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National Tracks

Started by HKR_envy317, July 26, 2004, 03:59:07 PM

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HKR_envy317

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.

DBR_Dodgy

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.
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Daniel Ahlgren

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

tw0_f0ur_

Thanks,
     tw0_f0ur_ l MXR_DeAt_ l tw0gh0st

HKR_envy317

allright thanks, u guys answered my Question

Daniel Ahlgren


DBR_Dodgy

hehe  its good that TD is back,    i have a nice warm feeling again  ;D

Ian.
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tw0_f0ur_

Defnetally Ian,

thats what TD fourm was about, helpin each other
Thanks,
     tw0_f0ur_ l MXR_DeAt_ l tw0gh0st

HKR_envy317

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 ?

DBR_Dodgy

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.
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HKR_envy317

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

tw0_f0ur_

na i havent, ill check them out now..
Thanks,
     tw0_f0ur_ l MXR_DeAt_ l tw0gh0st

HKR_envy317


DBR_Dodgy

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.


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ElDiablo (Paul)

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.

:-\
Sincerely,

Paul Valenti - Owner/Operator - Sound Advice
www.facebook.com/soundadvicekc

HKR_envy317

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.

DBR_Dodgy

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.
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HKR_envy317

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 ?

DBR_Dodgy

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.
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HKR_envy317

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.