truck on track problem
truck on track problem
im workin on 2 tracks right now and dunno why but when im on the tracks i make, my truck is low to the ground like the suspension is go. its only like that on custom tracks i made not on anyother tracks. whats wrong?
i started a new one layed grass out and tested worked fine. then i inserted the metrodome that slickster made and nothin else. tested it and it got low again. it only does it with the dome. is there a certain thing i need to do with the dome to make it stop? didnt know if that will help u to help me figure it out.
wooooooooooooops!
. thats was the problem. didnt havent to no collide. thanks Phin. im new at making tracks so i have no clue bout alot of this stuff. already did traxx school. i posted something bout makin ramps, hoping u can help me real quick, i set the ramp to ramp the cars to no-collide and made a ramp. what do i do for the set of cars. is there somethung u need to put or make the cars like no collide. i cant jump the cars. no air at all jumpin them. making ramps is kicking my butt.
> didnt havent to no collide.
I guess the dome was trying to push you underground, huh? hehe.
> im new at making tracks ... already did traxx school.
Don't worry about being new. We all went through this. If you did traxx school, then you're already well on your way.
> bout makin ramps ...
Don't set the ramps to "ramp" type. Set them to no collide. Then make a purple box so the trucks can drive over them.
<center><img src="http://mtm2.com/~forum/images/pgrampsindrags.jpg" width="520" height="404"></center>
We are in the process of making drag school... but it's not ready yet, sorry.
I guess the dome was trying to push you underground, huh? hehe.
> im new at making tracks ... already did traxx school.
Don't worry about being new. We all went through this. If you did traxx school, then you're already well on your way.
> bout makin ramps ...
Don't set the ramps to "ramp" type. Set them to no collide. Then make a purple box so the trucks can drive over them.
<center><img src="http://mtm2.com/~forum/images/pgrampsindrags.jpg" width="520" height="404"></center>
We are in the process of making drag school... but it's not ready yet, sorry.
kpayne89 wrote:then set the purple box to ramps so u can ramp it?
nope, the purple box acts AS a ramp. set it to(i think) default ?
been awhile...lol.
when set correctly it will seem like the ground is raising up or a ramp is there.
Leg's Auto Emporium most anything that you'll need to make a truck!
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sorry to bother people here but i cant get over a car without a ramp. I put a purple box in front of the cars and dont put a ramp because its suppose to be like thunder nats and my truck wont get over it. What am i doing wrong?
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And be sure that the cars you are to jump over are set to 'no collide' because the impact boundaries that the game reads are often much larger than the visible part of the models themselves.
For optimum realism when I make a track with models that are intended to be driven over I first set the 'car' to no collide then insert object boxes inside the 'car' or whatever the object is in order to define it's shape because the game only renders the visible shape, impact shapes are rendered as four sided rectangles.
If that sounds confusing then download my afj track then use traxx to 'view pod file' under the file menu and you'll get a better idea of what i'm talking about. Every single prop model on that track is set to no collide with object boxes inserted to create accurate impact areas.
afj is by no means meant to be a model drag track btw, I don't know what i'm doing when it comes to drags :o)... it was made primarily to test object box features for traxx 1.5.
No bother at all... questions are what we're here for... and every so often Phin cuts me some slack. :)
good luck with the track project.
For optimum realism when I make a track with models that are intended to be driven over I first set the 'car' to no collide then insert object boxes inside the 'car' or whatever the object is in order to define it's shape because the game only renders the visible shape, impact shapes are rendered as four sided rectangles.
If that sounds confusing then download my afj track then use traxx to 'view pod file' under the file menu and you'll get a better idea of what i'm talking about. Every single prop model on that track is set to no collide with object boxes inserted to create accurate impact areas.
afj is by no means meant to be a model drag track btw, I don't know what i'm doing when it comes to drags :o)... it was made primarily to test object box features for traxx 1.5.
sorry to bother people here
No bother at all... questions are what we're here for... and every so often Phin cuts me some slack. :)
good luck with the track project.
paint shop pro will not open models, it can only open the art files associated with models.
use c-pod to convert the raw files to bmp format then psp will open the art for editing, then use c-pod to convert the bmp back to raw format... be certain to rename the new raw files or deal with conflict city.
use c-pod to convert the raw files to bmp format then psp will open the art for editing, then use c-pod to convert the bmp back to raw format... be certain to rename the new raw files or deal with conflict city.