Object limitation differences between EVO and MTM
Object limitation differences between EVO and MTM
I'm not terribly familiar with track creation for MTM2, however Leo pointed out MTM2 had some higher limits. If someone could enlighten me on the maximum caps for the various limits I'll make sure the next release meets those requirements, it should help with track compatibility.
4x4 Evolution Revival Project
http://www.4x4evolution.com
http://www.4x4evolution.com
Re: Object limitation differences between EVO and MTM
It has higher limits? Hmmm... i didn't remember that. I thought Evo limits were higher.
Or you mean stricter limits?
Textures: 512
Models: 256
Model Textures: 1024
Ground Boxes: 2048 (this is exclusively for MTM2, there's none of it in 4x4 Evo). If you wanna know what ground boxes are download SLO Mountains Redux. Those squares you see above the racing line right at the beginning of the track, that's the ground boxes.
Objects: 541
Ramps: 10 (also probably exclusive to MTM2 i think)
Moving objects: 48
Max number of checkpoints: 20
Or you mean stricter limits?
Textures: 512
Models: 256
Model Textures: 1024
Ground Boxes: 2048 (this is exclusively for MTM2, there's none of it in 4x4 Evo). If you wanna know what ground boxes are download SLO Mountains Redux. Those squares you see above the racing line right at the beginning of the track, that's the ground boxes.
Objects: 541
Ramps: 10 (also probably exclusive to MTM2 i think)
Moving objects: 48
Max number of checkpoints: 20
Re: Object limitation differences between EVO and MTM
No idea exactly, Leo seemed to be under the impression that some limits were lower. I was thinking everything as higher.
Out of curiousity what did the ramps do exactly, vs. a normal collision box.
Out of curiousity what did the ramps do exactly, vs. a normal collision box.
4x4 Evolution Revival Project
http://www.4x4evolution.com
http://www.4x4evolution.com
Re: Object limitation differences between EVO and MTM
Ramps are wedge shaped rather than cuboid, and they seem to force the truck upwards towards the peak of the ramp. They also "suck" trucks up to directly above them if placed in a way that they can be driven under.
Re: Object limitation differences between EVO and MTM
The best example to understand the "truck sucking" is if you run Extreme Luge in MTM2. Towards the end of lap 1 you will witness the phenomenon.
http://www.mtm2.com/MTM2/Tracks/tracks. ... treme+luge
Other than that, these ramps/wedges were used if you wanted for the truck to run over an obstacle (like those dinosaur bones) in case the normal square box was, for some reason, impractical.
Edit: Also I think that ramps were always interacting with AI trucks. The thing with the normal collision box is that if you are in the vicinity of the box, the AI will interact with the box (meaning it hits the invisible wall) but if you are further away the AI and the box will not interact (the AI will drive through).
I've used this effect in Arizona Dreaming to create shortcuts for the AI. If you are right next to them when they try to take the shortcut they will hit the invisible wall.
http://www.mtm2.com/MTM2/Tracks/tracks. ... treme+luge
Other than that, these ramps/wedges were used if you wanted for the truck to run over an obstacle (like those dinosaur bones) in case the normal square box was, for some reason, impractical.
Edit: Also I think that ramps were always interacting with AI trucks. The thing with the normal collision box is that if you are in the vicinity of the box, the AI will interact with the box (meaning it hits the invisible wall) but if you are further away the AI and the box will not interact (the AI will drive through).
I've used this effect in Arizona Dreaming to create shortcuts for the AI. If you are right next to them when they try to take the shortcut they will hit the invisible wall.