levis rocky road

Downloads: https://www.mtm2.com/~tracks/tracks.php
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levi
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levis rocky road

Post by levi »

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
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Phineus
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Re: levis rocky road

Post by Phineus »

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.
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levi
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Post by levi »

thanks for that little tip ive learned alot this year thanks for that
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ShadowPrincess
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Post by ShadowPrincess »

Yes, i too think he would have appreciated your efforts Levi.
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levi
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Post by levi »

thanks sp
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