Thanks Goardy...I dont know about succumbed ...Goardy wrote:nice textures dude, have you just got the ground res turned way up, or have you succumbed to to the mxs decal system?Motoboss wrote:Working on Pass Time for Mx Sim...hope to be done today idk..
Thanks to DJ for the awsome Sky Box
http://img293.imageshack.us/img293/1532/screenshot002v.png
Upcoming Tracks and Track Objects #2
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Motoboss
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Re: Upcoming Tracks and Track Objects #2
Appreciate my hard work? Buy me a beer,
https://www.paypal.me/Motoboss
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https://www.paypal.me/Motoboss
Check out my Facebook Page
My YouTube Channel - https://www.youtube.com/channel/UCR5gAn ... z59ykqiKyA
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yzmxer608
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Re: Upcoming Tracks and Track Objects #2
I just found out blending is super duper hard
.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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joe_389
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Re: Upcoming Tracks and Track Objects #2
hey guys, this is my first track



sorry for the big pics! any criticism welcome plz tell me what i can improove on, also trying to think of a name for it any ideas for that aswell would be apriciated.
Joey 389



sorry for the big pics! any criticism welcome plz tell me what i can improove on, also trying to think of a name for it any ideas for that aswell would be apriciated.
Joey 389
The Family:Lane 199-Alex 526-Dylan 14-Daniel 421-Brady 21 AUS
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Garasaki
- Posts: 1959
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Re: Upcoming Tracks and Track Objects #2
photoshop, learn to love the smudge toolyzmxer608 wrote:I just found out blending is super duper hard.

DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
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checkerz
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Re: Upcoming Tracks and Track Objects #2
you can do more harm than good with smudge most the time. YZ, PM me and I'll get you my msn address if you want help. I know some good quick easy tips.
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FactoryBR21
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- Location: Cascavel - Brazil
Re: Upcoming Tracks and Track Objects #2
What i've been working with a ton of help from ddmx
Track project going slow bug going....


Track project going slow bug going....


Mbutler183 wrote:I remember when we had to play mva instead of mxs, what a load of shit that was.
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yzmxer608
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Re: Upcoming Tracks and Track Objects #2
Looks pretty fun, is it going to be relatively smooth or rough and rutted?
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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FactoryBR21
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Re: Upcoming Tracks and Track Objects #2
well i'd say it will be a bit rough and maybe just a litte rutted.... something close to the huriccane hills
Mbutler183 wrote:I remember when we had to play mva instead of mxs, what a load of shit that was.
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Duckstream
- Posts: 1997
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Re: Upcoming Tracks and Track Objects #2
i hope its not like huge wide jumps, more realistic style to the jumps and it will be perfect ;() dont know about it now, but just saying.
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Judan
- Posts: 451
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Re: Upcoming Tracks and Track Objects #2
seeing as that is the *track project* track id say it'd be exteamly close to real as it's going to be the best track made so far (hopfully anyway)
and if not i take back what i've said ha xd
and if not i take back what i've said ha xd

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ddmx
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Re: Upcoming Tracks and Track Objects #2
There will be ruts in each corner to give multiple line choices. The two bigger jumps you see there are 3rd gear jumps with 0-0 gearing. The track mixs slow sections with fast sections really well right now.
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Garasaki
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Re: Upcoming Tracks and Track Objects #2
I've thought about it for a long time, and I've come to the conclusion that the thing that makes really good tracks (ie Jagmeister tracks for MvA) is a mix of really slow and really fast sections (variety of speed).
Don't go too far with the ruts, sometimes ruts actually limit line choices thru a corner. And the physics of this game allow you to square up, flat track, or look for berms to bust so they don't need as much help as you'd think.
Don't go too far with the ruts, sometimes ruts actually limit line choices thru a corner. And the physics of this game allow you to square up, flat track, or look for berms to bust so they don't need as much help as you'd think.

DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
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jesplind
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- Location: Sweden
Re: Upcoming Tracks and Track Objects #2
Your ruts on mx488 as it's named was good as hell. make them something like thatddmx wrote:There will be ruts in each corner to give multiple line choices. The two bigger jumps you see there are 3rd gear jumps with 0-0 gearing. The track mixs slow sections with fast sections really well right now.

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toonys66
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Re: Upcoming Tracks and Track Objects #2
good tracks for me are very realistic one like like cypress hollow, windcott,undadilla, timber hill, hurricane, lodge forest... with jump real (not some where you fly in the sky at like 30 meters high) and nice ruts (i like the one of cypress hollow, unadilla, timber hill). more real the best! but with ddmx leading the project i m sure something great is going to come along!

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checkerz
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Re: Upcoming Tracks and Track Objects #2
Contrast is indeed one of my theories for a good track. You need slow sections to make fast sections fast. You need small jumps to make big jumps feel big. You need enough of something to set a standard and a small sprinkle of something to make an exception to stand out. Flow comes from combining these contrasting elements in a logical order to create beats.Garasaki wrote:I've thought about it for a long time, and I've come to the conclusion that the thing that makes really good tracks (ie Jagmeister tracks for MvA) is a mix of really slow and really fast sections (variety of speed).
Don't go too far with the ruts, sometimes ruts actually limit line choices thru a corner. And the physics of this game allow you to square up, flat track, or look for berms to bust so they don't need as much help as you'd think.
This article doesn't directly apply to racing games, but should shed some light.
http://www.gamasutra.com/view/feature/4 ... esign_.php


