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 Post subject: Wake up
PostPosted: Thu Aug 01, 2002 3:24 pm 
Glow Ball
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Is there a progress report ... before we add it to the download page Image


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PostPosted: Thu Aug 01, 2002 6:12 pm 
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What?

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The humans think it is a poison of the blood that makes us what we are.
Fools, the blood only feeds the bodies we live in. To create a vampire,
one must steal a soul from the abyss to reanimate the corpse.


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PostPosted: Fri Aug 02, 2002 12:27 am 
Glow Ball
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There was a beta track called 'wake up' by our favorite deleter of age-old posts. I still have a copy of it and wondered if we could get a status report.


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PostPosted: Fri Aug 02, 2002 12:32 am 
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Hey hey, don't go uploading that! hehe

Fila, I had posted my own track "Wake-up" in the form of an alpha version right here in this forum some time ago, I got some feedback from Mal and Phin and then a week or two later deleted the thread - because that version was basically obsolete.

I just rememebred, I began writing some replies to Alpine's track making threads on the <a href=http://mtmbbs.cjb.net>mtmbbs</a> but never posted, in one, as an aside, I wrote this:

Two who read here tried my "wake-up" alpha in May, well since that time not much has been done concretely, but I've run what must amount to at least 1000 laps since then and I finally know exactly what I want to do to "ice the cake". ;-) That is two months on the shelf, under consideration, but now I know what will finish it off if only I can muster up the actual effort. That is my problem, I have tracks that have been fermenting for years, with significant effort sunk into them, but they remain quite unfinished.


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PostPosted: Fri Aug 02, 2002 1:19 am 
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Ah, now i remember... yeah i remember the track. Hehe Image


P.S. I always wondered why some of you guys have projects laying around for months (and extreme cases even years). Now i can understand you, lol. I got 2 tracks laying around for 2 months and 1 track for 8-9 months Image

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The humans think it is a poison of the blood that makes us what we are.
Fools, the blood only feeds the bodies we live in. To create a vampire,
one must steal a soul from the abyss to reanimate the corpse.


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PostPosted: Fri Aug 02, 2002 1:28 am 
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Slackers. Hehehe guess I better start making tracks. Geez!!


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PostPosted: Mon Jan 27, 2003 2:47 pm 
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Hey all, I finally have a test version. I'd be glad to hear any critical feedback, though I must admit I've already polished it up and optimized it to my liking. Image

<a href=http://rhinoseros.com/~winter/Tracks/wakeupbeta.zip>Wakeup! (beta version)</a> - 855kb

If you go for it...

Questions:

- Right now the checkpoints are non-collide, they have been all through development and now I'm thinking about leaving them that way. Any opinions on that? My checkpoint boundaries have been precisely aligned to the posts, as such you need only run into the post, which allows for a close shave.

- Music: since this track is using the <a href=http://rhinoseros.com/~forum/pages/Forum13/HTML/000572.html>new .MOD technology</a> I'd also appreciate a report on whether it's working right. You'd have to turn up your in-game music of course, as well as choose a song in the manner provided. They are .MOD files, in a folder called "music" that is stored in the .ZIP (not the POD). No matter where you put the track pod this music folder must be in the main MTM2 folder.

In the music folder I've included batch (.bat) files and a possible alternative called scrap files. Double-clicking one will copy one of the "archived" songs to the name of the one the track uses. I'm sorry if that sounds complicated but if I'm going to include multiple songs I pretty much have to do it this way (as of now this is over 22 minutes of stereo music along with the track pod, all in an 855kb package). If you don't select a song you will have no custom music.

I hope to write up clearer instructions for this later. I suppose my main question is whether my batch and/or scrap files work on all Windows platforms, and whether the music works without any problems. If you're willing, just click "Wakeup01.bat" or "Wakeup01" in the Music folder to enable the first custom music soundtrack choice.


