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Messages - Whistler_XP

#1
My last question
Is It Possible to make the lower fog layer(bottom 1/5 of edge cube faces) and lower sky cube face transparent.

so you have greater visability when your descending and for better position orientation in a map,
I can pull out the sky and you can see the entire grid but the sky isint always black(the white sky is distracting so far all others look fine) black looks great and objects show up great high in the sky but on second play it gets laggy like a arena or if textures are incompatable itsis tremendously laggy

now i can make a domed or box sky in 3dmax nd make the lower or any part transparent or simply hide the side with a wall and a dome that lowers over the edge just like a hack big bike sx map where the arena is lowered down now beliieve me if we didnt use a sx plat or pull out the sky out I coulndnt have landed 22x with te bikes ability to glide and slow down the sooner you can see a landing the sooner you can move to land it

So a transparent portion (the bottom and lower sides from just above fog level) would be the best of both worlds.
#2
I also have a excelent idea for a additional Tag/event type and i think all the things are in place in the game to easily do this,
Ok i call it Rotation Tag kinda like 9 ball when you launch there is a number over each player denoting the order your to tag in the winner is the one who tags the highest number first, it be nice if peeps only saw the number they needed to see where the other dont know your tag order, but then keep away could be a part of this so just displaying the number above te riders uniformly would add anticipation knowing who and when in the event you have to tag a nemisis or rival of you, or all having to taga certain rider first or last might play as well, and record fatest time that X players were tagged

Then mabey patch the ball and give it a tude a attitude like a gyroscopic wobble  or it rolls uphill a bit faster or anywhere fast down or up i think those adjustments might eaily be made to the existing files and the game engine can accomodate them

also for tag, then this is easy
I call it a wildcard every now and then a players stunt capabilities are disabled and he is a runner just to throw off the need to prove I dominate by points attitude and show off what makes this game so excellent that is the spped of the game(in CFS  at mach 1 the game is S  L o  w) a tag game only on a fast smooth map is the fastes gaming action ever single or multiplayer I have ever seen.

#3
there are grainy textures placed into texture by the game eco.res file
since you get 20 more fps and the textures look like as they were painted I set my single/dual pass is set to none
but it only works on first play after first game it reverts to adding the grainy textures as it would if it were set to single or dual pass so I want to LOCK it in to none
I noticed on Sneers Edgeloop it didnt have those grains on second or any play, Hmm, so a little later I installed the mxu re files in both the editor and the game and now edgeloop had a spiderweb looking grain on first play and every play, simply replacing the original res files only locks the none option in on edgeloop I figure there ought to be a way to turn off the texture alltogether I know its possible cause in dillo2 it is a option none for added rainy texture now this would have to be switched by the .env through the eco.res file so why cant I just set the original or the mxu res file to this switched setting, I believe I can bu I cant edit the .res file it cant be to complex cause bikeswitcher does it.

if any one can simply edit a res for this than that might be better than letting me into a res file, hehe

I also have a excelent idea for a additional Tag/event type and i think all the things are in place in the game to easily do this,
Ok i call it Rotation Tag kinda like 9 ball when you launch there is a number over each player denoting the order your to tag in the winner is the one who tags the highest number first, it be nice if peeps only saw the number they needed to see where the other dont know your tag order, but then keep away could be a part of this so just displaying the number above te riders uniformly would add anticipation knowing who and when in the event you have to tag a nemisis or rival of you, or all having to taga certain rider first or last might play as well, and record fatest time that X players were tagged

Then mabey patch the ball and give it a tude a attitude like a gyroscopic wobble  or it rolls uphill a bit faster or anywhere fast down or up i think those adjustments might eaily be made to the existing files and the game engine can accomodate them

also for tag, then this is easy
I call it a wildcard every now and then a players stunt capabilities are disabled and he is a runner just to throw off the need to prove I dominate by points attitude and show off what makes this game so excellent that is the spped of the game(in CFS  at mach 1 the game is S  L o  w) a tag game only on a fast smooth map is the fastes gaming action ever single or multiplayer I have ever seen.

My last question
Is It Possible to make the lower fog layer(bottom 1/5 of edge cube faces) and lower sky cube face transparent.