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Mat-Allum MTM2 Fanatic
Joined: 04 Sep 2003 Posts: 651
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Posted: Thu Oct 28, 2004 11:24 am Post subject: My upcoming race... |
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... that I will upload as soon as I get it laid out.
I've decided to call it Butterfly Creek.
The road textures are based on the real-life road to our camp, which we
have been on hundreds of times.
The village is based (loosely) on the village in NFS4 track "Route Adonf."
The roads look pretty realistic, including cracks, etc. The cracks are especially visible on the "old, worn-out road" leading into the tunnel. More cracks can be seen in the transitions from road to grass. That's another thing: Rather than "gradient" type transitions, which are direct, this road's transitions are realistic and appear as if the road was broken off or cut.
Wish I could post a shot of it, but it's barely far at all - and, anyway, the track files are still at home.
I think you will like my future screens and possibly the track itself.
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SLO_Jumper Member

Joined: 06 Nov 2000 Posts: 420 Location: Canada
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Posted: Thu Oct 28, 2004 2:15 pm Post subject: |
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i'll sur have a look at it. Your description make it sound real good. Knowing you usually put lot of time to put together some darn nice track it would be a shame if we end up cuting 2/3 out of it lol _________________ "In theory, there is no difference between theory and practice. But, in practice, there is."
Jan L.A. van de Snepscheut
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Mat-Allum MTM2 Fanatic
Joined: 04 Sep 2003 Posts: 651
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Posted: Mon Nov 01, 2004 3:54 pm Post subject: |
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| Here, I'll just take a minute to upload what I've got so far. |
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Mat-Allum MTM2 Fanatic
Joined: 04 Sep 2003 Posts: 651
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Posted: Mon Nov 01, 2004 3:58 pm Post subject: |
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Here:
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Tyler Wysocki Member
Joined: 13 Apr 2004 Posts: 190
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Posted: Mon Nov 01, 2004 7:08 pm Post subject: |
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ill bet something like that would just look AWESOME in trackviewGL.  _________________ ---
Why am i here? |
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SLO_Jumper Member

Joined: 06 Nov 2000 Posts: 420 Location: Canada
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Posted: Tue Nov 02, 2004 1:50 pm Post subject: |
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Got a link to that so we can have a look at the layout? _________________ "In theory, there is no difference between theory and practice. But, in practice, there is."
Jan L.A. van de Snepscheut
Team SLO's hall of fame |
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Mat-Allum MTM2 Fanatic
Joined: 04 Sep 2003 Posts: 651
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Posted: Thu Nov 04, 2004 8:12 am Post subject: |
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Well, I'm at my Thursday computer right now and probably won't have access to it until next Thursday, but I'll do some work on it and send it then.
And I'll bet you're right, about TrackViewGL. Maybe we should try, when I finish.
It ought to be big enough for a clear view.
One more thing: The TrackView image could be used as the big track logo in MTM2! You know, how the MTM2 manual (and the MS MTM2 screenshot) shows the logo displaying an overview of the track.
Just an idea.... |
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Mat-Allum MTM2 Fanatic
Joined: 04 Sep 2003 Posts: 651
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Phineus Glow Ball

Joined: 02 Feb 1999 Posts: 993
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Posted: Sat Nov 13, 2004 4:51 pm Post subject: |
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> The heist went over great. I've got the merchandise ...
Very nice workaround
> http://mtm2.com/~tracks/dl.cgi?dl=4263
And excellent work. I really like the weeds growing in the cracks in the road. Nice touch indeed. |
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SLO_COPE Trackologist

Joined: 03 Jan 2001 Posts: 1274 Location: Nebraska
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Posted: Sun Nov 14, 2004 12:45 am Post subject: |
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Agreed - a very nice begining, Mat. Definitely looking forward to seeing how this one develops.  |
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Malibu350 easy company

Joined: 29 Feb 2000 Posts: forty-nine
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Posted: Sun Nov 14, 2004 1:47 pm Post subject: |
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This track shows a great deal of potential even tho it's still alpha. The early signs of creativity via custom work and humour is totally bit-chin.. (sorry for the ancient slang there but that best describes what I see coupled with my very limited vocabulary and all).
Mat you better finish this track or i'll hunt you down and break your keyboard. lol |
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Mat-Allum MTM2 Fanatic
Joined: 04 Sep 2003 Posts: 651
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Posted: Thu Nov 18, 2004 8:24 am Post subject: |
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Fine. Then I'll just buy another one and I won't tell anyone.
Glad to see you like the beat-up road I made with the grass. Did you notice it was nearly impossible to get onto it?
That road will lead to The Haunted Tunnel later.
I still need a bridge and such, but it's still going great. |
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ZOtm_BigDOGGe Member

Joined: 06 Nov 2002 Posts: 1062 Location: Silicon Valley, California. USA
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Posted: Thu Nov 18, 2004 6:52 pm Post subject: |
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| Glad to see you like the beat-up road I made with the grass. Did you notice it was nearly impossible to get onto it? |
If you mean did I run into an invisible wall? Of course I did....Why it's there, I can't say.
The track looks like it's coming along fine....Looking forward to driving the finished product someday. _________________ --> "Obstacles are those frightful things you see when you take your eyes off your goals." -- Henry Ford |
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Mat-Allum MTM2 Fanatic
Joined: 04 Sep 2003 Posts: 651
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Posted: Sun Nov 21, 2004 3:10 pm Post subject: |
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>> Why it's there...
...is because if the player travelled on the cracked road when it is finished, the cave would blow their processor to shreds and the collision properties of the cave would be off as well. |
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Phineus Glow Ball

Joined: 02 Feb 1999 Posts: 993
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Posted: Sun Nov 21, 2004 4:48 pm Post subject: |
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I don't think I'll be going up that road too many times, then. Doesn't sound like a pleasant place.
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