Music update/edit: I've just discovered that MOD music may not be enabled by default in MTM2 installations! But I dunno for sure. During the creation of my wepages devoted to MODs I always assumed it was, but as it stands one may have to edit the line in their monster.ini realated to mod music - if the "UseModMusic" line does not equal "YEP" then you'll never hear mod music. <font size=+2 face=Wingdings>L</font> In other news, I plan to scrap the scrap files and stick with the BATs.

Notes:

- I plan to place some special models on the dark brick ledges bordering the track just after the big jump, if that area looks blank now it won't be when I'm finished.

- Every model is now visible in "sparse" mode, in the final version I will have shifted most models up to "normal" and a special few to "complex", so no need for feedback on that in particular. However, in light of the fact that all are now visible I'm curious as to the track's performance, especially on lower end hardware. I must say I've tried to optimize the complexity level and density of the models themselves for a smooth framerate on all systems.

- I'm also curious if anyone experiences any outright errors. During development I ran into the mysterious "access violation" error more than a few times, but it was rare and hard to predict, I've since thinned things out and have yet to see it again.

- One heli reset point that works well is the one for the big jump, and since the heli will reset you on the roof there I have extended the checkpoint clear up through the roof so it can't be missed by the AI or anyone else. Aside from that I've not tested for helicopter reset points and I'm not sure I could change the courses to work better anyway. The fact is the track has been designed and tested to ensure nearly all dangerous situations are easily recoverable by driving alone. Most fences have been placed to prevent mishaps in key locations, while gaps have been left so that a total freedom of movement is possible - if you happen to be driving freestyle.

- The track was designed for Pro racing and the AI are geared for that. It was designed and tested with 1700/medium/medium settings, using Rookie settings or less speed will likely turn the big jump into a widowmaker. Oh, as for the AI, I've never yet tested them using different garage settings.

- The only thing left to be done is the addition of the special models, and then perhaps some additions to the off-track areas, so wanderers will have interesting places to wander.

- If you try the track please run offline with all seven opponents, they are really what makes this track fun.


Thanks in advance for your feedback. Take your time and have fun.

<a href=http://rhinoseros.com/~winter/Tracks/wakeupbeta.zip>Wakeup! (beta version)</a> - 855kb

<font size=1>Edited by Winterkill (28-01-2003)</font>


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PostPosted: Mon Jan 27, 2003 4:51 pm 
Glow Ball
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- Do the computer drivers perform well?

I started a race, typed 'demo' and they beat me, all of them Image

Anyway, the part that goes down the hill reverse back toward the start line swings a bit wide. A couple times they rode up onto the hill/roof/barricade thingie you have there on the left.

- Should checkpoints stay non-collide?

Personal preference. On tracks that force you to follow the course, I have no objection if there's no markers at all. I'm not saying that's the case here; just saying given the potential for access violations I see no need to add to the model and texture count.

- Does the music work right?

The batch files work perfectly. I have no idea what the scraps are for. Of the three mods, I prefer the first one.

- Should I include multiple songs?

I've given this subject much thought. Of all the tracks that use add on music, I've come to the conclusion that it's best just to pick one and live with it. Racers can opt to turn music on or off. I also think podding it is the way to go. Everybody understands podding; no extra instructions necessary. I think if I ran enough tracks that used addon pods, I'd create a merged music pod and make everything available without taking up pod room. On the other hand, consider this is coming from a person who ran almost a year and a half with no sound card at all.

- Performance, framerates and any outright errors

No problem here. Almost no problem. I got an access violation here . After completing a couple laps (with no computer trucks), I roamed around. I tipped a crate over the edge, turned around and started up the hill, then wham. It didn't happen on a normal lap but this was the only spot to show a barely perciptible drop in fps (with 7 computer trucks). Everything else was smooth.

- The track has been designed and tested to ensure nearly all dangerous situations are easily recoverable by driving alone.

They won't work in multiplayer?

- 1700/medium/medium settings, using Rookie settings or less speed will likely turn the big jump into a widowmaker.

Curious that each of the big jumps is preceeded by u-turns that drops your speed and a short approach so there's little room for acceleration. But don't mind me, the computer trucks gave me a whooping, lol.

