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 Post subject: Timberland Grove Beta
PostPosted: Thu Apr 24, 2003 10:20 am 
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Location: Macedonia,OH,US
This is a new one i made, i like it.

Link: http://hammer.prohosting.com/~teamzr1/b1timbgrove.zip


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 Post subject:
PostPosted: Thu Apr 24, 2003 11:56 am 
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Very nice.
I love the textures and the layout. Everything looks great.
A few things though,
-The bridge rails, they have part of the rock textures on them, I don't know if you did it like that on purpose or if something happened and you weren't aware of it.
-Around Checkpoint 4 the hill is not quite smooth, so when I went over it I did not get enough speed to land on top(truck got slanted and slowly itched up)


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 Post subject:
PostPosted: Thu Apr 24, 2003 1:35 pm 
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Location: Macedonia,OH,US
Ive noticed that error, i remapped Oops' bridge(hopefully he doesnt mind), that was a mapping error. I am fixing that at the moment, along with a couple other errors ive noticed, thanks for the help. =)


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 Post subject:
PostPosted: Thu Apr 24, 2003 2:10 pm 
You Gonna Eat That?
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Joined: Tue Mar 27, 2001 2:01 pm
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Location: Nebraska
Looks great, in the small pic in the game, but like you mentioned, I got this...
<IMG SRC="http://www.mw-gaming.com/users/RepFan/myimages/TimbError.jpg" border=0>
Haven't driven it yet. Can't wait though.

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Replica Fan's Garage


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 Post subject:
PostPosted: Thu Apr 24, 2003 10:06 pm 
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As we talked online yesterday. The layout is indeed a good one. i liked the changes you made from the first version witch is smoothing out the edge on the mx part. If you could make them bumps look just a bit more natural it would be perfect.

Same with the scenery. If you could just make those hills look more natural it would make the track look just that little better. I'ts only eye candy but the conbination from a good layout and nice scenery usually make very popular tracks.

The small cabin between cp 6 and 7 really bugs me. Good racer are known to shave object real close in order to maintain the most effective line. If you could either fix or replace that one it would be great.
<IMG SRC="http://www.slojumper.com/Beta/b1timgrove_cabin.jpg" border=0>


here's a 2 lap replay so you can see how it look. Last lap was one of 2:17.

replay of Timgrove

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Jumper
Only those who will risk going to far can possibly find out how far one can go.

<font size=1>Edited by SLO_Jumper (25-04-2003)</font>


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 Post subject:
PostPosted: Fri Apr 25, 2003 12:17 am 
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Hmm, thats an odd error Rep. Everyone that ran it didnt have that problem. I believe that is comming from Onan's cabin. Hmm, i will have to look further into that.


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 Post subject:
PostPosted: Fri Apr 25, 2003 1:14 am 
You Gonna Eat That?
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Cool man, I knew it wasn't from any of my trucks, I know I've never named a texture by that name, and I use all my own textures for them.

I only got it when I tried to run this track, I even swithched to a stock truck, no bots, and I still got the same message.



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Replica Fan's Garage


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 Post subject:
PostPosted: Fri Apr 25, 2003 2:27 am 
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Location: Macedonia,OH,US
I dont understand, notice that cabin in Jumpers pic? The spikes sticking out? Those spikes have the lenspike2.raw mapped onto them. That lenspike2.raw is a stock texture believe it or not, i use Podzip. Maybe that could be the problem? I'm asking onan what to do since it's his cabin, if you got any ideas speak up please lol. Im pretty clueless on this since your the only one who got that error.


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 Post subject:
PostPosted: Fri Apr 25, 2003 2:28 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
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Rep Fan, it could be that something higher in the list has a bad version of that file. Try moving the beta to the top of the list and see if it makes a difference. It might save dk a bit of running around.

edit. ooops, slow on the click. The lenspike texture is in torture pit. As long as snake.pod is higher in the list than any addons, there should be no problem.

<font size=1>Edited by Phineus (25-04-2003)</font>


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 Post subject:
PostPosted: Fri Apr 25, 2003 2:42 am 
You Gonna Eat That?
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Oh it's podzipped. I didn't know that. Well, I'll just mount the stock tracks up again, and everything should be fine then.

