i cant make models or textures so this is all i could think of for our buddy guitar bill i know lame uh
http://cownap.com/~tracks/details.cgi?t=4612
levis rocky road
Re: levis rocky road
levi, it doesn't matter whether you can made models or anything. There are a LOT of great tracks made complete from stock material. You don't need to worry about that sort of thing, and I'm sure Bill would have appreciated your effort.
And while we're here, I hope you don't mind if I bring up a little detail about the game that should help you in your future tracks. And that is: all models in the game are square or rectangle. They may look round, or curved, but it's a fact: they are square. This poses problems when driving too close to a round object because you will hit invisible barriers. For example, in traxx, the checkpoint markers look round.
<center><img src="http://mtm2.com/~forum/images/boundingboxeslevi2.jpg" width="300" height="300"></center>
But the truth is that in the game they are square.
<center><img src="http://mtm2.com/~forum/images/boundingboxeslevi1.jpg" width="300" height="300"></center>
And that's where the invisible collisions happen. You are not hitting the round part of the model but the invisible "bounding" box that contains them. It's a weird thing but that's the way of it. So, the trick in these cases is to either leave them as no collide, or set them as no collide and fit them tighter with object boxes. The reason I mention any of this is because I think you're track is good racing but it's hampered by this model collision stuff. If you have any questions, please ask. If it's clear, then maybe it's something to keep in mind for the future.
Cheers.
And while we're here, I hope you don't mind if I bring up a little detail about the game that should help you in your future tracks. And that is: all models in the game are square or rectangle. They may look round, or curved, but it's a fact: they are square. This poses problems when driving too close to a round object because you will hit invisible barriers. For example, in traxx, the checkpoint markers look round.
<center><img src="http://mtm2.com/~forum/images/boundingboxeslevi2.jpg" width="300" height="300"></center>
But the truth is that in the game they are square.
<center><img src="http://mtm2.com/~forum/images/boundingboxeslevi1.jpg" width="300" height="300"></center>
And that's where the invisible collisions happen. You are not hitting the round part of the model but the invisible "bounding" box that contains them. It's a weird thing but that's the way of it. So, the trick in these cases is to either leave them as no collide, or set them as no collide and fit them tighter with object boxes. The reason I mention any of this is because I think you're track is good racing but it's hampered by this model collision stuff. If you have any questions, please ask. If it's clear, then maybe it's something to keep in mind for the future.
Cheers.
- ShadowPrincess
- Gone Walkabout
- Posts: 665
- Joined: Tue Jan 25, 2005 10:35 am
- Contact:
Yes, i too think he would have appreciated your efforts Levi.
Tournament Host:
MTM2
http://www.mtm2tournaments.com
http://www.mtm2online.com
Evo1
http://www.evo1online.com
MTM2
http://www.mtm2tournaments.com
http://www.mtm2online.com
Evo1
http://www.evo1online.com