Still don't know a name for it, suggestions welcome. If link doesn't work copy/paste into browser. Rip it apart guys
My silverton...
My silverton...
http://www.geocities.com/squeeky622/Beta/KDASPEN3.zip
Still don't know a name for it, suggestions welcome. If link doesn't work copy/paste into browser. Rip it apart guys
Still don't know a name for it, suggestions welcome. If link doesn't work copy/paste into browser. Rip it apart guys
I really like how you've handled the tree stumps. Very few, and buried more than exposed so they don't become a driving hazard.
Large tree on outside (right side) of the corner before cp5. Minor float, I mean, half the tree trunk only. Just nudge it down and it'll be fine.
Right side cp8 marker. Same thing.
After cp8, after the corner, right hand side, tree floats. A true floater. Give it a good shove and it should be fine.
Most of those things are caused by the rotation of the model against the terrain in traxx. Not a major deal and certainly an easy fix.
Then, the first jump after that, right side again, little tree is in the water. Maybe plant it on terra firma.
And finally, a transparency glitch.
<center><img src="http://mtm2.com/~forum/images/kdawgaspen01.jpg" width="450" height="292"></center>
Usually caused by putting the first tree in before the second one. Sometimes fixable if you delete the first tree, save the txx, maybe close traxx, and then reinsert an object box and apply the tree to it. The idea is to change the order in which the models are rendered so the one behind is rendered before the one in front.
Overall, great work.
PS. Oh, a name. Um.... The Heights. No no, um... Silverton Mountains, silverton heights, silverton logging run, silverton trails. But let's drop silverton and see what we come up with. Um.... Mountain Heights, Mountain Logging run, Heights Trails, lol. How about K-Passa? Or, Beware of Dawg? Oh, dawg trails. Or, Charles' Backyard. Or, looking at all them trees, Dawg Heaven!
Large tree on outside (right side) of the corner before cp5. Minor float, I mean, half the tree trunk only. Just nudge it down and it'll be fine.
Right side cp8 marker. Same thing.
After cp8, after the corner, right hand side, tree floats. A true floater. Give it a good shove and it should be fine.
Most of those things are caused by the rotation of the model against the terrain in traxx. Not a major deal and certainly an easy fix.
Then, the first jump after that, right side again, little tree is in the water. Maybe plant it on terra firma.
And finally, a transparency glitch.
<center><img src="http://mtm2.com/~forum/images/kdawgaspen01.jpg" width="450" height="292"></center>
Usually caused by putting the first tree in before the second one. Sometimes fixable if you delete the first tree, save the txx, maybe close traxx, and then reinsert an object box and apply the tree to it. The idea is to change the order in which the models are rendered so the one behind is rendered before the one in front.
Overall, great work.
PS. Oh, a name. Um.... The Heights. No no, um... Silverton Mountains, silverton heights, silverton logging run, silverton trails. But let's drop silverton and see what we come up with. Um.... Mountain Heights, Mountain Logging run, Heights Trails, lol. How about K-Passa? Or, Beware of Dawg? Oh, dawg trails. Or, Charles' Backyard. Or, looking at all them trees, Dawg Heaven!
LOL now you know not to ask Phin for name suggestions. Not that you did directly, but still lol.
Ya know, it sure seems like I pointed out a that very same tree (and one or two others) that were set too close together on this a looooong time ago. I didn't find much, but I coulda swore I forwarded it all to ya. However comma . . . I'll have a look-see once again.
Ya know, it sure seems like I pointed out a that very same tree (and one or two others) that were set too close together on this a looooong time ago. I didn't find much, but I coulda swore I forwarded it all to ya. However comma . . . I'll have a look-see once again.
- NIR_PitBull
- The Dog House
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Cope, I don't think they are the same trees. Once you run the track you'll notice it was visited by lumberjacks, and half the trees are no longer there [;)]
I was having problems with tracked3(Just can't get used to it) I figured, the track isn't going to be good because of accuracy, rather, good because of the terrain being just right. So I started blank of models and in traxx placed them randomly.
I wonder if Phin noticed it, because I know he didn't like it much, but there used to be a jump before a turn, when the terrain was based off of evo1's, and its not there anymore.
I was having problems with tracked3(Just can't get used to it) I figured, the track isn't going to be good because of accuracy, rather, good because of the terrain being just right. So I started blank of models and in traxx placed them randomly.
I wonder if Phin noticed it, because I know he didn't like it much, but there used to be a jump before a turn, when the terrain was based off of evo1's, and its not there anymore.
- SLO_SCATTER
- Member
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- Joined: Tue Sep 17, 2002 2:01 pm
- Location: Missouri, USA
Hey, looks good and plays well, Kdawg. Apart from the default music, about the only thing I'd question is the checkpoint placement and numbers. Is there a cross country cut between cp 6 and 7? I was fooling around and drew a line of the possible cut.... HERE
Racers, can you comment or confirm this as a reliable shortcut or in need of tweaking? I can spot stuff like this but I can't turn in consistent laps to save my life. I tried making replays but they were embarassing, so I reverted to using TrackViewGL and PSP.
Racers, can you comment or confirm this as a reliable shortcut or in need of tweaking? I can spot stuff like this but I can't turn in consistent laps to save my life. I tried making replays but they were embarassing, so I reverted to using TrackViewGL and PSP.
