MTM2.com

A forum for mtm2 discussion
FAQ :: Search :: Members :: Groups :: Register
Login
It is currently Mon Mar 18, 2024 11:38 pm



Post new topic Reply to topic  [ 29 posts ]  Go to page 1, 2  Next   
Author Message
 Post subject: Jup1
PostPosted: Mon Oct 11, 2004 11:26 am 
Member
User avatar

Joined: Mon May 19, 2003 12:54 pm
Posts: 133
Location: Belgium
Ok, this is my newest beta. It was meant to the part for the track me and Cart would set up. But somehow this has been goin on for 5 months now and I decided to release it as a beta. The current name Jup doesnt mean anything. I couldnt find a name and called it to a belgioan beer (was the first thing that came up in me). The layout and textures should be "ok". I need some input on the track name, faults, seams or other mistakes. I also havent put much models in it. Maybe you can give me some suggestions.

I havent used model cp's, that was my decision. It prolly looks bad lol, just tell me what you think.

Download: http://www.mtm2.com/~tracks/dl.cgi?dl=4234

Ashes


Top
 Profile  
 
 Post subject:
PostPosted: Mon Oct 11, 2004 4:34 pm 
Member
User avatar

Joined: Tue Sep 17, 2002 2:01 pm
Posts: 223
Location: Missouri, USA
Quote:
I couldnt find a name and called it to a belgioan beer (was the first thing that came up in me).


Hey Ashes, is that really how you meant it to sound? [:P] I don't think I'd name it after something you puked up. [;)] LOL

I'll check it out.

_________________
Scatter
To err is human, but to really foul things up requires a computer.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 12, 2004 10:40 am 
Member
User avatar

Joined: Mon May 19, 2003 12:54 pm
Posts: 133
Location: Belgium
Yes Scat [:P]

And I was drinking a Jupiler when I made the track and typed the topic yesterday. 'Belgioan' should be Belgian :)


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 12, 2004 11:30 am 
You Gonna Eat That?
User avatar

Joined: Tue Mar 27, 2001 2:01 pm
Posts: 923
Location: Nebraska
Speaking as a driver like myself, who doesn't use the map...

It was very hard to figure out where you are supposed to go, as it is now. A few signs would be very helpful, or some markings on the road itself.

This is my biggest pet peave ever in a track, blind jumps. Your checkpoints are great, the layout is really fun once you figure it out, but all of your checkpoints are set as jumps, and all are right before a turn. If you would stretch out the landing some so you don't end up in the water, or run off a cliff, or just get rid of the jumps all together on your check's, this would be a really decent track.

I like the track, it's big, and wide, and fast. But you have to change those checks.

_________________
Rep Fan's Garage


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 12, 2004 11:59 am 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
I'll second that.

Checkpoints 4, 5 and 7 are not bad, and the finish line is prob'ly okay. Also, the water after cp6 is kinda deep.

That's all I have for the moment. Good start.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 12, 2004 3:12 pm 
Member
User avatar

Joined: Mon Nov 06, 2000 2:01 pm
Posts: 392
Location: Canada
Ya need to add a cp at the bottom of the loop just prior to cp 7. I'll comment some more on it tomorrow.

_________________
"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>


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 12, 2004 5:36 pm 
Trackologist
User avatar

Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1028
Location: Nebraska
Alrighty, here's my 2¢ worth: Ya know, I didn't much care for the layout at all when I first ran it, which is not to say I didn't like some aspects of the track, but overall it just didn't "thrill" me. But after about 8 laps (4 yesterday and 4 more today), it grew on me. :)

I haven't had time to go thru and scope out some of the finer points, but as far as the layout goes, I think the turn at cp 1 is much too severe coming off that jump at the end of the long straight. The rate of speed going into cp one forces you to hit the brakes a bit hard. Even with directional arrows to tip you off I think it's too sharp. Banking that corner would work better than what's currently in place. Besides, there are already several jumps in the track, and that one in particular is a momentum killer, and I don't think that's what you want at the start of a track like this. The jump/turn at cp 2 and thereafter are all fine.

The only other thing that caught my attention was the landing after jumping across the water (as shown here) shortly after cp 7. Coming off the down hill trot after cp 7, you have to really watch your speed in order to keep from drifting wide left, ultimately botching the jump. The problem...and I'm not sure if I can really say it's a problem, but what happens is even if you do everything correctly, when you hit the other side, it pops you up in the air...as if you landed short of some ideal spot. That make sense? LOL I sure as heck hope so. It's kind of hard to explain.

As for props and such, I'm not really good at that. I'm better at telling people what I think "doesn't" work lol. For now though I'll cruise through it and check out the textures and what models you do have in there.

