The road to recovery.......
ok... the original.....
http://psyco.karf.net/test.zip
or this one....
http://psyco.karf.net/test2.zip
yall' pick one....
http://psyco.karf.net/test.zip
or this one....
http://psyco.karf.net/test2.zip
yall' pick one....
Much better. Now, I think the textures on the surrounding terrain need touching up. As it is, there's only one texture and it doesn't tile well. Breakneck has several good tiling textures if you want to go with a uniform look, and it has a couple patterns made up of nine or twelve textures squares if you want to dress it up real good. I think the terrain is much more suited to this appearance. I don't know if you can fudge up the road in those rough spots you have to jump over, but it would be worth looking at. And then, a couple rocks, a bulldozer, maybe a trailer, a couple checkpoint markers and yer in business.
NOW, How's that for a beta report
[This message has been edited by Phineus (edited 09-07-2002).]
NOW, How's that for a beta report
[This message has been edited by Phineus (edited 09-07-2002).]
Much better..... lol.....
Like Ive said several times..... I havent even started models wise........ it'll change the look tons when I start adding models..... and yea.... I've been messin with some diffrent tiles..... btw... how can I make the comp trucks run faster? lol....
[This message has been edited by Psyco (edited 09-07-2002).]
Like Ive said several times..... I havent even started models wise........ it'll change the look tons when I start adding models..... and yea.... I've been messin with some diffrent tiles..... btw... how can I make the comp trucks run faster? lol....
[This message has been edited by Psyco (edited 09-07-2002).]
OK.............. Beta 1 up...
http://psyco.karf.net/pearlcountybeta1.zip
http://psyco.karf.net/pearlcountybeta1.zip
http://psyco.karf.net/pearlcounty.zip
Release canidate 1... wont be final zip because I just remembered I forgot the readme.... but the pod will hopefully be final.....
Release canidate 1... wont be final zip because I just remembered I forgot the readme.... but the pod will hopefully be final.....
I think you might wanna hold up on "Release Candidate 1" for a few.
http://teamslo.com/pcbeta.htm
Only other things that came to are...
[*] Is that it for the decor? No trees, no other housing structures, buildings, trucks...other types of "atmosphere"?
[*] I think guard rails on the right side of bridges 3 and 4 would be beneficial. Bridge no. 2 has all the lateral support in the world, but it's really not needed there...at all.
[*] I know names are a personal thing, but this track reminds me more of a "Construction County Raceway" as opposed to it's given name.
http://teamslo.com/pcbeta.htm
Only other things that came to are...
[*] Is that it for the decor? No trees, no other housing structures, buildings, trucks...other types of "atmosphere"?
[*] I think guard rails on the right side of bridges 3 and 4 would be beneficial. Bridge no. 2 has all the lateral support in the world, but it's really not needed there...at all.
[*] I know names are a personal thing, but this track reminds me more of a "Construction County Raceway" as opposed to it's given name.
>>are these rocks arranged just a little too perfect?
It's a town meeting, lol.
Anyway, the check point (markers) all need tweaking to make them sit right, or you should use flags or some other marker. I'm with cope on the support for the bridge too. Two great big ground boxes, but when you approach it from the road, it looks like it's floating in air. And you still haven't tidied up the texture(s) for the surrounding terrain.
[This message has been edited by Phineus (edited 11-07-2002).]
It's a town meeting, lol.
Anyway, the check point (markers) all need tweaking to make them sit right, or you should use flags or some other marker. I'm with cope on the support for the bridge too. Two great big ground boxes, but when you approach it from the road, it looks like it's floating in air. And you still haven't tidied up the texture(s) for the surrounding terrain.
[This message has been edited by Phineus (edited 11-07-2002).]
>>>Is that it for the decor?
Well.... I mean I'm not one of the track makers that try to make tracks look good.... I make tracks that are run to race people on with minimal lag..... yes I know most people have computers and connections that I could put all the models in 1 spot and it wouldnt lag, but I dont.... therefore I build in some cushion on the fps.....
>>>>I think guard rails on the right side of bridges 3 and 4 would be beneficial.
I dont..... lol.... If they were there to save people , then even a rookie could make a fast lap.....
>>>I know names are a personal thing, but ...
All my recient tracks are named after places near here..... this just continues the series....
>>>leaving bridge no. 2. Texture prob?
yea.. I saw that... thought it kinda blended in well.... guess I'll fix it.... lol....
>>>Models......
thought I had them straitened out.....
>>>> Perfect Rocks
I had them piled up In traxx..... guess the game didnt like that much.....'
Well.... I mean I'm not one of the track makers that try to make tracks look good.... I make tracks that are run to race people on with minimal lag..... yes I know most people have computers and connections that I could put all the models in 1 spot and it wouldnt lag, but I dont.... therefore I build in some cushion on the fps.....
>>>>I think guard rails on the right side of bridges 3 and 4 would be beneficial.
I dont..... lol.... If they were there to save people , then even a rookie could make a fast lap.....
>>>I know names are a personal thing, but ...
All my recient tracks are named after places near here..... this just continues the series....
>>>leaving bridge no. 2. Texture prob?
yea.. I saw that... thought it kinda blended in well.... guess I'll fix it.... lol....
>>>Models......
thought I had them straitened out.....
>>>> Perfect Rocks
I had them piled up In traxx..... guess the game didnt like that much.....'
I must say this latest version shows a marked improvement from the previous one! Nice work!!
A few comments:
[*] Cp 4, left side is floating at bit, and cp 7, right side is the same-no change (floating). My recommendation would be that you not use physical markers at all. On a track like this there's absolutely no way to stray from the course. The only place I see where ppl could possibly miss a cp is at cp 2. But even there, if you try to cut that turn at cp 2 too sharp, it negates your momentum almost completely, ruining your approach to the bridge. It could probably be made a little wider merely to afford racers a sense of comfort (I suppose), but believe me, having no visible cp's would work on this track...oh, and it would look better, too.
[*] The road texture prob on bridge 2 is still there.
[*] I liked what you did to bridge 4. Kinda seems like there should a a truck or something sitting there in that large, flat open area, but hey, that's just me. Hehe
A few comments:
[*] Cp 4, left side is floating at bit, and cp 7, right side is the same-no change (floating). My recommendation would be that you not use physical markers at all. On a track like this there's absolutely no way to stray from the course. The only place I see where ppl could possibly miss a cp is at cp 2. But even there, if you try to cut that turn at cp 2 too sharp, it negates your momentum almost completely, ruining your approach to the bridge. It could probably be made a little wider merely to afford racers a sense of comfort (I suppose), but believe me, having no visible cp's would work on this track...oh, and it would look better, too.

[*] The road texture prob on bridge 2 is still there.
[*] I liked what you did to bridge 4. Kinda seems like there should a a truck or something sitting there in that large, flat open area, but hey, that's just me. Hehe