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 Post subject: Slippin And Slidin by Enocell
PostPosted: Mon Jul 10, 2000 5:23 pm 
This track is(should) not slippery!
the name comes from soundtrack(not yet on the 1st beta version)
This track also features my 2nd attempt to make road textures


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 Post subject:
PostPosted: Wed Jul 12, 2000 7:08 am 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
<center><IMG SRC="http://home.earthlink.net/~richathr/Acessviolationay.jpg" border=0></center>
pardon my pig latin, i gotta switch that back...
i got this AV error when running with 7 opponents, to fix it you need to set some models to normal and complex or delete some, btw i was getting as low as 2 fps in certain area's, but with no opponents it stayed around 20 which is tollarable but borderlined... and while on the topic of models that green hotel has the old mtm1 face types (shines through the hill sides) i think Phineus updated to the fixed version at the MTMG if not pull the one out of Rock Ridge its fixed, of course if i had WK's fixit pod in it would not be a problem, but i dont just for this reason...

I personally love short cuts but were you aware of the big one between cp2 and cp3 ?
you can bypass the whole hairpin turn...

one last thing and this is just a personal preference take it or leave it Image, all the tree's are set to "collide (facing)" this i find annoying with the ones by the road sides in particular, now i don't mind hitting a tree trunk because of my wreckless driving but it can really suck when you need to avoid the invisible part of the bin too, concider setting these to non-collide (facing) then just insert a 2x2x10 obj. box where the trunk is or just leave em non-collide..


overall this track is looking very very cool Image and the comp trucks smoke, nice job !!

[edit] cp 2/3 not 3/4
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<IMG SRC="http://home.earthlink.net/~richathr/ratlogo10x10.gif" border=0> Malibu350

[This message has been edited by Malibu350 (edited 12-07-2000).]


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 Post subject:
PostPosted: Wed Jul 12, 2000 8:39 am 
Member

Joined: Sun Mar 12, 2000 2:01 pm
Posts: 121
Location: CA, USA
I raced the track a few times, I like it alot.. i see in some spots tho.. the street isnt seemless exactly Image But besides that, pretty good Image



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RuDeE
4x4 Evolution Garage


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 Post subject:
PostPosted: Sat Jul 15, 2000 12:29 am 
Member

Joined: Mon May 29, 2000 2:01 pm
Posts: 125
Location: tilburg, netherlands, europe, terra ;-))
I agree with you Rudee and WK, very good looking track (no framerate problems for me), in fact the only thing I can think of are the textures rudee talked about.

Good job!!


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 Post subject:
PostPosted: Mon Jul 17, 2000 2:40 am 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
thats was probably the cause, i let the game randomly select the trucks and i know that one possibly two were custom's, their high vertex count was more than likely what caused the error when combined with the tracks models, I ran the track again with seven stocker's with no errors, minimal fr but no error... I should have known better Image

excellent track Enocell, i just tend to be a bit pickey.

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<IMG SRC="http://home.earthlink.net/~richathr/ratlogo10x10.gif" border=0> Malibu350


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 Post subject:
PostPosted: Mon Jul 17, 2000 3:14 pm 
I changed some models to "sparse", and that shortcut between cps 2 & 3 is removed.
Also some trees changed to "no-collide", but their trunks are collidable

About those "shine through" buildings, they are fixed, at least on beta 1.1


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