So far so good though, bud!


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 12, 2004 6:20 pm 
Glow Ball
User avatar

Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
<table width="90%" cellspacing="1" cellpadding="3" border="0"><tr><td class="quote"> ...as if you landed short of some ideal spot. That make sense? </td></tr></table>

Yes. There's two problems with that landing. <a href="http://mtm2.com/~forum/images/juliplanding2.jpg">Here</a> it's curved upward instead of under... to anticipate the corner ahead. And <a href="http://mtm2.com/~forum/images/juliplanding3.jpg">here</a> is the big one. The shape causes the trucks to slam smack dab in the middle of that lump. The fix is easy. Just bring the same incline from that corner right down to the water's edge... a little smoothing and it's all set.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 13, 2004 9:57 am 
Trackologist
User avatar

Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1028
Location: Nebraska
Got a few pics for ya, Ash. I'll post em later this afternoon when I get off work.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 13, 2004 9:58 am 
The Dog House
User avatar

Joined: Sun Apr 04, 2004 10:34 am
Posts: 620
Location: Vatican City
Hey Ash, like I said I cant post the pictures but along side the road theres some textures that dont SEAM to come together. Nice start Bro, Cp's already pointed out for you. [;)]

_________________
Shoot for the moon.
Even if you miss you will land among the stars....


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 13, 2004 1:51 pm 
Member
User avatar

Joined: Mon Nov 06, 2000 2:01 pm
Posts: 392
Location: Canada
Here's a 1 lap replay
I'll have to agree with COPE about the 2 first curve. They're a little too sharp for where they're situate on the layout. At that point, all there is before we get there is long straight. Ya need to either smooth it out with a banking curve or to place it further along so that the pack can strech a bit before reaching it. Personnaly, a good banking curve would be fun considering the style of this track.

There are a few areas where you'll notice i cut the corners quite a bit. I think a few models, trees and fences at the right spot can deny those easily. Like i already mentioned, You'll need to add another cp at the bottom of the loop on the way to cp7 to deny the cut.

For now, i figure you have your hands full fixing what's already menttion so i'll wait for the next version before going back into it.

_________________
"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>


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 13, 2004 4:46 pm 
The Dog House
User avatar

Joined: Sun Apr 04, 2004 10:34 am
Posts: 620
Location: Vatican City
Ash, I sent you a few track shots. Hope that'll help a little.

_________________
Shoot for the moon.
Even if you miss you will land among the stars....


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 13, 2004 10:22 pm 
Trackologist
User avatar

Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1028
Location: Nebraska
Ok here we go.

<a href="http://mtm2.com/~forum/images/juptext1.jpg">This</a> shot and <a href="http://mtm2.com/~forum/images/juptext2.jpg">this one</a> are at the start line. Along the edges of the track of that texture set pretty much all the tiles are misaligned...noticeably misaligned. I imagine it's gonna take quite a bit of work to clean that up...if you decide to that is.

The rest are pretty much more of the same, but mostly at corners, which I understand are tuff to piece together without aligment issues:

<a href="http://mtm2.com/~forum/images/juptext3.jpg">1</a> <a href="http://mtm2.com/~forum/images/juptext4.jpg">2</a> <a href="http://mtm2.com/~forum/images/juptext5.jpg">3</a> <a href="http://mtm2.com/~forum/images/juptext6.jpg">4</a> <a href="http://mtm2.com/~forum/images/juptext7.jpg">5</a> <a href="http://mtm2.com/~forum/images/juptext8.jpg">6</a> <a href="http://mtm2.com/~forum/images/juptext9.jpg">7</a>

By the way, that picture where you see the circle on the map (here) indicates where I took a pic of more texture problems that didn't come out.

Here's a <a href="http://mtm2.com/~forum/images/jupbridge.jpg">bridge leg</a> you'll need to adjust.

Just a note here, but is <a href="http://mtm2.com/~forum/images/jupredundant.jpg">this</a> a popular model/year for that vehicle? LOL. Just suggesting that for the sake of a little more realism, throw in different model types.


That's all I had time for tonight partner, but I have another pass or three to make, which I'll do tomorrow.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Oct 14, 2004 6:33 pm 
Trackologist
User avatar

Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1028
Location: Nebraska
K, I took another very long lap thru the track checking out your trees. Man, I have to say it's impressive that you planted all those babies without screwing up a single one. Your other models were placed well too - not recessed into the ground or floating above it. Well done, partner. :)

Here's a <a href="http://mtm2.com/~forum/images/jupjump.jpg">texture flaw</a> I took yesterday, but it didn't turn out for some reason, so I reshot it today. Other than that, it's lookin good, Ash!


