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 Post subject: F4ur
PostPosted: Fri Dec 14, 2007 7:43 pm 
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http://mtm2.com/~tracks/tracks.cgi?search=f4ur&track=on

This will end up as my entry into the Expo (track-wise, at least). The track layout is adapted from a track in the game Destruction Derby Raw. I was originally going to do a straight replica of it but decided, instead, to adapt it for a more monster truck worthy layout.

Right now, I'm just looking to get opinions on the terrain and checkpoint locales. I haven't yet decided on how the scenery is fully going to look - I'd like to have barriers to contain the trucks but that might be too laggy to overdo it, but there will definately be grandstands of some sort. I'm also not 110% on the backdrop just yet. Still trying to figure out the comp trucks as well.

But anyhow, thoughts at this stage?


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 Post subject:
PostPosted: Sat Dec 15, 2007 6:26 pm 
Glow Ball
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Here you go . . .
Should really have extended courses set to take advantage of the replay. Comp trucks work better with extended courses set too.

The backdrop might be better if the dark color was closer to black. Did you use untransparentize? And the top of the sky feels close down, sort of claustaphobic. You might like to check out skymonkey to get rid of the lid.

The course is good, imho.


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 Post subject:
PostPosted: Sun Dec 16, 2007 11:18 am 
Gone Walkabout
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Cale, I liked the layout.

I got the feeling of a dark stormy night trying to rush home before the storm really hit. Phin probably said it best... and to me the sky felt closed in around you.

This track will keep your eyes on the road. CPs i think on corners helps to stop those who like to cut the corners off.

I will look forward to see the final outcome of this track.

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 Post subject:
PostPosted: Sun Dec 16, 2007 10:05 pm 
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Thanks for the input! I'm making changes and should have a 2nd draft out in a couple of days. I gotta play around with SkyMonkey a bit more, and need to figure out a few more stylistic things. Looks like much of the scenery may be best accomplished with textures and ground boxes, save for grandstands (which I am looking for a good model for).


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 Post subject:
PostPosted: Thu Dec 20, 2007 9:08 pm 
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http://mtm2.com/~tracks/dl.cgi?dl=4858

Nowhere near finished on the scenery (same sky, etc.) but the CP's are fixed and there is a general idea of the theme. I gotta figure out something to do with the outside of the track at that long frontstretch, I'm thinking using ground boxes or some such. Comments, etc.


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 Post subject:
PostPosted: Fri Dec 21, 2007 5:46 pm 
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The track is awesome right now. Can't wait until you get some objects in. :D What are good lap times? Under 1 minute?

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 Post subject:
PostPosted: Fri Dec 21, 2007 8:58 pm 
Glow Ball
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Cale wrote:
I gotta figure out something to do with the outside of the track at that long frontstretch, I'm thinking using ground boxes or some such.


Because the long stretch is a 45 you might want to "model" the ground boxes so you don't get the cornered edges. If you do them three or five sections at a time, you should get a decent visibility effect. (I did that on Godzilla and it cut down lag considerably).


http://cownap.com/~tracks/details.cgi?t=4858


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 Post subject:
PostPosted: Fri Jan 04, 2008 8:32 pm 
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http://cownap.com/~tracks/details.cgi?t=4867

This is the last beta before I submit to the Expo. There's a few minor things (collision detection on the big grandstands is...poor) but otherwise it's about there. I gave up on the night backdrop and instead am going with the CART Vancouver w/ rain weather mask. The driving is more difficult but the atmosphere is just 100% perfect. Yeah, the CP markers are sunk into the ground, it's post-apocalyptic, what do you expect?

Comments?


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 Post subject:
PostPosted: Sat Jan 05, 2008 8:02 pm 
Glow Ball
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<table cellspacing="1" cellpadding="3" border="0"><tr><td class="quote"> Comments? </td></tr></table>

Coming soon ;-)


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 Post subject:
PostPosted: Sat Jan 05, 2008 9:38 pm 
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Phineus wrote:
<table cellspacing="1" cellpadding="3" border="0"><tr><td class="quote"> Comments? </td></tr></table>

Coming soon ;-)


Y'know, I only got a week to fix it...


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 Post subject:
PostPosted: Sun Jan 06, 2008 5:39 am 
Glow Ball
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> The driving is more difficult but the atmosphere is 100% perfect.

The driving is a LOT more difficult but if it's the way you want, then perfect.

I found the new dividers distracting after being used to the wide open look, maybe lower them a bit? Or maybe that's just me... I can get claustophobic at times.

And I like the cp markers.

So... if you like the way its shaping up then I'd say you're about ready.

[tu]


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 Post subject:
PostPosted: Sun Jan 06, 2008 10:33 am 
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Thank you very much...if I can find a way to get that sky without the rain (suggestions?), I'll do that.


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 Post subject:
PostPosted: Mon Jan 07, 2008 12:31 am 
easy company
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Phin brings up some fine points, as usual :)

The only thing I noticed was the screeching sound of tyres on textures set to cement or default seemed a bit out of place in the rain.

overall the track is outstanding, regardless :)


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 Post subject:
PostPosted: Mon Jan 07, 2008 12:29 pm 
Glow Ball
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> if I can find a way to get that sky

Set the weather mask back to all types. Then in the LVL file replace these lines

cloudy2.raw
cloudy2.act

with these lines

cclouds.raw
cclouds.act

recompile the pod and give it a try.


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