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 Post subject: My upcoming race...
PostPosted: Thu Oct 28, 2004 11:24 am 
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Joined: Thu Sep 04, 2003 1:48 pm
Posts: 670
... that I will upload as soon as I get it laid out.

I've decided to call it Butterfly Creek. [<-)]

The road textures are based on the real-life road to our camp, which we
have been on hundreds of times.

The village is based (loosely) on the village in NFS4 track "Route Adonf."

The roads look pretty realistic, including cracks, etc. The cracks are especially visible on the "old, worn-out road" leading into the tunnel. More cracks can be seen in the transitions from road to grass. That's another thing: Rather than "gradient" type transitions, which are direct, this road's transitions are realistic and appear as if the road was broken off or cut.

Wish I could post a shot of it, but it's barely far at all - and, anyway, the track files are still at home.

I think you will like my future screens and possibly the track itself.

:)


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 Post subject:
PostPosted: Thu Oct 28, 2004 2:15 pm 
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Location: Canada
i'll sur have a look at it. Your description make it sound real good. Knowing you usually put lot of time to put together some darn nice track it would be a shame if we end up cuting 2/3 out of it lol

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 Post subject:
PostPosted: Mon Nov 01, 2004 3:54 pm 
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Here, I'll just take a minute to upload what I've got so far.


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 Post subject:
PostPosted: Mon Nov 01, 2004 3:58 pm 
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Here:

Image


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 Post subject:
PostPosted: Mon Nov 01, 2004 7:08 pm 
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Joined: Tue Apr 13, 2004 1:55 pm
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ill bet something like that would just look AWESOME in trackviewGL. :)

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 Post subject:
PostPosted: Tue Nov 02, 2004 1:50 pm 
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Got a link to that so we can have a look at the layout?

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"In theory, there is no difference between theory and practice. But, in practice, there is."
Jan L.A. van de Snepscheut
<a href="http://www.hof.slojumper.com" target="_blank" class="postlink">Team SLO's hall of fame</a>


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 Post subject:
PostPosted: Thu Nov 04, 2004 8:12 am 
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Joined: Thu Sep 04, 2003 1:48 pm
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Well, I'm at my Thursday computer right now and probably won't have access to it until next Thursday, but I'll do some work on it and send it then.

And I'll bet you're right, about TrackViewGL. Maybe we should try, when I finish.

It ought to be big enough for a clear view.

One more thing: The TrackView image could be used as the big track logo in MTM2! You know, how the MTM2 manual (and the MS MTM2 screenshot) shows the logo displaying an overview of the track.

Just an idea....


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 Post subject:
PostPosted: Sat Nov 13, 2004 10:26 am 
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The heist went over great. I've got the merchandise right here.

http://mtm2.com/~tracks/dl.cgi?dl=4263


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 Post subject:
PostPosted: Sat Nov 13, 2004 4:51 pm 
Glow Ball
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> The heist went over great. I've got the merchandise ...

Very nice workaround [tu]


> http://mtm2.com/~tracks/dl.cgi?dl=4263

And excellent work. I really like the weeds growing in the cracks in the road. Nice touch indeed.


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 Post subject:
PostPosted: Sun Nov 14, 2004 12:45 am 
Trackologist
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Location: Nebraska
Agreed - a very nice begining, Mat. Definitely looking forward to seeing how this one develops. :)


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 Post subject:
PostPosted: Sun Nov 14, 2004 1:47 pm 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2018
This track shows a great deal of potential even tho it's still alpha. The early signs of creativity via custom work and humour is totally bit-chin.. (sorry for the ancient slang there but that best describes what I see coupled with my very limited vocabulary and all).

Mat you better finish this track or i'll hunt you down and break your keyboard. lol


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 Post subject:
PostPosted: Thu Nov 18, 2004 8:24 am 
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Joined: Thu Sep 04, 2003 1:48 pm
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Fine. Then I'll just buy another one and I won't tell anyone. [nyuk] [nyuk] [nyuk]

Glad to see you like the beat-up road I made with the grass. Did you notice it was nearly impossible to get onto it?

That road will lead to The Haunted Tunnel later.

I still need a bridge and such, but it's still going great.


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 Post subject:
PostPosted: Thu Nov 18, 2004 6:52 pm 
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Quote:
Glad to see you like the beat-up road I made with the grass. Did you notice it was nearly impossible to get onto it?


If you mean did I run into an invisible wall? Of course I did....Why it's there, I can't say.


The track looks like it's coming along fine....Looking forward to driving the finished product someday.

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 Post subject:
PostPosted: Sun Nov 21, 2004 3:10 pm 
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Joined: Thu Sep 04, 2003 1:48 pm
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>> Why it's there...
...is because if the player travelled on the cracked road when it is finished, the cave would blow their processor to shreds and the collision properties of the cave would be off as well.


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 Post subject:
PostPosted: Sun Nov 21, 2004 4:48 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 8
I don't think I'll be going up that road too many times, then. Doesn't sound like a pleasant place.

[;)]


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