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Messages - CDavie_3D

#1
Track Creators / Atlanta 2003 Released
March 25, 2006, 11:38:14 PM

http://www.mcmfactory.com/display.php?cat=mva_tracks&id=390

I used to create tracks for MCM2. Although I released around 10 or so, I had probably that same amount or more of tracks I started but never finished. This replica of the 2003 Atlanta Supercross is one of them. I thought it was a pretty decent SX, so when MVA came out for PC, I thought that this track would be a nice way to get my feet wet. Anyway, this is my first track for MVA. Any comments/suggestions would be great.
#2
Well, the editor's still giving me problems with the double shadows, but here's an obvious and easy (but somewhat time consuming) remedy.

First, export the textures without the object shadows.
Then, render in the shadows and export those textures as a separate file.
Open both images in your image editing program.
Copy the shadowed texture and paste it as a new layer over the shadowless texture.
Give the shadow layer a "reveal all" layer mask.
Using the selecion tools, paint brush, or whatever, paint the mask black wherever the extra shadows are, but make sure to leave the mask white wherever the correct shadows are.
Save the image as a .tga, .png, or .bmp and import it into the editor.
Viola! ;)

I don't know about the all black problem though.
#3
Same thing happens to me too, except for a few times in SX (using object shadows, but not terrain) where I got the correct shadow plus a copy of those shadows offset by quite a distance. Here's a screenshot:

Anybody know a fix for this?
#4
Diablo, -1 tells them to just go wide open, as fast as they can. 1 tells them to go 1 mph, which, most likely will make them brake. As a matter of fact, 2 would probably make them brake as well, from what I understand. You can type in any mph at the node and the AI are supposed to try and match that speed.
#5
Okay, I know what the manual says, and I kind of know what all the node options mean, but I'm still having trouble.

My biggest problem is with the AI flying off the turns. I can help this problem in most turns by setting a low speed on the first node of the turn. However, this doesn't work with some turns, specifically ones with jumps leading right into them.

Next is with jumps/rythmn sections. I am working on a supercross track right now but the AI are terrible. If you notice, in the stock tracks, the AI "know" what lines to take through a rythmn section. They know they need to double here, triple here, triple again then turn, for example. Does anybody know any good techniques for teaching the AI what lines to take? Do I need to set a node with a certain speed at each jump, or what?

I would like to have at least as close of a race on my tracks as I do with the AI on stock tracks and with the MVA editors seemingly greatly customizeable AI tweaks it seems possible. The question is, how do we take these options that are given to us and make them really work on our tracks? Has anybody made any real progress with the MVA AI stuff yet?
#6
Track Creators / Re: **Contest Track teaser pics**
August 31, 2004, 01:06:35 PM
Yeah, I wanted parts of the track to have a real wooded look. I used only 20000 trees though. The only trees are the ones around the track. If you go off into the perimeter tiles you'll see that there is a point where there are no longer any more trees.
#7
Track Creators / Re: **Contest Track teaser pics**
August 31, 2004, 12:06:42 PM
Here's a couple of screens from the track I entered:



#8
Custom Objects / Re: Simple Object needed
August 31, 2004, 12:01:41 PM
Thanks guys. Yes, I did finish a track for the contest. I have already uploaded it so I guess there's now more need for the bale (at least for now). I'll try and post a couple pics of the track in the teaser thread.

Thanks,
#9
Custom Objects / Re: Simple Object needed
August 30, 2004, 11:36:22 AM
If you can only do it with LOD then I'll just no have a haybale there. I was just thinking that ther might be a way to make a non-looping animation that had the haybale under the ground at first then pop up later. But if that's not possible then that's ok. Thanks.
#10
Custom Objects / Simple Object needed
August 27, 2004, 05:15:14 PM
I want a plain haybale (just regular hay texture) that will be invisible for about 30 seconds at the start of a race then be visible for the rest of the race. I have a section in my contest track that comes across the start so I don't want the bale there while everyone takes off, but I want it to be there the next lap. If anyone can do this by the 31st I would really appreciate it.
#11
Actually, I have several SX reacks just lying around. I've got a replica of Atlanta 2003 with finished textures and disp map. However, I've never got around to placing objects.


Also, I have a finished disp map and nothing else of Rd. 2 of the series of SX tracks I started (Rd.1 has been out a while).



I also have a bunch of slightly modified disp maps of tracks made with the MCM1 editor (with different plugins of course). Right now I'm trying to finish up a national track for the Blues Creations contest. I might get back to work on those supercresses after that.
#12
 :o Very cool. Works great. I've been waiting for this for years it seems.
#13
Most of you probably don't remeber me, but I've been around for a long while (think 3D-Designs). Anyway, this is great. I've only used Dillo Too for very little up till now. The spline stuff is much easier than Dillo and the nudge mode for objects makes the placement alot easier. The auto bale orientation thing is an awesome idea, however, I've found that one national tracks where only a few haybales are needed at a time, alot of tweaking is still needed. I think that it would even better if you could just align the bales yourself from above then have a command that just rotates the other axis' to align the bale with the ground. If you could do something like that then I think the object placement process would be greatly sped up. Anyway, good job. Now I've got to get the rest of those objects placed in time to make the deadline for the Blues Creations contest.