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MX vs ATV Reflex PC Multi-Player back on line 10/8/2013.  Get Racing.

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Messages - WCR_Rip

#1
Track Creators / MXU textures in MCM2
November 21, 2006, 11:20:08 PM
I cant seem to figure out how to get the textures from MXU to show up. Cant figure out how the texture deal in Dillo Too works either. Whats it take to install one of the colors you choose.
  Thanks :-[
#2
Track Creators / Track Textures needed
June 18, 2005, 11:17:47 PM
I have a new track that needs Textures and was wondering if there's anybody interested in taking on that challenge for me? I can't do decent textures for the life of me. :o
#3
I have this same problem where as I can pick the texture I want to change it to but it never shows up in Dillo2 or out. You get it figured out? :o
#4
Track Creators / Re: DaveU style track path help
June 02, 2005, 12:22:57 AM
Thats the way I've been doing my paths on my tracks but that still doesnt put the raised edge on it the way I'm looking to do. If you look at his sx tracks hes made you'll see how it looks just like he dropped the blade of his tractor down on the  ground and started pushing the dirt untill it flows over the ends of the blade and leaves a pile of dirt on both sides as he goes, lol. That make any since? lol. Thats just the way I picture it would be done. But useing the push tool in PSP7 I cant keep in even all the way around. ::)
#5
Track Creators / DaveU style track path help
May 30, 2005, 09:22:29 AM
Does anyone know how DaveU gets his track paths to look the way they do for instance like on track Bring It? The way hes able to get the raised sides on it? Thanks ::)
#6
My thoughts on the MXU tracks that are converted to MCM2 is their pretty easy, but thats because they weren't designed for this game obviously so I can ride them every so often w/o too much of a problem but I'd much rather ride something different. But as far as the work you guys did to make whatever it was that you needed too to make these work in MCM2 is Awesome! The tracks probably work better in MCM2 than any of the originals or user made since, and by that I mean that I've never been stuck on a bale, hooked to a post or embedded half way into the banners! I'm not sure how lose the spline is in MXU but in MCM2 their WAY to open. I've actually jump over the banners that divide the track in sections where the track does a u-turn and landed going the wrong way and never had the #'s even show up but thats no sweat of my N***.
What I think people seem to forget about is that this is a GAME!! It is not and never will be "like the real thing" and why everyone wants it to feel more like its "real" is missing the point! The reason why we (most) people play games is for that certain amount of the "Unreal" in real life things that games allow you to do, like being able to sometimes launch these huge jumps at unreal speeds and be able to pull them off (but not always) If I want it to be more "realistic" I would just go jump on my bike and have it. My point being that if there wasn't that certain amount of the Impossible that the game gives you then there's really no reason for anyone to stay interested. Probably could of gotten it across in a shorter post but did'nt happen sorry, lol  8)
#7
Track Creators / Re: How to make a DBL Displacement map
October 02, 2004, 02:25:04 PM
Well I never knew anything about the tile off to the right of center as being the tile that would allow the spline to hold let me check it out lol thanks
          WCR_Rip
#8
Track Creators / How to make a DBL Displacement map
October 02, 2004, 05:57:07 AM
What exactly do you have to do to get Armadillo to allow the spline to run outside of a single 257X257 tile?  :-\
                                                                                                                         
                                                                                                Thanks
                                                                                                WCR_Rip (aka Kenny)