http://mtm2.com/~tracks/T2003/lapamabeta2.zip Oops I just saw that I named the upload "LaPaLu Beta II" instead of "LaPaMa Beta II". Can someone correct this please?
LaPaMa
Notes for 2nd Beta release 14.April 2003
Thanks to all beta testers for the feedback on the first release.
This should be the last beta release.
"Popup-free" landscape
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This means that from the normal racing line, you should not see terrain and objects building up in the distance. If you still can observe such effects, please report
1) where
2) which view you are using (only occured lately to me that this matters)
Unnatural triangular mountain shapes
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I call these Toblerones; if you don't know that chocolate, a quick look at
http://www.toblerone.com/ should explain it all (the pic is funny). Because of the restrictions involved by the popup-free design, Toblerones are sometimes hard to eradicate. Basically I set visual barriers where needed, often with little or no margin regarding altitude and width. So I have to be very careful when changing a point's elevation:
- lowering it may no longer hide something behind it,
- raising it may make it visible from another view angle.
Obviously the Traxx smoothing tool is not recommended in this context.
Please report any Toblerone you spot (or even better eat them, lol)
Shortcut
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I (hopefully) suppressed the shortcut allowing to jump over the fence on the asphalt highway. From a racing perspective I agree that this was a really good one. It involves risk and limited time gain, but since it is clearly faster it would become the main race line. The reason I don't want you to join the highway earlier than the end of the fence is ... that the bump at the end of the straight will build up while you can see it.
Slippery textures / full oval lap
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I spent a lot of time thinking about the texture settings and oval discussion. Finally I decided not to decide and rather leave it up to the racer. The track will thus be released in two flavours:
- Moose Challenge (MC), basically this beta, with full oval lap and slippery gravel & mud textures
- Elk Fun (EF), an easier version, without the full oval lap and gravel & mud textures set to dirt
MC and EF will be absolutely identical wrt elevation, textures and objects. This should make it easier to switch from one to the other. Since I don't want to make all modifications twice this beta only contains the MC version.
If I understand, PodMate should allow me to pack EF and MC in a single and only marginally larger pod file.
Regarding EF: do you think that setting mud textures to something like grass, keeping at an easier level the concept of more/less slippery areas, would be acceptable or shall I put them to dirt?
Texture transition
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I made a couple of transition textures. Are there still places where this is needed?
Palette
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Attempts to create custom optimized palette caused gray water.
I tried to paste some blue areas out of sight but it didn't help. Maybe I did not use the right texture(s).
Any ideas?
Trees (trunk and crown)
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No collide facing looks strange when driving closely and relatively slowly past them. Maybe it is the model (DMGtree) having a 3d trunk. But the crown is just what I want. What can I do?
Underpass object
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I think the underpass below the bridge is really ugly. Of course it is needed to mask the hill at the exit,
while you leave Palmtree Avenue up to the muddy segment. An attempt with groundboxes
resulted in an extra thick bridge which looked even worse. Any ideas are welcome.
Sign toward Checkpoint 8
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Is on my "to do's" list