Mission Valley
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If your topic doesn't contain a track link, this is the wrong place to post it.
If your topic doesn't contain a track link, this is the wrong place to post it.
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WhMx179
- Posts: 1531
- Joined: Wed Feb 18, 2009 4:31 pm
- Team: Privateer
- Location: Deep in the Heart of Autumn
Re: Mission Valley
whatever you say jones... now please lets keep this topic about mission valley, and not my signature

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DJ99X
- Posts: 15524
- Joined: Tue Jan 15, 2008 11:36 am
- Location: Land Down Under
Re: Mission Valley
I was quite surprised by the poly count as well. But for some reason, it runs better than alot of other tracks. It runs better on my comp that DDMX's mentioned project track, which has 100000 (I think it was less actually?).dearnhardtfan7 wrote:over 550,000 model polys!? I run the contest tracks on 100 model geometry and 10 model detail with shaders off and get around 50 fps but with geometry at 20 and detail at 6 I am getting between 15 and 30 fpsI'm guessing you didn't do any lod's for the trees or cacti?
Just as a comparison, the contest tracks were all under 40,000 polys. I know this is probably the prettiest track so far, but when I saw that number I was shocked. I'm not saying to cater to the lower-end computers, but maybe in the future if you could make your tracks a little more accessible to the guys with lower performance computers it would be great.
I did not notice that James didn't put the lods in the folder. I'll release a lod add-on later.
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Tyler 258
- Posts: 507
- Joined: Thu Jul 09, 2009 10:56 pm
- Team: Privateer
Re: Mission Valley
And finally someone gets braking and acceleration bumps right.
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mace-x
- Posts: 2303
- Joined: Wed Jan 02, 2008 5:53 am
- Team: your sister´s fan!
- Location: candy planet.
Re: Mission Valley
the braking and acceleration bumps worked great!
they look deep, rough and are ultra rideable.
they look deep, rough and are ultra rideable.

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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DJ99X
- Posts: 15524
- Joined: Tue Jan 15, 2008 11:36 am
- Location: Land Down Under
Re: Mission Valley
Found the lods for the trees. This will pretty much cut the poly count in half. Put this file anywhere in your personal folder
- Attachments
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- Mission Valley LOD Add-On.zip
- (292.55 KiB) Downloaded 377 times
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adhkcrfhonda
- Posts: 1526
- Joined: Sun Dec 14, 2008 4:46 pm
Re: Mission Valley
lady gaga is a ritard.WhMx179 wrote:whatever you say jones... now please lets keep this topic about mission valley, and not my signature
anyway. this track is soooo sick. little mean on my computer but im still diggin it! good job

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WhMx179
- Posts: 1531
- Joined: Wed Feb 18, 2009 4:31 pm
- Team: Privateer
- Location: Deep in the Heart of Autumn
Re: Mission Valley
whatever dude, you guys really have no lives its silly.
anyways, thanks DJ for that file, not im not getting lag anymore when i play mission valley
anyways, thanks DJ for that file, not im not getting lag anymore when i play mission valley

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WhMx179
- Posts: 1531
- Joined: Wed Feb 18, 2009 4:31 pm
- Team: Privateer
- Location: Deep in the Heart of Autumn
Re: Mission Valley
Not only that, but you cant even spell retard correctly. i really wouldnt talk.
okay im done
okay im done

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DJD
- Posts: 2757
- Joined: Thu Oct 02, 2008 12:56 am
Re: Mission Valley
^It was a play off the movie "The Hangover"......im gessing.
Track looks amazing, would have liked to see better ruts though.
Nice to see checkers putting out tracks for a real motocross game.....
hehehe.
If you havent realized by now, checkers, i just like poking fun at MVA, its nothing personal.
Track looks amazing, would have liked to see better ruts though.
Nice to see checkers putting out tracks for a real motocross game.....
If you havent realized by now, checkers, i just like poking fun at MVA, its nothing personal.
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checkerz
- Posts: 8791
- Joined: Tue Apr 22, 2008 4:23 am
- Team: RaGe Factory
Re: Mission Valley
I forgot how to make ruts since the game I am used to making tracks for builds them with the bikes ***BAM RIGHT BACK*** haha
Nah, tell me what could make them better? I'm working on something and always wanna improve. Glad DJ hooked up the LOD and it's working better.
Nah, tell me what could make them better? I'm working on something and always wanna improve. Glad DJ hooked up the LOD and it's working better.
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DJD
- Posts: 2757
- Joined: Thu Oct 02, 2008 12:56 am
Re: Mission Valley
Technically we have that too, its just not as refined.....
Unfortunately there's not much you can do with a standard definition Displacement map.
I always end up with a jagged mess, all the tracks I'm working on now use a HD Disp, like 2049x2049.
I'd be happy to test your tracks and offer any suggestions though.
Unfortunately there's not much you can do with a standard definition Displacement map.
I always end up with a jagged mess, all the tracks I'm working on now use a HD Disp, like 2049x2049.
I'd be happy to test your tracks and offer any suggestions though.
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checkerz
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- Team: RaGe Factory
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toonys66
- Posts: 1046
- Joined: Sun Apr 05, 2009 2:54 pm
- Team: Privateer
- Location: south france
Re: Mission Valley
yeah indeed on this one and maresia, some deeper roots to be able to rail turn faster would be better, kindoff some in windcott.

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DJ99X
- Posts: 15524
- Joined: Tue Jan 15, 2008 11:36 am
- Location: Land Down Under
Re: Mission Valley
I hated the windcott ruts. I wouldn't even call them ruts, they were more like deep berms in the middle of the track.
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toonys66
- Posts: 1046
- Joined: Sun Apr 05, 2009 2:54 pm
- Team: Privateer
- Location: south france
Re: Mission Valley
yeah indeed you are right for some of them but some i love them, but i also love timber hills one and of course cypress hollow.
anyway but some nice ruts will be sick, it s one of the best things of this game, railing a nice inside ruts full speed!
anyway but some nice ruts will be sick, it s one of the best things of this game, railing a nice inside ruts full speed!


