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 Post subject: Laguna Del Sol
PostPosted: Fri Apr 30, 2004 9:16 pm 
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Joined: Tue Apr 13, 2004 1:55 pm
Posts: 189
well im still learning traxx but im doing quite well now.
ive started doing close of a conversion as i can with Laguna Del Sol from evo1.
i couldnt seem to get the terrain to load without getting the "cannot load txx file" error (saved as grayscale, 256x256, 8-bit, raw), so i made the terrain myself (learned quite a bit with the terrain editor).
ive got the checkpoints layed out in what i think is the right direction.
sorry no pictures quite yet.

one thing i would like help on though: is it easier to place models with tracked2? does it place models like tracked3 and 4 do? cause i just cant seem to "aim" correctly with the mouse. so much used to using the keyboard to place models.

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 Post subject: Re: Laguna Del Sol
PostPosted: Fri Apr 30, 2004 9:48 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
> the "cannot load txx file" error

You get the error because that is not how you load a terrain bitmap. Copy it to the windows clipboard and paste it from the Edit Menu.



> checkpoints ... in ... the right direction

If you did traxx school you'll see there's checkpoint models with arrows on them. Until you become more familiar with traxx, you should think about using those.


> sorry no pictures quite yet.

No test track either.



> is it easier to place models with tracked2?

Some people like it, some hate it. Malibu350 just completed 'toys in the attic' and it was made entirely in traxx. That should tell you something about the capabilities of traxx.


> does it place models like tracked3 and 4 do?

Essentially, yes. The most information on tracked2 track making is right here:

http://cownap.com/~mtmg/tracked2/


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 Post subject:
PostPosted: Fri Apr 30, 2004 10:15 pm 
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Joined: Mon Mar 13, 2000 2:01 pm
Posts: 360
http://www.geocities.com/squeeky622/laguna.html


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 Post subject:
PostPosted: Fri Apr 30, 2004 11:18 pm 
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Joined: Tue Apr 13, 2004 1:55 pm
Posts: 189
thanks guys... ill release a beta when i get some more work done. not now though, im tired and frustrated with other things

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 Post subject:
PostPosted: Sat May 08, 2004 6:21 pm 
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Joined: Tue Apr 13, 2004 1:55 pm
Posts: 189
Image
Image
these are a couple of pictures of what it looks like now. i just need to fix my map points and checkpoints (accidentally reversed all of the orders) and make my trees noncollide w/ boxes.

i imported a couple sounds from evo, but i think the reason they dont work is because theyre not in mtm2 sound.pod.

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 Post subject:
PostPosted: Sat May 08, 2004 6:46 pm 
The Dog House
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Joined: Sun Apr 04, 2004 10:34 am
Posts: 620
Location: Vatican City
Hey buddy, you may wont 2 ask 1 of the Pros, maybe no collide Facing. I could be wrong.

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 Post subject:
PostPosted: Sat May 08, 2004 8:00 pm 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
> i imported a couple sounds from evo... they don't work...

Are the sounds for model impact or continuous sound effects? If so, they do not have to be in the sound.pod but often times you need to load the .wav file in a sound editor and crank the volume up to be able to hear it in the game. I've used several evo sound effects in a few tracks and they all worked just fine after the volume was adjusted.


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 Post subject:
PostPosted: Sat May 08, 2004 10:07 pm 
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Joined: Tue Apr 13, 2004 1:55 pm
Posts: 189
bjblbrd.wav and bjtrlr.wav. those are the 2 i used. i tested them as collision activated sounds and i couldnt hear them. as least not over the default sound it makes when hitting an object.

i just remembered the other things i forgot to add: the hot air balloons! speaking of which, is it possible to connect objects together so i can use them all in one path? children objects like in evo. oh and what course type is path lol.

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 Post subject:
PostPosted: Sat May 08, 2004 11:59 pm 
easy company
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Posts: 2036
> bjblbrd.wav and bjtrlr.wav.

Like I said you need to edit the wav(s) to bring up the volume so it will be audible in mtm2. The default sound you hear is the truck impact sound effect.

> is it possible to connect objects together so...

Yes and no.
There is no parent/child evo type feature in mtm but you can animate objects to follow any path but it must be done in binedit to create the animation sequences (frames) then bin animator to tie the frames together. Check Phins biplane in barnyard 109, that's a fine example of what can be done.

> oh and what course type is path lol.

You can only set a course that moves a model in a straight line...
http://cownap.com/~mtmg/traxx/moving.html


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 Post subject:
PostPosted: Sun May 09, 2004 12:46 pm 
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Joined: Tue Apr 13, 2004 1:55 pm
Posts: 189
hehe thats much easier to do than "train" objects in evo, where you have to set it as "train" then edit it with the .sit file. im starting to love traxx :D

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