It get an error when I try to run Psyco's Crosswinds track, if I don't have the stockers in too. No big deal.

Or just make a new texture, and rename it, and apply it to the cabin, and just change the name of the cabin, that would work too.

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Replica Fan's Garage


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 Post subject:
PostPosted: Fri Apr 25, 2003 3:10 am 
Glow Ball
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If you use C-POD5.zip you can disable the stock track files and still keep the art and models available for other tracks. If your concern is the number of pods, then you can merge all the stockers using podmate.


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 Post subject:
PostPosted: Fri Apr 25, 2003 3:11 am 
easy company
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Most all of the checkpoint boxes can be driven around and not be triggered when I pass close to the cp marker signs, they simply need to be resized... it looks like you used the default 64x64x20 (width, depth, height) dimension, change that to about 75x1x20 and you should be ok but thats a guess, the cp boxes should intersect with the sign markers on either side when viewed from above so the '75' may need a fine tune but you get the idea... also I always use '1' for depth simply because it makes it so much easier to position them accurately, and no need to be any deeper than that to work anyway...

at checkpoint 3 the marker on the left is floating a bit.

that's it, very nice job


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 Post subject:
PostPosted: Fri Apr 25, 2003 4:01 am 
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Thanks alot for the help, CP 3 is givin me quite a hassle.. always has since i set it down. Thanks for the help guys, appreciate it alot.


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 Post subject:
PostPosted: Fri Apr 25, 2003 4:52 am 
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I have problems on occasion making the jump into the elevated tunnel.

There's a hill just before the jump that you have to take somewhat slow, else you catch air, scrub-off valuable speed, and then can't clear the jump unless you double back for a longer run to the ramp.

If I'm driving solo, then I can ajust for the jump fairly easily enough, but when I'm trading paint with another racer, sufficient speed is hard to maintain. I's easy to land short and fall, or get hung-up on the edge, unable to break free, as seen in thispic....

<IMG SRC="http://mtm2.com/~bigdogge/temp_pics/hung-up.JPG" border=0>


Would it be possible to place an invisible sloped ramp leading up to the egde of the tunnel, so that cars that don't complete the jump can slowly climb up to the lip of the landing area, or at least lessen the slope in front of the tunnel entrance so that trucks can climb it? They will still be able to compete this way, with just several valuable seconds loss.....right now, if you lands short you have to HELI out, and lose so much time that continuing the race is almost pointless.

This is just a suggestion to keep the racing action flowing...I noticed that most of ZOON's tracks have such features, such as the invisible surface between the large countertop-to-countertop jump in Zoon Kitchen....it keeps the race flowing....it's still possible to drive off the sides of the countertops, so it's not like the track was being made too easy.

Other than that one problem I've experienced, it's a beautiful track that's very entertaining to drive...

--------------------------------------------

UPDATE: SLO_Jumper was talking about a problem with the cabin, and everyone seemed to focus on the improper textures on the corner of the building. I think he was referring to the invisible barrier wall produced by the roof overhang, which sticks out father than the walls...(says he likes to cut corners close...me too!)

.....is it possible to pull the collision box for the cabin closer to the visible walls of the building, rather than being located at the farthest point of the roof ?

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- BigDOGGe's Boneyard ...The Best Custom Trucks in MTM2 -

<font size=1>Edited by ZOtm_BigDOGGe (25-04-2003)</font>


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 Post subject:
PostPosted: Fri Apr 25, 2003 5:44 am 
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About that elevated tunnel, i buy in the invisible ramp as long as it's in such an angle it slow down who ever hit it. I like the idea taht if well executed it's rewarded by an adventage.

Like BigDOGGe said i feel such a feature can (sure will)save the race and keep the trill going even after a collision. That will make the track more racable by any level of players as well as with larger group.

Good idea there DOGGe

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Jumper
Only those who will risk going to far can possibly find out how far one can go.


