MTM2.com

A forum for mtm2 discussion
FAQ :: Search :: Members :: Groups :: Register
Login
It is currently Fri Mar 29, 2024 7:34 am



Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: Object limitation differences between EVO and MTM
PostPosted: Mon Jan 26, 2015 10:47 am 
Member

Joined: Sun Jul 27, 2014 12:45 pm
Posts: 38
I'm not terribly familiar with track creation for MTM2, however Leo pointed out MTM2 had some higher limits. If someone could enlighten me on the maximum caps for the various limits I'll make sure the next release meets those requirements, it should help with track compatibility.

_________________
4x4 Evolution Revival Project
http://www.4x4evolution.com


Top
 Profile  
 
 Post subject: Re: Object limitation differences between EVO and MTM
PostPosted: Mon Jan 26, 2015 12:07 pm 
Member
User avatar

Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1399
Location: Lost in Translation
It has higher limits? Hmmm... i didn't remember that. I thought Evo limits were higher.

Or you mean stricter limits?

Textures: 512
Models: 256
Model Textures: 1024
Ground Boxes: 2048 (this is exclusively for MTM2, there's none of it in 4x4 Evo). If you wanna know what ground boxes are download SLO Mountains Redux. Those squares you see above the racing line right at the beginning of the track, that's the ground boxes.
Objects: 541
Ramps: 10 (also probably exclusive to MTM2 i think)
Moving objects: 48
Max number of checkpoints: 20


Top
 Profile  
 
 Post subject: Re: Object limitation differences between EVO and MTM
PostPosted: Tue Jan 27, 2015 10:56 pm 
Member

Joined: Sun Jul 27, 2014 12:45 pm
Posts: 38
No idea exactly, Leo seemed to be under the impression that some limits were lower. I was thinking everything as higher.

Out of curiousity what did the ramps do exactly, vs. a normal collision box.

_________________
4x4 Evolution Revival Project
http://www.4x4evolution.com


Top
 Profile  
 
 Post subject: Re: Object limitation differences between EVO and MTM
PostPosted: Tue Jan 27, 2015 11:42 pm 
MTM2 Fanatic

Joined: Thu Sep 04, 2003 1:48 pm
Posts: 680
Ramps are wedge shaped rather than cuboid, and they seem to force the truck upwards towards the peak of the ramp. They also "suck" trucks up to directly above them if placed in a way that they can be driven under.


Top
 Profile  
 
 Post subject: Re: Object limitation differences between EVO and MTM
PostPosted: Wed Jan 28, 2015 1:06 am 
Member
User avatar

Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1399
Location: Lost in Translation
The best example to understand the "truck sucking" is if you run Extreme Luge in MTM2. Towards the end of lap 1 you will witness the phenomenon.

http://www.mtm2.com/MTM2/Tracks/tracks. ... treme+luge

Other than that, these ramps/wedges were used if you wanted for the truck to run over an obstacle (like those dinosaur bones) in case the normal square box was, for some reason, impractical.

Edit: Also I think that ramps were always interacting with AI trucks. The thing with the normal collision box is that if you are in the vicinity of the box, the AI will interact with the box (meaning it hits the invisible wall) but if you are further away the AI and the box will not interact (the AI will drive through).

I've used this effect in Arizona Dreaming to create shortcuts for the AI. If you are right next to them when they try to take the shortcut they will hit the invisible wall.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 


Who is online

Users browsing this forum: No registered users and 26 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group