Top
 Profile  
 
 Post subject:
PostPosted: Sat Oct 16, 2004 6:39 am 
Member
User avatar

Joined: Mon May 19, 2003 12:54 pm
Posts: 133
Location: Belgium
Here's the new Beta: http://www.mtm2.com/~tracks/dl.cgi?dl=4238, Jup1 can now be deleted. Thanks

I fixed alot of seams, but I couldnt fix them all. From now on Ill only fix the drastic seams anymore. I changes some CP's. I didnt change the finish line because it isnt a hard turn. I changed cp1, cp2, cp3 and cp6. I changed the "jump-bump" jump after cp7.

But I still could use some models. Where can I find car models? And could you edit the road signs for me Mal? I would like to use them with the "wrong way" back 2. The wrong way is very good, but it would be good to have the signs without the back to.

If you have a good suggestion for a model along some part of the course, just tell me. At some places the track might be very boring.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Oct 16, 2004 6:50 am 
Trackologist
User avatar

Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1028
Location: Nebraska
Hey Ash, I turned Jup1 one off. I'll run the new version tonight and let ya know what I think. :)


Top
 Profile  
 
 Post subject:
PostPosted: Sat Oct 16, 2004 8:51 am 
The Dog House
User avatar

Joined: Sun Apr 04, 2004 10:34 am
Posts: 620
Location: Vatican City
Rep Fan's Garage has Car and truck models, Malibu_350 and MTMG have a few Ash. Ill give a look see later today on new beta.

_________________
Shoot for the moon.
Even if you miss you will land among the stars....


Top
 Profile  
 
 Post subject:
PostPosted: Sat Oct 16, 2004 1:29 pm 
Member
User avatar

Joined: Mon Nov 06, 2000 2:01 pm
Posts: 392
Location: Canada
yeah now you're talking. I see you modified those area just the right amount so that the track flows better.
The short cut to cp 7 was not deny but you modifyed it enough to have players erned it. I like it as is. I also liked how you modifyed the landing area on that jump after cp7.

Those scrubbs on the track at various area dont fit the environement. those look more like those you see in a dry / desert area. Perhap something that fit more with wet grassy environement would look better.

I'll run it some more later. It's a much better track bud. good job.

_________________
"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>


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 20, 2004 12:29 pm 
Trackologist
User avatar

Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1028
Location: Nebraska
Sorry Ash - got sidetracked with a few other things. You made some nice changes, bud. The track runs a lot better, much more enjoyable I think. I'll take one more pass thru it looking for gross flaws, but I'm pretty sure I won't find anything; looks like you did a great job of catching the big stuff and a lot of the smaller flaws where textures are concerned.

As for populating it with models, tell ya what...the best I can offer is to give you a list of tracks with décor I feel may work well with your track, and it'll be up to you to pick out what you like. I do agree with Jump on the newly inserted cactus-like model you put in--it kind of looks out of place. But here's the thing: it may be exactly what you were looking for, so in your eyes it looks great lol. It's such a subjective area, which is why I really shy away from recommending what models to put in tracks. :)

Anyway, I'll toss 3 to 5 links in here for ya to look at by tomorrow :)


Top
 Profile  
 
 Post subject:
PostPosted: Tue Oct 26, 2004 2:46 am 
Trackologist
User avatar

Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1028
Location: Nebraska
Ok here's the deal: after looking over quite a few tracks, as well as running your track a couple more times here's what I recommend:

This is a big track, and you've alreadly populated it with quite a few trees and several other models. This track impresses me more as huge park (a national park for instance, like our Yellowstone) where you'd find recreational vehicles, boats, jet skis, campers...a park headquarters with park ranger vehicles, maybe some horses with stalls or a barn, etc. Off the top of my head I believe the model count maxes out at 542, and although I don't know where you stand right now with respect to the number of models you've used, I'd recommend using just a few models to support your theme, then falling back on more trees. If you start sticking models in just to fill up space in your track, often times it looks purposeless and haphazardly done. Pick a few "fitting" models and spread them out over track, then support them with more trees.

One more thing, and maybe this is just me, but you really don't have to have grandstands in a track, just as you don't have to have trains, but quite a few people use those two models regardless of what their theme is. For this track the grandstands serve to mark where the race begins and ends, but you could also use other models for the same pupose. Racers like to have visual clues that tell them where they are in a track, and as I said, it doesn't have to be a grandstand

Anyway, that's all I have for now, and again, I apologize for my not so hasty replies, bud.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 29 posts ]  Go to page 1, 2  Next   


Who is online

Users browsing this forum: No registered users and 12 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:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group