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 Post subject: NIR Beta
PostPosted: Fri Nov 19, 2004 11:28 am 
The Dog House
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OK guys dont worry I will set weather to clear in the end. I wanted every body to see how the track is {meant} to be. As far as any more Models, Im not sure I even need more{thats open to suggestion}because I dont know what would go well with the track. Now, I have a sound wav in there thats not working, so PLEASE advise to what I maybe able to do to get it to work. If not, then PLEASE tell me how to get rid of it. The name comes from the shape of the track. See map in the game.

http://www.karf.net/~tracks/dl.cgi?dl=4281

Malibu_350, sorry I didn't use that backdrop you fixed. But I did find one you have at your Garage that I think is perfect for what Im doing.

Please leave comments or suggestions, Thanks

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PostPosted: Sat Nov 20, 2004 6:44 pm 
The Dog House
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Well {THANKS}| to a real good guy I have my sound problem fixed and not. Again thanks to Wint for telling me about the sound effects for each model. Now have the sound so you hear it as you go around the track in a couple areas not the whole track. Great trick. Also said you could hear the wav I was tring to fix to begin with, VERY LOUDLY. Sorry folks. I never did hear it the other way. Maybe someday i'll get that fixed to.

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PostPosted: Sat Nov 20, 2004 7:10 pm 
Glow Ball
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re: weather masks.

I've given this a lot of thought and I've now come to the view that in some cases a weather mask is perfectly acceptable. Yes, the can be restricting. Yes, they can be annoying. Yes, they can make a good track less enjoyable. However, in some cases, certain driving conditions are more called for than others. <a href="http://cownap.com/~tracks/details.cgi?t=1489">Misty Mountain Hop</a>, for example, just wouldn't be the same without the dusk setting. So, if you feel dusk is the way to go, because of the lighthouse effects, then go for it.

re: scenery

I don't like the checkpoint markers.

When driving, these two tracks came to mind: <a href="http://cownap.com/~tracks/details.cgi?t=708">Driving In A Hurricane</a> and <a href="http://cownap.com/~tracks/details.cgi?t=2187">Silvuplee</a>. Have a look to see if maybe they can prompt ideas. Careful with Silvuplee. It's a lag beastie.


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PostPosted: Sat Nov 20, 2004 7:40 pm 
The Dog House
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Thanks Phineus, i'll give them the once over. Sorry to hear you dont like the markers, see what I can come up with. Yes, i think that the dusk setting is appropriate just because of the lighthouse. When i drove with a clear setting, to me it just didnt seem right.

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PostPosted: Sat Nov 20, 2004 8:32 pm 
easy company
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On a track such as this one a palm tree on each side of the road for cp markers may look nice. Overall the track looks mighty fine tho.


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 Post subject:
PostPosted: Sat Nov 20, 2004 8:45 pm 
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This is a fun track....I love the animated lighthouses.

My thoughts?


1. I wonder if the light beam textures for the ligthhouses can be replaced. Someone here at MTMG was experimenting awhile back with new lightbeam textures that would gradually fade out, instead of terminating abruptly like Luke Skywalker's light saber ;-)

2. Perhaps at least one jump placed somewhere on a straightaway for a little extra air-time.... perhaps a piece of driftwood lying across the road or something else coastline-related.

3. The checkpoints do look out of place. Not sure what would look proper. Maybe old wooded pylons, such as those that might be seen on an old pier? Not sure there...

At least the start/finish home checkpoint should be different, so one knows when they are approaching the finish line.


Finally, the BOT trucks were having big problems getting around the track without crashing into and getting hung-up on the checkpoint obelisks. That may have just been my truck settings, but maybe not.

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 Post subject:
PostPosted: Sat Nov 20, 2004 10:07 pm 
The Dog House
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Yea, cp aren't good. Nice ideas guys, i'll see what may work better. I had no problem with the Bot's BigDoGGe, would you run a few laps on different settings and see how that works for me. Maybe a couple mini jumps, i cant really go to high any place with out messing with more than just one straightaway. I'll try something.

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 Post subject:
PostPosted: Sun Nov 21, 2004 7:11 am 
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Not bad at all, i liked it and it's well put together. The layout however is missing a little something. I can hardly explain but let's see. Most of the curves, especially those between cp 9 and 13 are all the same angles and lenght. That added to the fact that we're at sea level so there's not much up and downs, make it feel a little to easy. If you could perhaps just play a little bit with them curves so that each feel different. For exemple, one being narrower the other one banked a bit and perhaps a small jump well place just before the other.

As i said, it's not bad but i think just a little bit more variety in the layout would make it much better.

Again, it all up to you.

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 Post subject:
PostPosted: Sun Nov 21, 2004 9:51 am 
The Dog House
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Between 9 and 13, I'll try to do someting with a couple of those bud. 8)

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 Post subject:
PostPosted: Sun Nov 21, 2004 10:49 am 
Trackologist
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Nice piece of work you got going here, Charles. Love the dusk setting. Reospeed's Legend of the Wooley Swamp was set to dusk too, and it just seemed to fit, as does this one. Texture work looks nice too - very good!

I see what Jump is saying, but the thing is, if your intent is to make a nice track geared toward beginners and intermediates, then you're right on the money. Nothing fancy - just a straightforward race void of complex nuances you need to analyze and memorize in order to run decent laps (like Valvejobs Rattler lol). Pros generally like a little more to keep them from drifting off into no-man's land mentally. For example, Shepherd of the Hills and Apache Wells both have very simplistic layouts, yet each of them have at least one turn or spot that says to the racer, "Hey...you'd better pay attention, or I'll hurt ya" lol. That's what this track is missing, but again, only if you have designs on making it appealing to pros. If not, it's looking "primo".

