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 Post subject: Tin Penny Pass
PostPosted: Sat Mar 05, 2005 1:18 am 
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This is Silverton Pass converted from 4X4 Evolution . I am pretty much just looking for technical problems . Please let me know if you have problems or errors with this track .

Also ... I don't know how to link this topic to the track page :? . Any help ?


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 Post subject:
PostPosted: Sat Mar 05, 2005 1:59 am 
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I just do a track search under the specific name, then copy the address (as shown in the browser toolbar) of whatever page displaying the track appears..


Tin Penny Pass
http://mtm2.com/~tracks/tracks.cgi?sear ... y&track=on


I'll let you know if I run into anything.

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 Post subject:
PostPosted: Sat Mar 05, 2005 11:10 am 
The Dog House
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I'll give it a run and see if I notice anything for ya War.

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 Post subject:
PostPosted: Sat Mar 05, 2005 7:04 pm 
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You beat me to it... lol.

I have this done as well but its been put aside forever because some details still needed work.

I took a few laps around and one thing is the checkpoint markers pop up from the ground when driven by. I forget the fix, but i'm sure someone will mention it.

Also I'm not sure if this is how you wanted it, but one of the ponds in the course isn't there.


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PostPosted: Sat Mar 05, 2005 7:28 pm 
The Dog House
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Kdawg covered the main problems I saw. May think about setting the Cp's so you cant knock them over. It'd be easy to miss one the way it is. {Thats just me.} Have the same problem I have at times with the trees, they turn into the ground as you go around them, not all just a few. Had a lil trouble slowing down for the start finish line because of the deepness of the river. Water pushed front end of the truck up in the air, but one can adjust to that. Over all I think you have a winner here.

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 Post subject:
PostPosted: Sat Mar 05, 2005 9:39 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
Yes, you don't want checkpoint markers that move. Set them to no-collide, and if you want them to have a post then insert an object box... but no collide is better than having them knocked around so the racers behind you don't know where the cp is.

A few of the logs pop up too. There's nothing for it but trying to get them at ground height.

<center><hr width=400></center>

Since you're using the 3D trees, you just have to watch that the leaves don't cut into the terrain. You don't have the spinning problem with the 2D trees, so a sharp eye should take care of what you need... and there's not tons of them like that anyway.

<center><hr width=400></center>

The lighting bothers me. It's been a while, but on this

<center><img src="http://cownap.com/~mtmg/traxx/images/light02.gif"></center>

I think you put 'dark' all the way down, and 'bright' all the way up. Leave the other two at the bottom. Try it anyway, you can always come back if you don't like the change.

By the way, you might try the sun position in a couple other spots and see if there's one you like better. It can blind you going down some stretches, lol.

<center><hr width=400></center>

The color palette. Did you generate a custom palette? The road looks splotchy in places, but good in others. Either you're using a stock palette or there's too many colors for a custom one. I was wondering what you had going there.

<center><hr width=400></center>

The road is rough in a few spots, with a couple jumps before corners. At this stage, there's probably nothing for it since all the models are in. Major changes in terrain now would wreak havoc on your models, so probably best to leave it alone. But it would have been nice to take a drive on the road before the models were in.

<center><hr width=400></center>

Overall, excellent work. The trees look great and I didn't get any lag at all.


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 Post subject:
PostPosted: Sat Mar 05, 2005 11:18 pm 
easy company
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I think The Heights ambient sound theme would be better suited for the track than Farm Roads.

To fix models that pop up when you drive near them all you need to do is readjust their height accordingly with the X or S keys.


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 Post subject:
PostPosted: Sun Mar 06, 2005 6:33 am 
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Thanx guys for taking the time to look this over for me [;)] . Winterkill sent me a pm and brought up the same things . If it helps , some of these things bother me , too , lol .

Some of these things will be fixed .

Nobody likes the cps falling over ..that will be fixed .

Most of the trees will be readjusted . I must admit ... I did them too fast at the end .

