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 Post subject: Skull Run
PostPosted: Sat May 20, 2000 9:57 am 
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Joined: Wed May 10, 2000 2:01 pm
Posts: 34
Ok I have been working on this thing for about 2 weeks now. I have put a lot of work and thought in how to get rotating lights on the checkpoint markers. After all was said and done this is what I have come up with, 2 animated models with textures mapped on them to look like lights. So far everyone that has seen them has thought that they are realistic looking.

You can get the track at: http://members.xoom.com/reosped/skull.ZIP


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 Post subject:
PostPosted: Sun May 21, 2000 3:11 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 19
Nice ideas there reospeed. Too bad the game wont allow more transparent beams but given the limitations, you've done well with them.

Two other notes.

The drop after cp 5 (I think it was) is sharp. The steepness is fine, but I think the transition is a bit abrupt. Maybe smooth that out. The rest of the terrain is very wwll done.

I like the music. Suits your environment very well, and it's perfect volume and crystal clear. Good choice and good work.


------------------
- Phineus


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