Mud Waltz Beta Version
http://www.mtm2.com/~tracks/dl.cgi?dl=4704
Toyed a bit. Don't know if i went overboard or not.
Just one thing: Is it normal for the lights to pop-up (or go down) like that at the beginning or do i need to try and do some very exact model placement so that it doesn't touch anything else?
NOTE: Leave headlights option on.
Toyed a bit. Don't know if i went overboard or not.
Just one thing: Is it normal for the lights to pop-up (or go down) like that at the beginning or do i need to try and do some very exact model placement so that it doesn't touch anything else?
NOTE: Leave headlights option on.
I like the changes actually. Like the permanent dusk setting and the lights, however . . .
- On the right side, the light immediately after the start line is misaligned (point upward)
- Maybe it's just on my screen, but there appears to be an extra line of light just above the light poles at the start.
- Speaking of light poles, they're floating.
- I notice the lights disappear as you drive through the sections where there's an overhead; that normal? I don't recall seeing lights arranged in that fashion, so I don't know if it's supposed to do that or not lol.
Overall though I like what you've done, Fila!
NOTE: Don't you feel better now that we're not smashing into all of those innocent people? I know I do lol.
- On the right side, the light immediately after the start line is misaligned (point upward)
- Maybe it's just on my screen, but there appears to be an extra line of light just above the light poles at the start.
- Speaking of light poles, they're floating.
- I notice the lights disappear as you drive through the sections where there's an overhead; that normal? I don't recall seeing lights arranged in that fashion, so I don't know if it's supposed to do that or not lol.
Overall though I like what you've done, Fila!
NOTE: Don't you feel better now that we're not smashing into all of those innocent people? I know I do lol.
I know, i tried to make the lights stay put so i toyed with different positions and gave up because they don't stay where i place them(immediately after green light they start moving around). I am waiting to see what Phin says about it and how it can be fixed.- On the right side, the light immediately after the start line is misaligned (point upward)
- Speaking of light poles, they're floating.
I don't see anything.- Maybe it's just on my screen, but there appears to be an extra line of light just above the light poles at the start.
Me neither but i think it's normal. Again waiting on expert Phin but to me it seems like it's a limitation of MTM combined with the "chase" view.- I notice the lights disappear as you drive through the sections where there's an overhead; that normal? I don't recall seeing lights arranged in that fashion, so I don't know if it's supposed to do that or not lol.
NO ;)NOTE: Don't you feel better now that we're not smashing into all of those innocent people? I know I do lol.
Anything set to moving will immediatly right itself in relationship with the terrain. The only way to fix this is to adjust the models height, Y axis, up or down with binedit so when it's put in with traxx you do not need to adjust the elevation of it.i tried to make the lights stay put so i toyed with different positions
Malibu350 wrote:Anything set to moving will immediatly right itself in relationship with the terrain. The only way to fix this is to adjust the models height, Y axis, up or down with binedit so when it's put in with traxx you do not need to adjust the elevation of it.i tried to make the lights stay put so i toyed with different positions
Holy moly
After a bit more thought, those light poles need to be rotated to a certain position in traxx so the light beam points in the proper direction, so, when you translate it in binedit it'll need to be done in the direction relative to the light source... not necessarily the Y axis.
I could help you out with it if you want to send the txx over.
I could help you out with it if you want to send the txx over.
okay
All that's needed to do in binedit is to load the model then via the model menu click on translate, then translate the model a guesstimated distance, rename it then save it and test it... after a try or two you should have it.
ps, this may throw off the lights centre.... i've not played with light sources much so be sure and save any originals
All that's needed to do in binedit is to load the model then via the model menu click on translate, then translate the model a guesstimated distance, rename it then save it and test it... after a try or two you should have it.
ps, this may throw off the lights centre.... i've not played with light sources much so be sure and save any originals
Scratch what I said about simply translating the models, the light source is fixed like i suspected so the model will have to be altered to fit your terrain and ground boxes.
you might have better luck with zLight2.bin ?
http://cownap.com/~mtmg/models/Custom/cmisc1.html
you might have better luck with zLight2.bin ?
http://cownap.com/~mtmg/models/Custom/cmisc1.html
http://www.mtm2.com/~tracks/dl.cgi?dl=4705
Beta version 0.3
Since the lights can't stay the way i want them to stay (and quite frankly i think it's too much hassle to try and create the model to fit the terrain right now, i don't think it is that badly needed) i am forced to use a more "conventional" lighting method and just put the poles on the side of the track
So any suggestions? This track seems (against my initial thoughts) to approach it's final release
Beta version 0.3
Since the lights can't stay the way i want them to stay (and quite frankly i think it's too much hassle to try and create the model to fit the terrain right now, i don't think it is that badly needed) i am forced to use a more "conventional" lighting method and just put the poles on the side of the track
So any suggestions? This track seems (against my initial thoughts) to approach it's final release
None here, and I'm glad you made those streetlight lamps no-collide. Woulda been tough trying to avoid those babies.
Just one thing though: is anyone else seeing this? I'm gonna have to load this track on my son's computer and check it out, but I'm fairly certain the anomaly is associated with my vid card (6800 ultra).
Just one thing though: is anyone else seeing this? I'm gonna have to load this track on my son's computer and check it out, but I'm fairly certain the anomaly is associated with my vid card (6800 ultra).