About the bumps before the turns ... I kinda like it like that , keeps you on your toes . If you don't slow down before it , your gonna miss it . A lot of my Evo2 tracks are like that too. I even went as far as to put a treasure in one pond that I knew you would end up in on the first few laps . But that's just me.

The missing pond ? I know about it too . I did not know Phin's trick to get the alt. file very close . Most of the terrain was carved out by hand . The pond did not want to cooperate . Since all the models are in .. this will not be addressed .

About the palette , .. I did make a custom one with traxx , but I did not like it . All the colors seemed to go bland when I made it , so I ended up with the one from Crazy98 . Kind of a trade off .

I think I will darken the backdrop art file to match a little better , too .

The lighting ? ... After reading Guitar Bill's readme for Valley of the Kings , I just wanted to mess with it . I have never messed with this before . This is a very nice feature . I did not try a bunch of settings . But I will look into that too .

That about covers it . Pretty much minor problems . Time has been short , so I'm not sure when I can get to these things , but I will . Thanx again for your time to help make this a better track .

Edit:

Kdawg , you should still upload your version of it . There are a couple versions of Black Gold (all cool) , so why not this one ?


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 Post subject:
PostPosted: Sun Mar 06, 2005 7:09 am 
Glow Ball
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> About the bumps before the turns ... I kinda like it like that ...

One last word, then we can move on. You drove Cumbria last week. Tough track, on a lot of hills you can't tell which way the road will turn, and not one jump before a corner. I'm not a tremendous fan of blind hills either but compared to a jump before a corner they are much much more preferred. But maybe that's just me.


> The missing pond ?

It's a conversion. It doesn't have to be identical.


> Phin's trick to get the alt. file very close

TxRaw, paste terrain as bitmap, and a lot of fidgeting. No big secret.


> About the palette , .. I ended up with the one from Crazy98

Maybe try the heights (or maybe even farmroad) since the colors are closer. Just a thought.



> Kdawg , you should still upload your version of it . There are a couple versions of Black Gold

I agree, except there are a couple versions of truckstop. I don't think BG has been done but once.


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 Post subject:
PostPosted: Sun Mar 06, 2005 8:22 am 
Trackologist
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Location: Nebraska
Very impressed with this track - definitely a Short Track List candidate. :)

I read everyone's post prior to running Penny Pass. I took special note of how rough it was, the jumps before corners, etc. But after getting on the track I was surprised in that it wasn't nearly as rough as I imagined. Yep, there are a couple of spots that'll pop you up in the air if you're not careful, but even those are manageable. Since Warrior has his trees set to no-collide, going off-road in spots allows the racer to circumvent a few of the treacherous areas on the track. But even speed control works if you forget to go off-road or you're not sure where the smoother areas are. You'll lose a second or so in your lap time, but at least you'll be able to stay in the race. A decent lap seems to be around 1:16 using 1300 m/s.

Since you asked for technical input I pretty much steered clear of this one. I will say, however, that it's shaping up to be a very nice little track . . . and yes, Kdawg definitely "should" release his version lol.

EDIT: LOL whoops - they're not set to no-collide (trees). He's got a very thin object box shaped to form-fit the width of the tree stump (racers will love ya for that lol). It seemed like they were no collied since I passed thru a few of em without slamming into anything. Obviously I didn't hit the trees squarely or I would've discovered that the first time around.


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 Post subject:
PostPosted: Sun Mar 06, 2005 2:22 pm 
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Joined: Mon Mar 13, 2000 2:01 pm
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The black gold conversions were all done by the same person.

> Phin's trick to get the alt. file very close

Patience with trial and error. No matter what though you will need to go through the entire track and redo most if you want the track to feel the same. Using the evo map makes the track seem flat in mtm2.


-I "should" but at the moment I don't remember tracked3 all that well, and I started a little simple project in traxx. Going back to basics. :) Also that little thing called time is never on my side.


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