When making the track path, how do u get the track path to flow with the hill and not be carved into the moiuntaima like a canyon. ANy help would be graetly Appriciaed, Thanks.
im guessing your using a seperate layer for your track path? if so turn the opacity down on the track path layer so it becomes more seethrough then the hill underneath will be seen and the track wont block the hill out causing a vally.
hope that helps ya, if not. im sure someone else here can explain better.
Ian.
yeah like that ^^ and if your using jumps going up the hill set the layer thing to "Scren" and it will be perfect going up the hill
screen that would be
allright thanks, u guys answered my Question
np bro 8)
hehe its good that TD is back, i have a nice warm feeling again ;D
Ian.
Defnetally Ian,
thats what TD fourm was about, helpin each other
Quote from: VMX_Myth on July 26, 2004, 04:09:27 PM
yeah like that ^^ and if your using jumps going up the hill set the layer thing to "Scren" and it will be perfect going up the hill
do I set the layer of the jumps to screen or the actuall terrain layer ?ALso when using custom object when do I run track through APM , like after spline or after evrything is completeley done and its in a .env file ?
ok 1st set the jumps that are on hills to "screen"
and you run APM so you dont have to hand write all the changes that custom objects need in the .scn file so that they will work in game.
to run custom objects you need to install MCM to your C drive and not program files.
and basically if i remember rightly you only need to run APM when you want to play the track in the game.
so place ya tearrain down and some textures and whatever else and save it as you go.
now without custom objects you can save then bundle and "bundle" creates the ENV file
when you have custom objects you need to save your project.
alt tab out of dillo.
select your project file in APM and Process it.
then go back into dillo and without hiting save just press bundle.
if you save after you use APm it will overwirte all the changes it made.
so save project
run APM
bundle
hope thats a help.
Ian.
Ty, I just tranfered mcm to C;/ today so I will start making a nat when I get used to the terrain stuff. Have u guys checked out my 2 sx track "One time only" and "Universal Sx", whaddya think of them. Im gonna eneter "One Time only" into the track building contest
na i havent, ill check them out now..
http://mcmfactory.com/display.php?cat=tracks&id=935 << link for "One Time Only"
http://mcmfactory.com/display.php?cat=tracks&id=906 << link for "Universal SX "
for ya first two tracks they aint bad.
One time only i would have made as a NAT simply because its outside and the overall width of the track
overal its a nice ride nothing to really slam on it.
Universal first off, in dillo when you import your map, make sure the "tile smoothing" option is set to "0"
this is why some of the jumps at the edge of your track are smudged on the outa edge.
the higher the number the further into your map the effect comes, just keep it at zero.
also the whoops are cool nice size and feel, but the first whoop try and make low and long "shallow"
basically so you cant hit it and jump the whole whoop section. i could hit the first one pre-load over
the whole section. try and force the riders to ride the whoops like in real life.
as a first pair of tracks there ok there most proburbly better than my first efforts lol.
id say on your next track try and keep the width a little narrower than universal and place ya jumps nearer to the exit of corners to keep the speeds down or you end up with tracks that are just somtimes too fast.
but basically have fun and play with diferent ways to make jumps till your happy with a style.
then read some tutes on rendering textures you can use Dillo Too to add shadows to your terrain which makes a big difference to where you can or cant see bumps.
Ian.
I don't want to squash your contest hopes...but I'm pretty sure that you can't enter tracks into the contest that have already been released. That's a generic rule that almost ALWAYS applies to all track contests...I'm sure you didn't know that. But I have posted a question about it over at Blue's forums, so I'll let you know when I find out for sure. I looked through the rules and Q and A and didn't find anything about it, and Blue is encouraging Beta Testing....(doesn't even say it needs to be private!...FINALLY SOMEONE GETS IT!!!!)...so I figured I'd better ask him to define wether or not RELEASED tracks are eligable.
:-\
ah, that would suck if I wasnt able to enter my track in the contest. And I might be able to put a track together in a month or soo. As for One time only, the reason I didnt upload it as a nat is b cause I think a nats should have rough terrain and elevation changes, but oh well, Ive already uploaded it, and thanks for all the help u guys are giving me.
np thats why we are all here. you should knock another track up for the contest im sure you could do it in a month.
Ian.
Im not sure if I want to create another Sx or try a Nat, tough decision. Is a National track alot harder to make than an SX track ?
the only thing that will make it harder to do than a SX is if you have it on a hilly terrain
apart from that its the same procces.
Ian.
DBR how do u make ruts and braking bumps to the track for a more realistic track. I know some one over at factory helped me but I tried it and they did come out to well maybe it was me..lol. Thanks.
also when can I use dillo tool, I treid to use it on universal in the env file for a lil practice and it says"this file is locked diilo too can not open it". When do I use dillo too ?
Im having trouble craeting my Hills, when i put it in dillo to check it out the hills are not the way i want them, they dont flow and they are just not lookin good. Can anybody post a sample Disp map so I can get an idea on how to make a disp map with nice flowing hills, I cant seem to figure it out, Thanks.
Look at the "Track Making Tips" section on my site. Go to the "Hilly Terrain" (http://dirttwister.com/tutorials/hillyterrain_tut.html) tip.
http://dirttwister.com
Sometimes a smooth dispmap doesn't necessarily look that pretty either.
Here is my Valley Ride dispmap:
(http://dirttwister.com/images/td_valleyride.jpg)
(http://dirttwister.com/images/valleyrideDispMap257t.jpg)
Bruce
Thanks alot, I have another question, what if u have your terrain really hilly and the hils are at like 60 or 70 %, and u need to make a big jump, how would u do that since u would only be able to go up another 20 or 30 % .
Envy, for making jumps on hilly terrain use the dodge tool (photoshop) Practise makes perfect and be sure to experiment with the opacity settings, brush size,white/grey color selection and blur tool.
have fun
I can't imagine a jump that big.
If you run out of space, you can use "Levels" to scale what you have worked on down so you have more room. You would then also have to adjust the strength in Dillo to compensate.
Bruce