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 Post subject: Black Magic Beta...
PostPosted: Mon Mar 20, 2000 11:03 am 
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Joined: Sun Mar 19, 2000 2:01 pm
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Location: Comox, British Columbia, Canada
<center><IMG SRC="http://rhinoseros.com/~mtmg/tracks/thumbs/blackmagicbyburns.jpg" border=0>
</center>

I have been working on and off on this track for months. It still hasn't developed into anything but I thought I would post it up here and let you guys know and see what you think of it.

Here is the download link: Black Magic

The file is only 210kb. Image

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Anything I say can't, and will not be used against me in a court of law.

edit. broken links



<font size=1>Edited by Phineus (11-02-2003)</font>


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 Post subject:
PostPosted: Fri Mar 24, 2000 6:18 pm 
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Location: Salem, OR, USA
Hey ROX_Burn!

I downloaded and tried this track out. I like the "economical" use of colours Image
That is something really different, but as you're probably well aware (no offence meant mate) this still needs a lot of work. Well of course duh... this is the beta room!
Glad to see you using it at it is intended to be used.
OK.. the nityy gritty, your computer trucks need sorting out big time - maybe you should set the courses 1 and 2 to "generate from main". In Traxx I mean.
The rest of the course looks pretty promising, there are some good jumps. I would like to see some round corners, Alpine has a great tutorial for this if ya don't know how to.
All in all, a great effort. My advice: don't rush it, even though you've already spent a long time on it. It's worth spending more time on perfecting it. It seems to me like it's a project worth persuing and finishing, go for it bud, it looks like a good one!

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Keep on Monster Truckin'

EmceeMart


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 Post subject:
PostPosted: Fri Mar 24, 2000 9:09 pm 
Glow Ball
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Aaaaah, I remember this one. Psyco was tellin me about the b&w track you were working on. Nice trick. Do you do that with "all" the terrain and model textures or do you import a greyscale palette track palette?

I had your track downloaded for a while, sorry, but got side tracked and distracted and preoccupied and I hope you understand.

<center>pic was here</center>

Anyway, usually in a beta report I use checkpoints or other things as reference markers but they aren't working here, and the rest is hard to distinguish from other parts. So let me just give you some first impressions. Make the sky b&w and you'll really have a well balanced track. Do those trees look like they need texture touch ups? Where they from. Did I just put my foot in my mouth ;-) Anyway, a few of the jumps have steep up slopes, dunno if that's a big deal. That tall part way up the hill, well when you come down, it's a sharp left turn. Guess who didn't make it and flew off to parts unknown. Can we have a barrier or at the very least an object box to keep us from overshooting? Thanks. An idea might be to vary the banks a bit. Right now they are pretty even in terms of slope and rise. You think maybe some taller and some smaller would help create some added uh, um, something? You know, give the landscape some recognizable formations from which to orient yourself in terms of the overall course. There's a part where the road splits but it only travels right, I think. Will we get more than one driving line or maybe some indication about which way is the preferred way to go. I dunno why but for some reason I thought the track was more slippery than it actually was. Think the white planted seeds of snow in my brain (ouch, hate using that word). Also, you have no landscape beyond the immediate track. I hope you'll eventually add some shape and scenery to those outer regions.

What kind of effect are you shooting for. If just the novelty of a black and white track, then why not just finish up the details of making it work and function properly and release it. It drives well enough you could do that. If a motocross thing, then maybe some barriers and grandstands. If a circuit race type thing, then maybe a few models to dress it up a bit more.

Okay, that's it off the top.

Now, Burn, don't go makin a stranger of yourself. You been away too long. We like to see more of you around. k.

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- Phineus

[This message has been edited by Phineus (edited 31-08-2000).]


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 Post subject:
PostPosted: Sun Mar 26, 2000 10:59 am 
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Great job so far Burn! Keep it up. When i saw the whole screen black and white it freaked me out and i still don't get how the trucks got black and white. i can easily see how models and textures could be black and white, but the trucks still haunt me! LOL Image


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 Post subject:
PostPosted: Tue Mar 28, 2000 9:41 am 
easy company
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whoa what a trip how'd you do that? i thought somthin was wrong with my game at 1st LOL

i like it

all it needs is the obvious like working cp's, and i think an improvment would be to smooth the terrain out a bit to make it look more natural and also like phin said if there was a way to get rid of the blue sky it would complete the effect..


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 Post subject:
PostPosted: Wed Mar 29, 2000 12:29 am 
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Location: Comox, British Columbia, Canada
Thanks for the input guys...

The track is a work in progress that is why it is so basic right now. As for the blue sky that is easy to change, but if I made it black and white, unless my track is at the bottom of the pod list, other tracks will be effected. I am trying to find a way to edit the .sit file so I can use my own, but it is slow going.


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 Post subject:
PostPosted: Wed Mar 29, 2000 12:36 pm 
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I noticed there is a "cclouds.act" in the startup.pod that is greyscale in just the right place.

