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 Post subject: Rockhouse Raceway by MoNkEyBrNz
PostPosted: Wed Apr 13, 2005 8:13 pm 
Trackologist
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Rockhouse Raceway

Well, other than all the misaligned textures I don't see any real problems. I did notice that the checkpoints are very much tailored to the map, yet there's plenty of road to work with. Is your intent to keep it that way once you put in markers, or are you going to open it up and let racers use the width of the track to jockey for position.


Oh, are you planning to define the actual track a bit more or no? Specifically, the texture type is the same through and through, which isn't anything new, but what are you plans?


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 Post subject:
PostPosted: Wed Apr 13, 2005 8:33 pm 
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Yes my plans are to have a custom checkpoint made for the whole track and all the checkpoints as well.. I am going to change the textures on the track to give it some life if you know what I mean. Other list of upgrades in other versions to follow:

- Keeping it simple stupid with models, they just create too much noise.
- Music= Civil War by GNR
- Maybe a WAV file that has Homer saying "DOH" for everyone that misses the jump after CP1

I don't know we shall see :)

The track is going to be pretty wide open... the cp's will not effect the size of the track at all... just a marker so that people dont miss the checkpoints.

That is tenatively what i have planned. Any feedback or ideas will be greatly appreciated.


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 Post subject:
PostPosted: Wed Apr 13, 2005 8:37 pm 
Glow Ball
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Oops, I have a problem with the textures. [edit] read your note you just posted [/edit] If you like the wide open feel, please consider Tumbleweed flats from the game, or one of these:

Deadman's gultch, fila's holiday, or tecate 350.
http://malibu350.com/scraps/TerrainTex.htm

I know you haven't done this for a while so I think people will be very forgiving if you don't get it looking 10,000% perfect, but I believe you'll be much happier with it if you put in a couple hours spiffing it up. The terrain is pretty good, so I think it'll be worth it.

----------

The course is also causing some grief there. Lotta triangles. I think if you spread the ends of the segments further apart you'll get a better looking map, and maybe even the comp trucks will work a bit better too.

<center><img src="http://cownap.com/~mtmg/traxx/images/course10.gif" width="217"></center>

The ends don't necessarily have to be perfect 90 degrees, but the spacing does help. The good thing is you only need to do the main course, then you can generate courses 1 and 2 with just a right click.

And try to get them end to end in numeric order. If you have extras, you can right click the end of a segment and delete it. (don't do delete all, lol).

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But no matter what you do, generate a custom track palette so whatever textures you do have in there, and the backdrop, will look infinitely better than what's there now.

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

----------

Any problems or questions, just ask.


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 Post subject:
PostPosted: Wed Apr 13, 2005 11:10 pm 
The Dog House
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Monky. lol.
This is great man. I'm glad to see you making a track man.
I'll have to look at this. See ya on the track soon. [(-:]

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 Post subject:
PostPosted: Thu Apr 14, 2005 8:45 pm 
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Version 1.1 is up and running if anyone wants to try it. With Phin's advice I put some work into the textures and I think it turned out well. Giver a look see and tell me what ya think.

MB


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 Post subject:
PostPosted: Thu Apr 14, 2005 10:05 pm 
Glow Ball
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Hey now, what a difference!

You have the courses going around the track backward. The map is fine but it might pose a challenge for the computer trucks.

Either way, you'll have to eventually generate courses one and two.

Trees should be set to "no collide facing"

And I don't think you've done the track palette yet, but that's okay cuz it's usually best to leave until very last... as long as you don't forget.

[tu]


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 Post subject:
PostPosted: Fri Apr 15, 2005 7:42 am 
Trackologist
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Oh yeah, it's looking a lot better, bud. I noticed your cp's don't all trip at the same point from cp to cp, but I wouldn't say it's cause for concern. As is if your truck is at least 3/4ths of the way inside the poles you're good to go. Some cp's will allow you to split the pole down the middle and still trip, but again, I think you're safe. Oh, and this isn't big either, but cp 6 could stand to be aligned with the road. Cp 4 is slightly off, as well.

