My guess is that you're not up to date with the snapshots. The white things are the treemodels used for collisions. They use null instead of an empty alpha texture in the statues file.Brina927 wrote:Hmm I really liked it but I can't figure out why the tree trunks were like white 2 white squares. It made it a bit hard to see.
This is what I mean, I see some trees fine but others have wierd squares:
Am I missing something?
Sorketorp Enduro 2
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Re: Sorketorp Enduro 2
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Re: Sorketorp Enduro 2
Unfortunately that isn't it. I downloaded the 1.4 and 12-22 snapshot. No difference.
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Re: Sorketorp Enduro 2
What kind of times is everyone getting?
Just rode 11:45 on the dry version. I reckon breaking 11:30 should be more than possible.
Just rode 11:45 on the dry version. I reckon breaking 11:30 should be more than possible.

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Re: Sorketorp Enduro 2
Mine has those white box things too it kinda sucks. All the other Sorketorp tracks work fine for me.
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Re: Sorketorp Enduro 2
hey motorockstar, what track is that in your signature, it looks realy fun, also what is the track in dj's old signature where it says arggg, x marks the spot, thanks
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Re: Sorketorp Enduro 2
That track is benkeboda and the one in DJ's old sig was millville 2008 which he released for the track comp.

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Re: Sorketorp Enduro 2
Give this a crack (hoping photobucket saved the mip comment):Shadow wrote:Likewise using max graphics but still it seems to appear out of thin air just as I'm happily going straight wide open.haggqvist wrote:That's what the direction arrows are there for...![]()
Joking aside, I haven't noticed that with the tape at all. It might be because I know the track all too well or because I run max graphics. It probably doesn't help that they are quite thin to begin with... As for the tree color problem; was that on the dry or wet version?![]()
Tree color thing was in the dry version.

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Re: Sorketorp Enduro 2
BTW, put that in the MX Simulator\sorketorp.trackfiles\statuefiles directory. Backup the old one.
It does make a noteable difference. It still suffers at angles though, but at a distance it remains in vision much further
It does make a noteable difference. It still suffers at angles though, but at a distance it remains in vision much further
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Re: Sorketorp Enduro 2
Good stuff. It makes a huge difference. Photobucket does save the png comment, in addition to that they remove all periods from filenames so the png needs to be renamed from hhacautiontapesingleredwhite.png to hha.caution.tape.single.redwhite.png. Sneaky bastards!DJ99X wrote:It does make a noteable difference. It still suffers at angles though, but at a distance it remains in vision much further
Not a big fan of the dark artifacts on the edges of the tape though, they make it look a bit wide at a distance.
Here's one I made which imo lets you have the cake and eat it too...


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Re: Sorketorp Enduro 2
I am having the weird tree problem as well though it happens on both the wet and dry versions for me. Any solutions yet? BTW great track haggqvist keep up the good work.
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Re: Sorketorp Enduro 2
About the tree problem: I'm unable to recreate this on my system so I haven't got a clue how to resolve it.
It would be good get this issue resolved though, because I think it saves a few fps on graphics-heavy tracks like this.
jlv, would you care to shed some light on this?

It would be good get this issue resolved though, because I think it saves a few fps on graphics-heavy tracks like this.
jlv, would you care to shed some light on this?
Surely you must mean 10:30 sir, I just did a 10:29 on the wet version...Shadow wrote:What kind of times is everyone getting?
Just rode 11:45 on the dry version. I reckon breaking 11:30 should be more than possible.

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Re: Sorketorp Enduro 2
Using null as the texture will currently result in the model using the default texture id 0, which is undefined. I'll change it to not draw at all in that case in a future version.haggqvist wrote:My guess is that you're not up to date with the snapshots. The white things are the treemodels used for collisions. They use null instead of an empty alpha texture in the statues file.
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Re: Sorketorp Enduro 2
Thanks, but I still can't figure out why it's working for some and not for others though...
In the meantime, here's a temporary fix that uses an empty tree-texture:
1. Download a new statues file here http://www.mediafire.com/?tn5qqi4bkbbj21j and put it in the MX Simulator\sorketorp.enduro.2.dry and MX Simulator\sorketorp.enduro.2.wet directories.
2. Download the empty tree-texture here http://www.mediafire.com/?p1v4ev95g2a0a3a and put it in the MX Simulator\sorketorp.trackfiles\statuefiles directory.
I hope this solves the problem for everybody.
In the meantime, here's a temporary fix that uses an empty tree-texture:
1. Download a new statues file here http://www.mediafire.com/?tn5qqi4bkbbj21j and put it in the MX Simulator\sorketorp.enduro.2.dry and MX Simulator\sorketorp.enduro.2.wet directories.
2. Download the empty tree-texture here http://www.mediafire.com/?p1v4ev95g2a0a3a and put it in the MX Simulator\sorketorp.trackfiles\statuefiles directory.
I hope this solves the problem for everybody.
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Re: Sorketorp Enduro 2
The initial contents of texture ID 0 are undefined. A conforming OpenGL implementation can put anything it wants there. Mesa for example uses a texture that says "MESA".haggqvist wrote:Thanks, but I still can't figure out why it's working for some and not for others though...
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Re: Sorketorp Enduro 2
Thank you for clarifying this. Although I have to admit It took quite a bit of reading to understand what you were actually saying.jlv wrote:The initial contents of texture ID 0 are undefined. A conforming OpenGL implementation can put anything it wants there. Mesa for example uses a texture that says "MESA".