Oh, and since you're probably going to change your cp's, I won't mention <a href="http://mtm2.com/~forum/images/nircp.jpg">this</a>. :)

Finally, where's the MTMG billboard? LOL


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 Post subject:
PostPosted: Sun Nov 21, 2004 11:55 am 
The Dog House
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LoL [Hey...you'd better pay attention, or I'll hurt ya] My friend you have a way with words. Have a couple things Ill try, dont want no pro's falling a sleep on my track. HeHe. Yes sir already have something in the works as far as them cp's. Would LOVE some new Billboard's for MTMG and Malibu_350 and SLO and a few others. LoL. I do indeed like Billboard's. Someday maybe even my own. Thanks Cope

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 Post subject:
PostPosted: Sun Nov 21, 2004 12:08 pm 
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Quote:
Would LOVE some new Billboard's for MTMG and Malibu_350 and SLO and a few others.

Yup, you're right about that. Team SLO is well over due for a new billboard.
Perhaps Mal can make us a new one with this
Image

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 Post subject:
PostPosted: Sun Nov 21, 2004 7:15 pm 
Trackologist
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New billboards? You mean new as in different? If you mean variety, then Mal already has quite a few on his site. :)

I don't know who built this one, and it's not on Mal's site, but it's different. It's animated, which may or may not be too much for your track since you already have an animated lighthouse, but have a look:

<a href="http://mtm2.com/~forum/images/mtmgbb1.jpg">MTMG 1</a> & <a href="http://mtm2.com/~forum/images/mtmgbb2.jpg">MTMG 2</a>.

I saw it a while back on Finne's High Velocity Bullet Ride.


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 Post subject:
PostPosted: Sun Nov 21, 2004 7:41 pm 
easy company
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I'll work up some new billboards soon. If I can come up with some decent textures I'll redo Wints (Copes link) animated billboard as well..

As for keeping a pro's attention with track design I suggest studying Boss's Smooth Track, and The Eliminater. Those are two fine examples of exactly what Jump n Cope are looking for lol

edit... ps I'll see if I can work out a more realistic light texture for the lighthouse beam i made


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 Post subject:
PostPosted: Sun Nov 21, 2004 9:08 pm 
Trackologist
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Hehe just one more thing here - I think you know what we're trying to say, Charles. But for the sake of clarity, a track doesn't have to be difficult to be interesting - not at all. I'm sure you know that since you've made some very nice tracks with simple layouts, but with a very interesting twist or three. That's all this one needs. :)


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 Post subject:
PostPosted: Sun Nov 21, 2004 9:51 pm 
easy company
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I have a really dimented side that actually enjoys tracks such as boss's smooth and the eliminater... they are the extreme and they are sick but well done and quite a bit of fun just seeing if you can complete a lap without flipping or going head on into a wall because you made the slightest error in judgement, all the while pushing yourself to go as fast as possible to beat the track into some kind of submission. Then we have tracks such as alpines crazy and zoon coaster that are relatively easy in comparrison with their smooth wide lines enabling you to get that real sense of speed.. those are just as much fun but in much more subtle ways.

I don't dissagree with anyone's input here, it's all good and well intended, and your doing a great job on your own Charles, but try different things people suggest to expand on your own ideas, and if you like the changes then keep 'em in, if ya don't like 'em then trash 'em. Sometimes just the placement of a single tree or bump in just the right spot can intimidate a racer and invigorate a tracks character and rank on the fun scale. The most important thing tho is that you enjoy what you do and are happy with the end result Charles.. I have the feeling you do, so keep it up man.


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 Post subject:
PostPosted: Mon Nov 22, 2004 11:25 am 
The Dog House
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Thanks guys, I do agree that it needs a touch of trouble. Thanks for the host of ideas. I am checking a couple areas that I maybe able to do something. Maybe subtle but will be effective, I hope. A little limited because of the size and shape. But the shape is the track. A little tweak here and there should make it a notch harder, i'll work on that.
Malibu you Phineus always come through with some great Modeling. You dont know how much myself and others appreciate it.

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 Post subject:
PostPosted: Tue Nov 23, 2004 10:50 am 
The Dog House
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Question guys, if something at MTMG Models is a custom, can it be fixed or say a tree trunk redone? I'm sure thats a no no, not that I could even if I wanted. Found a palm By Emceemart I liked, but the trunk looks like it was done from a sign. A perfect set of holes in it give me that idea.

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 Post subject:
PostPosted: Tue Nov 23, 2004 8:50 pm 
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I think it's OK to modify any model to suit your needs. Just be sure to include the original model's author's name in your read-me, and mention that the model has been changed from it's original form.

The exception would be if a model came with a read-me file that forbids modifications to it.

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 Post subject:
PostPosted: Tue Nov 23, 2004 9:01 pm 
Glow Ball
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The other thing to keep in mind is that everything hosted on the mtmg models page is meant for use and sharing, and with that it's usually understood that some modification is permissible. The mtmg was built on sharing, and most any maker that was not inclined toward a community of building is not hosted here - out of respect for their wishes.

<center>
<img src="http://cownap.com/~mtmg/models/Custom/Mtmcpics/nicetree.jpg">
</center>

As for MC's tree, that's a 2D model which means you can paint any trunk on there you like. Be sure to use unique file names, and watch that transparency.

And note too, that Crankshaft's is very similar.


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