And just in case you're not aware, I'm just reporting what I see. Whether you take action on the feedback you get is up to you, bud. ;)


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 Post subject:
PostPosted: Fri Apr 15, 2005 10:14 am 
The Dog House
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MB thats a whole lot better looking. As Phineus has said, reset Tree's.
Did notice after Cp1, the big drop {hole} right before Cp2, that if you call for the
heli {after falling in there} that it takes you to the moon.
Well, all the way across the map that is.
Not sure why thats happening other than maybe Courses not set.
Cope mentioned the Cp's placement. Also the gap at Cp1,
the open area to the right of Cp1, needs models or more hills,
something to fill the spot. A few more models placed around
the track may add a touch of candy for the eye's, would be nice.
Love the lay-out. Kind'a the old school feel.
Nice Start Man. Texture's will come in time.
As Phineus said, dont forget to do the Palette.

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 Post subject:
PostPosted: Fri Apr 15, 2005 10:50 am 
Glow Ball
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Quote:
Not sure why thats happening other than maybe Courses not set.


That's exactly why it's happening and will be fixed just as soon as he touches up the segments.


As for tripping cp's, Mal wrote up a nice how-to for using model boxes and I'll link it up just as soon as I find it.


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 Post subject:
PostPosted: Fri Apr 15, 2005 2:11 pm 
Glow Ball
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Here's some tree notes, if you're interested.

http://forum.mtm2.com/viewtopic.php?p=16067#16067

The checkpoint notes are on the way.


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 Post subject:
PostPosted: Fri Apr 15, 2005 2:27 pm 
The Dog House
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lol. That was very kool with the {tree set up deal} Phineus
Did you do that with a Flash program?
NIR_R@my made a flash like Gif of a few of my tracks.
Just wondering if thats how you did that.

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 Post subject:
PostPosted: Fri Apr 15, 2005 2:29 pm 
Glow Ball
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I just did it in paint shop pro. I was looking for the checkpoint thing and stumbled across that and since we were talking about it, I thought why not, eh?


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 Post subject:
PostPosted: Fri Apr 15, 2005 2:37 pm 
The Dog House
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Please tell me it wasn't PSP4.

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Even if you miss you will land among the stars....


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 Post subject:
PostPosted: Fri Apr 15, 2005 2:49 pm 
Glow Ball
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5



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 Post subject:
PostPosted: Fri Apr 15, 2005 3:10 pm 
Glow Ball
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Let's get back to MoNkEyBrNz's track.


This should help with the checkpoint boxes.

http://cownap.com/~mtmg/traxx/checkpoints.shtml

Careful, the paint's still wet.


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 Post subject:
PostPosted: Fri Apr 15, 2005 5:58 pm 
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Just have one more question guys. I was wanting to use a custom music track for this one but am having some difficulty with it. Ive converted it to a WAV file and saved it in the music section but no sound comes out when in the track. I converted the sound from an mp3 to a wav so would that have something to do with it?


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 Post subject:
PostPosted: Fri Apr 15, 2005 6:03 pm 
Glow Ball
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11 kHz 8 bit Mono (can be 22 kHz but twice the size)

More info here http://cownap.com/~mtmg/sound.html

Should be PCM format.

How are you converting?


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 Post subject:
PostPosted: Fri Apr 15, 2005 6:55 pm 
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with dbpoweramp music converter


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 Post subject:
PostPosted: Fri Apr 15, 2005 8:13 pm 
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WHHOOO HOOO the music is working ;)

Just one other slight prob. I tried to insert a model and the textures were bad. Now it wont let me write a new pod file because of these bad textures. I deleted them but its still showing up in the track for some reason.

HELP!! lol


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 Post subject:
PostPosted: Fri Apr 15, 2005 8:38 pm 
Glow Ball
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In the models box, you know, the one you load the models into, highlight the bad model, and click the fat scissors. That one removes all copies of the model in the track as well as the object boxes the're attached to. That "should" do it.


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