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I ran it with all graphic options cranked up and saw no studder, at all.
That's good, must be something on my end then. I did have 16 different windows open.
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I'd slope the bottom edge of this corner base. If you slide off you can't drive back up which could be faster than calling the heli.
OK, that's not hard to fix.
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There's a few minor texture seams you might want to patch up.
I'll do my best with those, they took up quite a bit of time early on, but I never got the joins quite right.
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If you generate a custom track palette I think it'll much improve the dirts blotchiness.
I did make a custom palette, but I think the other colours for sponsors and such left fewer colour spaces for the dirt.
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A notch or two up on the Lightings shadow and darkness scale?
Yeah, that's something I experimented with earlier, it would looks nice with strong shadows going down the hill. However, the dirt on the ground boxes wasn't affected, so it went from nice and dark to normal brightness, which didn't look all that good.
Thanks for the feedback Mal, and I'm looking forward to what Copey has to say. I remember a few years ago he managed to find the only floating tree on one track, which was way out on the back of the circuit.
It'd be nice to see this used for some top-quality racing, I'd like to know what the tourney racers make of the wide, fast track.