- The only thing left to be done is the addition of the special models, and then perhaps some additions to the off-track areas..

As you do that, please consider a lighting issue . Dark model textures add to the shadow and contrast making visibility a concern. Not drastically, but noticable (for me).

Also, this has bothered me from the first version. Maybe it's minor because after several laps you learn the course anyway, but to my eyes the correct path is not obvious. For example, in most cases the race line is never a problem. There is a second location (after the blind jump following the double back on the start/finish line) but once you learn it's a blind jump there's no problem afterward - the momentum of the jump carries you to the correct spot. But this spot doesn't have that advantage. Because the approach is a curve, I tend to keep wanting to follow the curve and up the dark road. I think a row of your crates on the right side of the lawn approaching the intersection would be enough. My 2¢


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PostPosted: Mon Jan 27, 2003 9:52 pm 
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Cool! Hey WK, I'm strapped with a few things going on here at the house, but if you don't mind waiting til tomorrow (afternoon to early evening cst) I'll give you some thoughts/observations.

We'll see ya soon, bud!


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PostPosted: Tue Jan 28, 2003 3:16 am 
easy company
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>>> Right now the checkpoints are non-collide..

I would leave them as is since they're small
check point boudaries as well as locations are perfect.

>>> Music...

no problems whatsoever, all three worked fine.

>>> I'm curious as to the track's performance...

the track ran fine with no objectionable lag on my pc against 7 bots.

>>>anyone experience any outright errors...

after 20 laps nope, nota one

>>> The track was designed for Pro racing and the AI are geared for that. It was designed and tested with 1700/medium/medium settings

I ran it with 1500 ms settings and had lapped a few bots by the 4th lap... good lap times will run right at 2 minutes flat and the bots were running right at about 2:30 with those sets which is good for them btw but there is room for improvement here, most notably they tend to take most all the corners much wider than need be, so i feel that if that were to be addressed then they would be as fast as can be.

>>> please run offline with all seven opponents

this should be made mandatory :o)

i drove it fast and i drove it slow and cannot find a single thing out of place... although i did find myself trapped here (twice lol) whilst checking out the snow bunnies :o)




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PostPosted: Tue Jan 28, 2003 4:44 am 
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Hey wk, great track but ever since podding that and activating one of the mods i haven't been hearing music in the tracks other than yours. What is the solution to this?


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PostPosted: Tue Jan 28, 2003 9:00 am 
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Thanks all. Image

Cope, take all the time you need, I'm in no rush.

Kdawg, what you report seems a very serious issue to me, and I can't imagine how or why it happened. First idea: check your music volume control in the game options. Last idea: check your music volume control in the game options. heh! Actually, apart from that I can only suggest unmounting my pod and see if things return to normal. There are no special settings I can see that would apply. My only question is whether this effect was temporary - in effect in a single session in the game, or if it's become permanent even after an exit. If it was single session then I suppose it's remotely possible your sound card choked or the game became misaligned with the card somehow when switching between mod and wav. If you don't get it straightened out then please post the [Sound] section of your monster.ini and well see if something has gone haywire.


> good lap times will run right at 2 minutes flat

Hoo-doggy. I was preparing to say that a 2:10 lap would be "decent", as a measure of how one should be running the track, after plenty of practice that is. 2:02 is my fastest lap on record at this time, done without necessarily trying for a fast lap.

> [bots] tend to take most all the corners much wider than need be

In some cases that is a necessary compromise - the two-way section on cobblestone is a war ground I fought the trucks on and was happy they quit picking up the wrong (overlapping) segments and doing u-turns in mid-course. In other places I'm sure I could probably refine the lines a bit. I must say though that there is not a track I've developed that the bots could handle at all competitively, my terrains are just too extreme for the way the bots handle themselves. This track for instance requires extended powersliding through most turns, rookie humans and bots can't even physically manage that maneuver.

> theme challenged

lol, I'm not. ;-)


> Of the three mods, I prefer the first one.

