that. Again thanks. O' and what is the setting after I add weight?

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 Post subject:
PostPosted: Thu May 20, 2004 10:27 pm 
easy company
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>> The large trees are 1 piece

My bad... I made two versions of that tree, apparently you have the one piece version so just leave it facing.

>> If you add weight to the signs. What do I set them at afterwards?

All you need to do is add weight. If you want you can also set it's "type" to sign or whatever to add a sound effect but you don't have to... it'll work just as good left as default.


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 Post subject:
PostPosted: Thu May 20, 2004 10:58 pm 
The Dog House
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Hey man, thanks for letting me know that smoothing tool. Just add weight, got it.

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 Post subject:
PostPosted: Fri May 21, 2004 1:36 pm 
The Dog House
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Location: Vatican City
Can any one tell me way the nice blue water I had would turn to a grey green? And what can I do to get it back? Thanks.

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 Post subject:
PostPosted: Fri May 21, 2004 3:29 pm 
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Joined: Mon Mar 13, 2000 2:01 pm
Posts: 360
your track palette doesn't have great blues. I would suggest getting a water texture from one of the fixall pods and just putting one texture somewhere on the terrain where it doesn't matter, and then redo your track pallette.

Not sure if this is the solution, but it sounds right.


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 Post subject:
PostPosted: Fri May 21, 2004 4:38 pm 
The Dog House
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Sorry bud, but how do i do this. Thanks

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 Post subject:
PostPosted: Sun May 23, 2004 7:54 am 
The Dog House
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Try it again. Does anybody have some idea what I can do about my water color problem?

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 Post subject:
PostPosted: Sun May 23, 2004 8:13 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
LOL. Dig these out of the fixmore pod

Code:
RIPPL100.ACT
RIPPL100.RAW
RIPPL200.ACT
RIPPL200.RAW
RIPPL300.ACT
RIPPL300.RAW
RIPPL400.ACT
RIPPL400.RAW
RIPPL500.ACT
RIPPL500.RAW
RIPPL600.ACT
RIPPL600.RAW
RIPPL700.ACT
RIPPL700.RAW
RIPPL800.ACT
RIPPL800.RAW


Go up in an out of the way spot in your track and paint them into the terrain. Once you have that done, regenerate the custom track palette. Make a new pod and you should be good to go. Once you are completely finished the track, you can remove them again with no harm to the palette.


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