Not Quite an Eight

Forum for discussing work in progress
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Mat-Allum
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Not Quite an Eight

Post by Mat-Allum »

I made this track in 1 1/2 hours (3 1/2 if you count the time making textures). It's loosely based on The Tight Corners and has a lot of similarities. The textures are custom, based on C98's textures. And they have a property shared by no other textures I've ever seen - check the readme for more on this.

My best lap time was around 0:39.31 - can you beat this?

The textures were created entirely by hand and designed to tile perfectly, even under a condition normally guaranteed to destroy alignment - again, see the readme. Your challenge: find a single misalignment in the whole track!

http://mtm2.com/~tracks/details.cgi?t=4833
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Malibu350
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Post by Malibu350 »

Very very nice stuff.
http://malibu350.com/mtmg/NotQuiteanEight.JPG
Throw in some shadow and round off the hills a bit and you have one fine circuit there. :o)



0:39.31
I'm workin' on it - lol

http://malibu350.com/mtmg/nqae.jpg
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Phineus
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Post by Phineus »

<ul><li><a href="http://mtm2.com/~forum/images/nqae3797.gif">0.37.97</a></li></ul>

Will we ever learn the secret to your texture economy?
Mat-Allum
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Post by Mat-Allum »

I'll tell you right here if you want :-)

The base textures came from those in c98. In Photoshop, I darkened them to give them a more realistic look, then made a special change. I copied a strip of image three or four pixels wide on the left side and used this for all the sides - hard to describe but simple when you think about it a bit. I then used the texture as usual. Because of the extra strip duplicated around the image, all four sides of the texture are identical so if you rotate it, there is simply no chance for seams.

Happy Thanksgiving!
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ch_2005
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Post by ch_2005 »

JUST REMEMBER NOT TO MIRROR THEM


CAPS LOCK IS CRUISE CONTROL FOR COOL.
Keep on MTMing,
CH_2005
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Mat-Allum
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Post by Mat-Allum »

Yep, mirroring the textures destroys the effect. I originally tried to create a texture that looks good even if you mirror it but didn't succeed - maybe I'll try it again sometime.
Mat-Allum
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Post by Mat-Allum »

Beta 2 is out the door!

Improvements:
-Shadows
-Barricades showing which way to go on the merge/split roads
-Grandstands
-Improved terrain in the middle
-Hopefully better computer trucks
-Don't know why Race Type was set to "rally." Changed it back to Circuit (you might have to manually set it to four laps though, since mtm2 doesn't like to do that automatically)

The terrain on the outside edge has been left alone to give the track a canyon/quarry look and emphasize the track itself. The hill in the far corner has been rounded off, and I couldn't think of what to do with the hill in the middle so I turned it into a pyramid. So now the middle of the track looks like ancient Egypt covered with grass lol.

The roads were laid out for the sole purpose of including all the track textures which is why the center line gets a bit weird sometimes (i.e. showing a passing zone when it would be dangerous to pass etc.)

http://mtm2.com/~tracks/details.cgi?t=4834

Happy Thanksgiving!
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Phineus
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Post by Phineus »

Anything in particular you want us to look for ?
Mat-Allum
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Post by Mat-Allum »

Not really...just the usual stuff like cuts, trees buried in hills, seams, etc. If you can't find any it's no big deal, in fact personally I think this version *might* be good enough to consider the final release.
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Phineus
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Post by Phineus »

In that case, I think you've accomplished what you set out to do. "if" I was going to do more on this, then I might add a little banking to some of the corners or roads but of course that's not essential to your initial design.... Otherwise I'd say it looks good to go.
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