That was my second choice for this track, upbeat and possibly appealing to more tastes than some mods. My first choice turned out not to work in the game, played for 15 seconds, then repeated a five second loop, endlessly. Image


> I got an access violation here

Thanks. This is just the sort of thing I was hoping to hear about (or not, as it were). I think it may happen due to sheer numbers of models within a given area. I know it's not specifically related to animated models, I got the error before any were in my track. When I shift most models up from sparse that should solve any problems for long term racing prospects. Additionally, on a wild theory, many unimportant models will be set to non-collide, even when visible in complex mode (the theory being that collide models stress the game more than non-collide). I must admit, when I've gotten the error it's usually been after roaming - then simply panning the view into or entering the central area of the track (where more individual models would be in range, naturally).


> Curious that each of the big jumps is preceeded by u-turns that drops your speed and a short approach so there's little room for acceleration. But don't mind me, the computer trucks gave me a whooping, lol.

I'll not mind ye, the track takes getting used to, there is plenty of room for acceleration before every jump, hehe.

> Also, this has bothered me from the first version. Maybe it's minor because after several laps you learn the course anyway, but to my eyes the correct path is not obvious.

Not obvious, very true. Minor, yes, especially with the map and finder as a learning aid. The terrain textures could be better (their overall "outlines" and relative simplicity are the weakest link in my track, in my opinion) but if you note the diagonals there they do point the way.

As an aside, I'm actually quite pround of that bit of terrain, it was tricky to find just the right combo of slopes to enable the merge back onto the cobblestone, yet provide enough height to fly over the crosstraffic. Also, with trucks flying overhead and landing on the road there it is a most dangerous junction, and I love it, hehe.


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PostPosted: Tue Jan 28, 2003 2:38 pm 
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WOW bud i must say i'm extremly impress with the models accuracy. Not so many makers can do it with such precision. The textures are as impressive as the models.

I only had a freestyle ride on it yet but will look more into cuts and stuff later.

Puter here runs with a P3 500 mhz 128 ram and a 32 rage fury(32 meg card)game didn't glitch at all. The layout is interesting as is but i'm not personnaly a great fan of overlaping maps. However i'll give it a more serious look before i comment on that.

------------------
Jumper
Only those who will risk going to far can possibly find out how far one can go.

<font size=1>Edited by SLO_Jumper (29-01-2003)</font>


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PostPosted: Tue Jan 28, 2003 4:30 pm 
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> "The textures are as impressive as the models."

Thanks. I make the bins but all building textures were adapted from another game's textures, as with most every other model texture. My terrain textures and billboards and such use photo-sampled textures, tampered with in PSP. All of the wood in the bridges, posts and roofs are a set of modular pieces made from the single texture used by the Farmroad water tower, a set of models first used by EmceeMart in an Evo1 track and since become my tinker toys (or lincoln logs, as the case may be).

<center><img src=http://rhinoseros.com/~mtmg/models/Mtm2/Mtm2pics/owtower.jpg></center>


> "i must say i'm extremly impress with the models accuracy. Not so many makers can do it with such precision."

I'm glad you said that, because I happened to place them all in a new way, a way offering phenomenal precision and ease that I was hoping to turn people onto after this track is released. The bridges, for example, are all built with individual pieces of wood, so that every surface has proper collision properties. Well, every last model was placed using TrackEd3 (and thanks to Phineus), the rest of the Track was built with Traxx. TrackEd3 is the 4x4 Evolution track editor:

<img src=http://rhinoseros.com/~winter/Tracks/te3wakeup.jpg>

<font size=1>Edited by Winterkill (29-01-2003)</font>


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PostPosted: Tue Jan 28, 2003 11:34 pm 
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Ok, since I’m not a track maker myself I’ll leave that portion of the beta to Phin, Malibu and others. What I’ll give you here is more the racer point of view.