Oh ok bud, sounds good. Didn't realize this was a rehashed version of the one I ran a while back. I'll run it up tomorrow, but I'll tell ya, in my opinion I think you would be better served to add another cp in there to negate the possibility of a cut altogether. Yep, I'm fully aware that terrain can be very effective in eliminiting shorts, but if there's even the slightest opening for a short . . . and if it's faster than taking the traditional route, it'll get exploited, I guarantee it. Besides, if you add logs/stumps, and there's still an opening, you have to go back and readjust. Adding a cp wipes all that mess out, and it's a done deal the first time around.
Anyway, I'll shutup for now since I haven't run the track lol. I'll be back tomorrow though with more thoughts. I will say I'm glad to see that you're finally releasing this baby. It's only taken a year+, but hey, you're still quicker on the trigger compared to that Winterkill guy. ;)
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EDIT
Ok, I had a chance to scope it out a little on my lunch break. Didn't have a lot of time so I mainly focused on the short between 6 & 7. Overall I think you have a much improved track with the adjustments/changes you've made. It doesn't seem to be quite as labor intensive as the previous version.
As for the short, it appears to be little more than an alternate route. I ran a 1:08.84 using the road and a 1:09.03 using the cut. I think the alternate route will yield slight variations in lap times depending on how well you hit it, but overall it's pretty much negligible as far as I'm concerned.
As for adding an extra cp, personally I don't think it matters now. As I said, it seems to be nothing more than a means to deviate from the beaten path. Actually, the key to both routes being essentially equal is how and where you placed the stumps just before getting to cp 6. They force you to go on the outside (just left of the cluster of stumps) so that you maintain contact with the road in order to maximize your momentum. If not for those stumps you'd probably have a slight (very slight) edge by taking the cut because the line thru cp 6 could be taken differently.
I will say that this track "appears" to have RnR potential, so in my opinion it would be better to leave it as is for the simple reason of affording racers a choice at cp 6, but not necessarily to the detriment of the blockers who are trying to pulverize them lol. At any rate, I'd have to look at a few other things from a blocker's perspective to know for certain, but it sure crossed my mind as I was cruising around that sucker.
Good stuff, kdawg! I'll have a closer look tomorrow to see if anything turns up.
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EDIT
Ran a few more laps this morning, but didn't see anything . . . and nope, it's not really suited for RnR. I know that wasn't on the menu (so to speak), yet I figured I'd point it out anyway. If it were, I would've recommeneded not closing off alt route between cp 6 & 7. As it stands it'll be fine regardless of how you choose to handle it. ;)
Anyway, I'll shutup for now since I haven't run the track lol. I'll be back tomorrow though with more thoughts. I will say I'm glad to see that you're finally releasing this baby. It's only taken a year+, but hey, you're still quicker on the trigger compared to that Winterkill guy. ;)
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EDIT
Ok, I had a chance to scope it out a little on my lunch break. Didn't have a lot of time so I mainly focused on the short between 6 & 7. Overall I think you have a much improved track with the adjustments/changes you've made. It doesn't seem to be quite as labor intensive as the previous version.
As for the short, it appears to be little more than an alternate route. I ran a 1:08.84 using the road and a 1:09.03 using the cut. I think the alternate route will yield slight variations in lap times depending on how well you hit it, but overall it's pretty much negligible as far as I'm concerned.
As for adding an extra cp, personally I don't think it matters now. As I said, it seems to be nothing more than a means to deviate from the beaten path. Actually, the key to both routes being essentially equal is how and where you placed the stumps just before getting to cp 6. They force you to go on the outside (just left of the cluster of stumps) so that you maintain contact with the road in order to maximize your momentum. If not for those stumps you'd probably have a slight (very slight) edge by taking the cut because the line thru cp 6 could be taken differently.
I will say that this track "appears" to have RnR potential, so in my opinion it would be better to leave it as is for the simple reason of affording racers a choice at cp 6, but not necessarily to the detriment of the blockers who are trying to pulverize them lol. At any rate, I'd have to look at a few other things from a blocker's perspective to know for certain, but it sure crossed my mind as I was cruising around that sucker.
Good stuff, kdawg! I'll have a closer look tomorrow to see if anything turns up.
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EDIT
Ran a few more laps this morning, but didn't see anything . . . and nope, it's not really suited for RnR. I know that wasn't on the menu (so to speak), yet I figured I'd point it out anyway. If it were, I would've recommeneded not closing off alt route between cp 6 & 7. As it stands it'll be fine regardless of how you choose to handle it. ;)
>>but hey, you're still quicker on the trigger compared to that Winterkill guy.
Well, he's made about 3 or 4 released since I last released one... lol, the straightaway expo. I must admit I haven't really been into this recently as I was at the time of releasing those other 2.
>>1:08.84
..... My best is 1:14.xx.
I moved that checkpoint forward so that it is right at the edge of the jump. I did it a while ago when the cut was still in question and I think it may be better back where it was.
What's RnR? (I'll probably remember once you say it)
http://www.geocities.com/squeeky622/Beta/KDASPEN4.zip
Name still not final... I was just playing around with the graphic for fun
Well, he's made about 3 or 4 released since I last released one... lol, the straightaway expo. I must admit I haven't really been into this recently as I was at the time of releasing those other 2.
>>1:08.84
..... My best is 1:14.xx.
I moved that checkpoint forward so that it is right at the edge of the jump. I did it a while ago when the cut was still in question and I think it may be better back where it was.
What's RnR? (I'll probably remember once you say it)
http://www.geocities.com/squeeky622/Beta/KDASPEN4.zip
Name still not final... I was just playing around with the graphic for fun
Race 'N Rumble . . . and I'll have a look at the updated version when I get home.
