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2013 AMA supercross tracks

Started by mototank, November 26, 2012, 12:49:24 AM

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mototank

#80
just a little update of what I've been up to, absolutely nothing.... school has kinda taken over and i haven't had a lot of free time to build tracks
i will finish A2, Oakland and A3 at some point this year but there's a lot of changes that need to be made and i want to revisit phoenix fix the objects
if there's any 1 out there that wants to do a track and hasn't posted yet please post because the only way we're going to finish all of the SX track in a reasonable time is if some other people join up with us.

http://www.supercrossonline.com/supercrosslive/

al167

#81
daytona 2013 beta

http://www.mediafire.com/?w4449b3pwz6x9ij

textures,objects and lighting still need to be finished.
im pretty happy with the height map. but its not set in stone so let me know what you liked/disliked about it as ill consider changing it. (but only before i place the objects!)

cheers Allan

JamieT

Great job Al, the track feels great.  One thing I think could be changed, is the rythm section after the lane that goes alongside the pitline.  It has 11 jumps in it, but the last two seem to be none existent, and are just really flat.  Especially when compared to those first few moguls, which seem huge in comparison.

I know the textures aren't finished yet, but the bump map looks quite rocky, and doesn't feel like the loose loamy dirt of Daytona.  The dirt colour looks pretty spot on, but if I were to nit-pick, I would add a slight shade of brown to it, and it would be perfect.

Overall though, you've done a great job with the height map. Pleny of different lines to choose, and you can tell straight away that a lot of time has gone into it.  Congrats, and I look forward to the next update! :)

al167

thanks JT for the feedback!
you always give great feedback, i really apreciate the time taken.

ill beef up thase last two jumps that you mentioned. A couple of other people that tested it said the berms need to be bigger,  with maybe less bumps in the turns too. so ill look at modding those slightly too. One guy was quading the 4 dug out jumps(barcia was going 3 -1) from the outside line wich was smooth, so ill make that bumpier there so you can only go 3-1.
with the textures i still have 1 channel free, from which i plan to overlay with another texture on the racing/worn  line.  (ill use something  brown)
ill also work on the traction and deformation too. :)
it will probably be a few weeks away yet, just got a lot on fir the next few weeks
cheers al

JamieT

I didn't really notice that the berms were too low myself, I thought they were just right.  Wow, someone has quadded those jumps?! It's amazing how some people can find lines which seem impossible.

I think that with your extra texture channel, you could use it as the clay type dirt.  I don't actually recall where abouts on the track they had clay to be honest, but I know the start straight definitely had some.  Usually they tend to mix it up around the lap, but you'll know better than me where it was.  For the racing line parts that you were going to use it for, playing around with the RGB and the Alpha channel in Chrome Lum would probably give you that variantion in colour that you're after.

Keep us updated with your progress, I'm looking forward to this track! :)

al167

#85
2013 Daytona supercross replica



http://www.reflex-central.com/index.php

cheers allan

jizwizard

nooooooooooooooooooooooooooooooooooooooooooooooooooo wheres multiplayer when you need it lol will give this a blast later. good job mate

AMA_King


al167

thanks ama_king,  i cant wait till we can race these tracks, hopefully multiplayer returns soon and splines are not too far away also  :)

AMA_King

Quote from: al167 on April 28, 2013, 09:18:38 PM...splines are not too far away also  :)

REALLY??????!!!!!!!   :o

How far is not too far? 
"Not too far" means 10-15 minutes to me!!!!
Like saying "the gas station is not too far away."

What about AI?  Will splines enable the use of AI?

JamieT

Quote from: AMA_King on May 04, 2013, 08:38:58 AM
"Not too far" means 10-15 minutes to me!!!!
Like saying "the gas station is not too far away."

What about AI?  Will splines enable the use of AI?

lol :D

I think Al meant that ^hopefully - 'splines are not too far away also'.  He should have said 'either' instead of 'also'. :-*
Ooooh the grammar Nazi is here! :o

I'd say that AI splines will probably be included when they come.  The AI isn't great in this game anyway (which could be due to poorly made AI splines by Rainbow), so I think for that reason, people just won't bother putting in the effort to make something decent that's for the AI.  When Unleashed was in it's prime, it was very rare to see a track that had a decent AI spline, so I expect it will be the same with Reflex.


AMA_King

I've always thought that AI should be made from the ghost lap times of the developers & game testers & then the lap times get replaced by the game owners 30 best ghost lap times and after that you will race AI who are using your last 10-20 ghost lap times (they are not ghosts though, they are real AI) and the game would randomize the last 20-30 best lap times into the 10-20 AI you are racing for each race.

Did that make sense?   :P

Fixer

I like your thinking, personally ghost riders is one of the most missed features from MCM.

I spent many hours on many tracks trying to beat my fastest ghosts

JamieT

Hehe while it was confusing to read, I think I know what you mean :)

It sounds like a great idea, but I imagine it would probably be pretty difficult to implement.  I don't know too much about how the AI is coded in racing games, but in Unleashed if I remember correctly, you had to assign certain actions to each node along the spline.  Ghost laps on the other hand, are just a record of the AI's postion in the world space along the lap, so I'm not sure how the two could be mashed together.  Although, if a ghost lap was a record of the user's input then I think it could probably work.  It's a very interesting idea!

Without getting too much off topic from the original post :-\ It would be interesting to hear from Laurie about how the AI is coded in Reflex.  With the progression of processor capacity, it would be interesting see whether things have advanced much since the days of Unleashed...Especially now that the AI the has the lean and steer controls to contend with!

I agree with Fixer!  I really miss the ghost laps too.  It was great to download those ghost laps from central, and see how the fast guys put in those laps.  I definitely learnt alot about MCM2 by trying to keep up with ghosts! :)

AMA_King

Yeah - I guess the "long story short" version =

I want to race 15 AI that are a actually a randomized collection of my last 30 ghost lap times.

mcm2boys

I always had the impression that in mcm2 the Ai was based on my ghost laps since i'm a pretty eratic rider and the AI seemed to be pulling many of my eratic moves as we went round the track.. but i don't know for sure. The only thing i can tell you about the Reflex AI is that the splines seem to contain similar AI directives to Unleashed but what they actually do is anyones guess..

al167

i really dont care about AI, a ghost feature like mcm2 is what id like. it would be fun trying to crack those top lap times and beat the ghost. i still remember some great battles i had with my mcm2 ghosts... or if anyone played gran turismo thed know how handy a ghost was for improving lap times lol