The Layout: Since I’m not a big fan of overlapping I can’t come in and jump to the roof screaming WOW but I must admit in this case it seems to be not such a problem. I tested it with 1 to 6 puter drivers and I used settings from 1200 med to 1900 med. As I was doing laps of 1:55 in average and puter trucks were in the 2:30 range I happen to cross them a lot in that overlapping portion but don’t think any pro drivers would sit so far behind me. However I’m expecting more problems when landing from these jumps.
<IMG SRC="http://www.slojumper.com/Beta/wakeupjump1.jpg" border=0>
<IMG SRC="http://www.slojumper.com/Beta/wakeupjump2.jpg" border=0>

Perhaps changing that jump angle would make us clear the jumps instead of landing on the crossing track. I’ll have to run it with other to figure how much of a problem it will be.
I found the layout fairly easy to run. The track is wide enough to avoid some possible collision but on another hand it does not force the player to control their speed wile entering them sharp curves. Perhaps in this case it’s a good thing.

The scenery: Not a dang thing to correct here. Buildings, bridges & fences are so accurate I’m speechless. I even ran it in software mode and I didn’t get a single glitch due to models or anything. This track runs very smooth.

Heli & cuts: You did a nice job with the layout cuz I couldn’t find any cuts around this place. No problems with the heli either, actually, on most (all) crash site I was able to dive out of trouble faster than with heli.

The replays: Instant replay worked great and recorded 4 full laps. (I use replay a lot to either share info with team mates or to learn from my mistakes) here’s a replay of how I intend to run this track.

Wakeup beta replay

------------------
Jumper
Only those who will risk going to far can possibly find out how far one can go.

<font size=1>Edited by SLO_Jumper (29-01-2003)</font>


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PostPosted: Wed Jan 29, 2003 3:48 am 
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The music on mine works now for me wk. I found tracked3 and it seems amazing. I extracted my mountain racing thing and it looks amazing. I just don't understand how to deselect a model after it is placed or how you write the pod for mtm2 ect... Could you possibly shoot me an email explaining(squeeky628@aol.com) or maybe post on the boards?

<font size=1>Edited by Kdawg (29-01-2003)</font>


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PostPosted: Wed Jan 29, 2003 6:43 am 
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Looks like there's been quite a bit of ground covered thus far, so I really don't have much to add. However, here's what I came up with:

Everything looks great - no errors (ran 8 trucks on it, plus raced it with SYR_Demigod/SLO_RAZ). I didn't notice any lag whatsoever, and I even ran it on my son's P-733. I put a 16 meg card in it just to see what it would do, and it was smooth thru and thru.

Overall I agree with Phin on the music. As easy at it is to select different song selections, 1.some never listen to music when they race, and 2. that process would undoubtedly confuse quite a few...trust me lol. Yes, it's extremely simple and straightforword, but I'm telling you, I've helped lots and lots of ppl get add-ons, and the fact is basic file manipulation is a complicated thing to lots of ppl. If you do decide to go with one song, I'd like to cast my vote for sone no. 1 lol.

The spot Phin refers to here did throw a few racers off in yesterday's play-test, but as we all know, there are a great number of tracks out there with that same type of characteristic. Racers learn to adapt and press on...or crash trying. Still, I do feel that a nice, stylish, wood (or particle board if cost is an issue lol) sign that reads "Keep left" would alleviate any confusion with respect to diretion if it's strategically positioned. Even if you know the track, without that visual reminder to "trigger" the brain, in the heat of battle you could very well wind up going the wrong way at an intersection of this type. I've seen it happen, and quite often...with pro racers even lol. Food for thought.

Honestly I looked at every model - tree, house, well, gazebo, fence bridge, horse, moose (yep, it's in there lol), and everything was right on the money. The texture work was very impressive as well...most impressive, in fact in my opinion. Oh, no probs with the heli, either. Guy even offered to drop me off at the lodge, which I thought was dern nice of him lol.

As for the points Jump made...I understand, but I don't feel it'll be a problem. If there are instances where the bi-directional roads cause collisions...so be it! Finne's "Trench Run" is kinda along the same lines whereby if a racer gets far enough behind he/she could be sharing the same road with a racer going the other way. Seen that one before...up close and personal, even lol. That kind of adds to the excitement to me, and with such a simplistic (but very good) layout, it's a nice little "gimmick" (for lack of a better word).