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 Post subject:
PostPosted: Fri Apr 25, 2003 6:05 am 
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I dont want my tracks to be exactly like zoons,and what yer asking will just add on to my track looking more and more like some of Zoon's. i cant help my textures came out to look like his. I guess putting an invisible ramp below the bridge would be ok, but that defeats the purpose that i wanted to have there. Casing that jump shows that the track has some difficulty, i find this track to be very easy to race until i approach that part. Im still debating on whether to do this or not because i like to have a little level of difficulty in my tracks. I fixed the bridge along with the cabin and made some trees collideable to add some difficulty.


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 Post subject:
PostPosted: Fri Apr 25, 2003 6:27 am 
Glow Ball
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I don't think anybody was suggesting this looks like a zoon track nor that you should make it so. The reference to the kitchen was about invisible nets to catch a slower truck. When talking about demi's latest mx effort, the jump over the rooftop on motherlode was mentioned for the same reason. It's just an example that we know. Making reference can save words.

That said, I don't think you need one here. Some possible solutions might be

- slope the tunnel road down toward the landing area. Right now it's basically flat. Giving it a rake will allow more fall time.

- decrease the size of the hill before the take off spot (after the bend). If you take that at high speed you get air borne which in turn reduces take off speed which in turn decreases power for the leap.

- give the take off ramp a bit more elevation. It won't need much.

- conversely, you could raise the whole pre-leap approach, I mean everything. This way you could keep the terrain pretty much as is.

If it was me, I'd probably do a little bit of each so the effect on the track over all is minimal.

The other thing would be if you could build in a recovery route. I know the turnnel limits that. But think after cp9. I swung wide and landed on the dirt road below. No problem, just keep driving and get back on it where the terrain dips almost to the level of the dirt road. We also talked about this on demi's beta.

Lastly, leave it exactly as it is. If you're happy with it, it's up to racers to beat the challenge you've put in. Think of the early right turn on snowbound. That thing's always given me trouble but skyman would hear nothing of it during the beta phase. He wanted it that way, and that's the way he left it. There's nothing to say you can't do the same. It won't make it less of a track for that.


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 Post subject:
PostPosted: Fri Apr 25, 2003 6:42 am 
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"i cant help my textures came out to look like his (zoon's)."

Who said that? musta been a post before mine...

Invisible ramps and surfaces aren't a zoon-only-thing...I just used his track as an example because it's so well known. At least one of the new EXPO tracks that has been uploaded has this feature, and it realy helps the racing .

The difficulty of Timbergrove would not be lessened with the "see-through" ramp I mentioned...a steep-enough ramp would take valuable time to climb.....just not so steep to be absolutely unclimbable...a properly completed leap to the tunnel will still be rewarded with a much faster race time...no change there...

The track is already pretty tough to drive fast, what with all the drops and jumps leading into blind turns (I love the challenge!...nice work!) I just think such a feature added to the tunnel-jump would greatly improve the action...Personally, I hate too-EZ-to-drive tracks myself as well.

-----------------------

Still, this is just a suggestion, and should only be taken as such.....I'm not a track-maker....

....but as a racer, I can say that there's many tracks with "death-traps" that I no longer drive, while tracks made by ZOON and other authors who follow such guidelines remain ever popular to all...those guys must be doing something right, Yes? no?

Either way, changed or unchanged, I like Timbergrove ...great job.



------------------
- BigDOGGe's Boneyard ...The Best Custom Trucks in MTM2 -


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 Post subject:
PostPosted: Fri Apr 25, 2003 7:09 am 
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Location: Macedonia,OH,US
No one said anything about my track looking like Zoons, i think it does. I try to be unique, hopefully this works. I took your idea and added the invisible ground box before the edge of the elevated landing, this track is almost done. Thanks for all your help.


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 Post subject:
PostPosted: Fri Apr 25, 2003 8:24 am 
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HAHAHAHA!!!!

If i'd be here instead of DK i'd change nothing about that jump. Image
Listen to all of you, can't slow down to make a jump... bahahahahaha Image

But get that cabin fixed Image

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"In my restless dreams, I see that town, Silent Hill..." - Mary, Silent Hill 2


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