Edit your LVL file and replace "cloudy2.act" with "cclouds.act" and your sky will look like this:

<a href=http://geocities.com/trackville/bwsky.jpg>.JPG - drag to address bar (IE) or copy and paste</a>

[This message has been edited by Winterkill (edited 03-08-2002).]


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 Post subject:
PostPosted: Wed Mar 29, 2000 12:49 pm 
Glow Ball
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Good catch there, wk. Somebody should be noting all this down some place.

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- Phineus


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 Post subject:
PostPosted: Wed Mar 29, 2000 3:08 pm 
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Thanks WK!!! I sure was barking up the wrong tree...lol


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 Post subject:
PostPosted: Thu Aug 01, 2002 3:18 pm 
Glow Ball
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Did anybody save a version of this track ? I'd appreciate you sending it if you did. Thanks.


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 Post subject:
PostPosted: Fri Aug 02, 2002 1:05 am 
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Yep, here: <a href=http://geocities.com/trackville/bw.htm>210kb</a>


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 Post subject:
PostPosted: Fri Aug 02, 2002 3:44 am 
Glow Ball
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Thank you, kindly, sir.


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 Post subject:
PostPosted: Mon Feb 10, 2003 10:40 pm 
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Some interesting stuff in this one, Steven Spilsberg was also considered a genius with Chindler's list. The layout appear to be flowing good. Hard to tell at this point as the check point dont register but i think there will be a cut between cp 5 and 6.
Here's a replay of what it could look like at this point. BW Beta
You'll see there are also few place where i get off the intend track to avoid jumps and stuff.
If you could fix that building near the start line it be nice but since it's not in the path at all i guess it's your call.

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Jumper
Only those who will risk going to far can possibly find out how far one can go.

<font size=1>Edited by SLO_Jumper (11-02-2003)</font>

<font size=1>Edited by SLO_Jumper (24-02-2003)</font>


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 Post subject:
PostPosted: Mon Feb 10, 2003 11:45 pm 
Glow Ball
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Hey, Jump. This is a beta that's over two years old, and Burn hasn't been doing the mtm2 thing for almost as long. I posted this on the track page because I thought it had merit in terms of the technical aspects of track making, but it's by no means finished. I guess it won't get finished unless Mal or Wint or some similarly talented track maker lays in the course for it. That said, please leave your replay posted (which is great stuff, btw - I loved the helicopter stop that drops you right in front of the cp) cuz you never know when it could get an update and the replay will be helpful.



<font size=1>Edited by Phineus (11-02-2003)</font>


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 Post subject:
PostPosted: Tue Feb 11, 2003 4:43 am 
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IDEA! This reminds me of old movies. perhaps you can include a couple of old20's-30's cars for keystone cops pr bonnie-and-clyde type chases type chases....heh heh.

Anyone know how to add film grain to MTM2? (wink)

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- BigDOGGe's Boneyard ...The Best Custom Trucks in MTM2 -


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 Post subject:
PostPosted: Tue Feb 11, 2003 11:11 am 
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yeah i noticed the dates after posting it. i didn't delete it for the exact same reason you mention. i think there is an original touch in there and that project deserved some attention.


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Jumper
Only those who will risk going to far can possibly find out how far one can go.


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 Post subject:
PostPosted: Tue Feb 11, 2003 11:58 am 
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Quote:
Anyone know how to add film grain to MTM2? (wink)


no, but i have an old wooden victrola b/w monitor complete with snow and hand crank... lol

Burn was a great guy and smokin fast on the track that'd give anyone a good run for the money, i doubt that he would mind someone finishing up this project but i'd much prefer to get in touch with him first.

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A good wife always forgives her husband when she's wrong.


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 Post subject:
PostPosted: Wed Feb 12, 2003 3:28 am 
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Would something like this be considered a theme?


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 Post subject:
PostPosted: Wed Feb 12, 2003 10:28 am 
Glow Ball
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As it stands now? No. The remarkable thing about this track is how it illustrates the track palette. That's instructive and certainly worthy of having around. But there's no theme here. At least not yet.

However, I must confess that it was this track that first clued me in about my alphaville idea for a track. It's a black and white film that just wouldn't be the same if it was colorized. I thought Burns palette idea would lend itself well to that end. So, my theme would be alphaville and one aspect would be the absence of color.

btw, for anybody interested, enocell played with a track palette like this

http://mtm2.com/~tracks/details.cgi?thistrack=513


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 Post subject:
PostPosted: Wed Feb 12, 2003 11:22 am 
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I had started a track intended for b/w as the theme to go along with a song. When talking to WK about how the actual effect is created he mentioned a few ideas of what to make it as a theme. Stories from the past (ex: the old sayings of how grandfather says back in the day ect) older time setting (ex: The old west) I am still interested in the whole thing as my theme track but i need to get a secondary thing going with it that follows a scheme.


<IMG SRC="http://ftp.teamslo.com/imup/Untitled01.jpg" border=0>

NOTE: You do not have to individually greyscale each texture. Don't waste your time like I did. Image


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K-Dawg


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