That's it for me. Lookin forward to the next version! Image


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PostPosted: Wed Jan 29, 2003 8:47 am 
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Yeah i kind of changed my mind over that overlaping thing, jumping over other trucks ( if it happen) will just add to the trill. Worse case we'll crash and laugh about it... I ran it with cope and obviously we'll never be far enough from each other so the overlaping thing is no longer an issue to me. I agree with Cope about the music. I Never listen to music (to busy listening to Cope's crap on Voice chat lol).

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Jumper
Only those who will risk going to far can possibly find out how far one can go.

<font size=1>Edited by SLO_Jumper (29-01-2003)</font>


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PostPosted: Wed Jan 29, 2003 12:53 pm 
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Thanks SLO blokes, I really appreciate it ALL.

Jumper, the "big" jump in the top picture really can't be changed, and the first lap in your replay shows how it should be ideally done - the back wheels of the truck clipping the very edge of the bottom road during landing. As such, people travelling that bottom road would do well to avoid riding the edge. Not going off the big jump with sufficient speed may cause a bit of mayhem on the way down, but that is essentially by design, as well as a bit of a compromise.

Now as for the landing seen in the bottom picture, there is room to raise the jump there a bit and I'll see if I can do that in order to provide just a tiny bit more height, though, again, that particular three way junction was dangerous by design, as was the whole track, and I certainly respect your preferences.

That said...

> "If there are instances where the bi-directional roads cause collisions...so be it!"

Aye. I've run many hundreds of laps, crashed, been smashed, and have gotten "pinched" in that way that makes you really fly - and through that I've learned to place barriers in appropriate spots as much as possible, so that Army Armstrong won't be inclined to make some comment like "Elvis has left the building!" on your way out, hehe.

Now as for your instant replay, thanks for uploading that - I watched the first lap and was stunned, you ran THE ideal line as I have seen it, but I've never been able to run it so clean! (this could explain why I've never been to the Zone, hehe) I can also tell you like the non-collide CPs too. Image

Replay - so THATS what a racer looks like on the track. <img src=http://rhinoseros.com/~forum/pages/smilies/eek.gif>


> "Buildings, bridges & fences are so accurate I’m speechless."

Since I'm feeling so 'verbose', hehe -Traxx lets you rotate models on all 'axes' in one degree increments, TrackEd3 in hundredths of a degree increments. Traxx lets you raise and lower models in one tenth of a foot increments, TrackEd3 in hundredths of a foot - and even lets you align with raw numbers for perfect horizontal alignments. Additionally, you can work with models at four times the height that Traxx will allow. All TrackEd3 movements are keyboard driven (with a slo-mo key to help) in realtime, Traxx uses the mouse for side to side movements and a dialog box for rotations. Additionally , the display in TrackEd3 is "true", not to mention 3D accelerated (it even shows facing models as facing, and the scenery levels in realtime), whereas models stuck into terrain in Traxx won't display correctly where they meet. Don't get me wrong - Traxx is awesome and Guitar Bill a truly masterful programmer, but as models go - TrackEd3 by Gromit has won me over. That said, TrackEd3 is way more than is needed for just planting trees on the side of a road. ;-) It also doesn't do some model related things as well as Traxx, and requires a few workarounds in order to use it for MTM. TrackEd3 also requires 4x4 Evolution be installed (demo or full version).


- Stop the music! I've pretty much decided to use a stock wav soundtrack this time around, I'd wanted to showcase the "new mod technology" with this track (to go right along with the new TrackEd3 process) but have just about decided to wait until a later date, mainly because the music choices I have don't fit the track quite to my liking. Honest truth: I keep the music turned down completely too, playing my own in the background when desired.

- I'll be adding a sign to the confusing intersection.

- Checkpoints stay non-collide.

- Since framerates have been reported as quite acceptable all around I'll probably not make sparse mode quite as lean I first planned, but I will do away with a lot of unnecessary eye candy.

- In the pic Mal posted along with the words "cannot find a single thing out of place", I happened to see floating people, hehe, they were among the first to arrive on site, I think I'm gonna have to nail them back down.

- Gonna look into refining the AI as well.


> "no probs with the heli, either. Guy even offered to drop me off at the lodge, which I thought was dern nice of him "

lol, glad to hear it. As an aside to track makers: all of the buildings are recycled goods, and most of the larger buildings are just an assemblage of individual smaller buildings and other pieces.


A little perspective: back when the track was nothing more than textured terrain, in the thread that has since been deleted, I wrote: "The concept was to build a tight multi-player track, wherein the competition is almost always in view, and where there is plenty of cross traffic to (successfully) navigate, while being big enough to easily handle eight players. I'm quite pleased with the result..."

So, a tight, pretzel-like, wide enough multi-player track, doubling back using tight turns, overlapping and constant close proximity, coupled with a hair raising element of danger was in fact the "gimmick" from the moment of conception.

BTW, I'm running with a P2 450 mhz, 128 ram, and a Rage 128 (32 meg card). My last computer, used during my first couple of years with the game, was a Pentium Pro, with 32 ram and a 4 meg vid card - I learned what an "efficient" track was back then. (back when I used to whine to Enocell all the time) ;-)

The rest of this is for Kdawg and other track makers:

> [TrackEd3] don't understand how to deselect a model after it is placed or how you write the pod for mtm2 ect..

I'm glad you're interested Kdawg, I'd planned to do a writeup about it all and I'll probably do so sooner since you're interested (this isn't it). To do what I did with my track (importing into MTM2) requires a trick you are not in a position to exploit just yet, and I must admit there is a fair bit to know and the learning curve is not instantaneous, familiarity with and the ability to edit .SIT files is also a required skill - but only at a very basic level. The "trick" is in using a utilty that Phineus has developed, it will convert the "boxes" (models) portion of an Evo1 .SIT file into the MTM2 variety, which can then be pasted into the .SIT file produced by Traxx.

Right now the overall procedure looks like this:
- Create most of the track in Traxx and include the BIN models you wish to use.
- Extract the track pod into the TrackEd3 folder and open it (load the SIT).
- Edit your models then save, which then saves the SIT in Evo1 format.
- Load the new SIT in Wordpad, prepare it for Phin's utilty, then save it.
- Convert the SIT with Phin's utility, you then have the "boxes" portion isolated.
- Paste the converted "boxes" section back into your original Traxx-made SIT file.
- Build your POD with a pod utility and mount it in the game.
- Note: along the way there are tricks to snyc the two versions so development can continue on both fronts.
- As you can see, ONLY the "boxes" portion of the Evo1 SIT file is used, and it's placement in your MTM2 track is not through an instant or direct route - but once you know how it's quite easy to do.

As TrackEd3 goes, one thing to know is there are two camera modes, "free" and "object spot", you toggle between them with the "K" key, and you do so quite regularly. In 'object spot' you are always holding the model, if you move the keys it will move, you deselect it by using the mouse to select another, or by switching to free mode. Whatever you click on in free mode is then selected in object spot mode, and that's probably the best way move around. (As an aside, "intuitively" remembering the different camara navigation keys while switching between Traxx, TrackEd3 and MTM2 Gold mode is a challenge!). Just remember context sensitive help is available by pressing F1. Spend time learning all of the camera movement keys and model rotation keys and you'll be a happy customer. Avoid the "X" key, it will delete any selected model faster than you can blink. Hold ALT to slow ALL movement, and SHIFT to speed it up.


Ah, see? Copious Cope and Philosophic Phin got nothing on Wordy Wint. ;-) Anyway, many thanks to all. Phineus especially, without whom this track would not have taken shape as it has.


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PostPosted: Thu Jan 30, 2003 1:52 am 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
just a quick question, you only mention tracked3 and i've used tracked4 on occasion... is there a reason i don't yet know about why i should not be? or can either be used?

that's it except thanks for making this seem more complicated than need be... lol

jk

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