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Basalt

Posted: Sun Dec 07, 2025 7:59 am
by sethypeety
CREDITS:
Walhamt
Osari52
haggqvist
staydown
ddmx
WellsMx
Mxfish

Also Credit to Werniech for the rock walls and arches

Today I am releasing a sand track in a dense snowy forest. I wanted to challenge myself to use the raise, lower and smooth tools more to get better at shaping terrain and decided that starting small with my yearly snow track would be a good idea :D

I'm super happy with how it came out and despite the unreasonably quick turn around on this track I am really happy with how it came out. I wanted a track built inside of rock formations with some hot springs flowing through the rocky terrain. I didn't intend for it to be a night track but sometimes that's just how it happens.

Features:
Erode works really well on this track so I used decals specifically for high visibility

This track has working Bots! Only on the Novice setting and they aren't amazing but they are serviceable and actually were a lot of fun to use to see how the terrain shaped up.

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https://drive.google.com/file/d/1in8KWA ... sp=sharing

Re: Basalt

Posted: Sat Dec 13, 2025 2:48 am
by jlv
This fog setting gives it more of a nighttime feel. More density looks better but I think .008 is as high as it can go without causing visibility issues.

Code: Select all

fog [ 0 0 0 ] .008

Re: Basalt

Posted: Sat Dec 13, 2025 5:44 am
by sethypeety
jlv wrote: Sat Dec 13, 2025 2:48 am This fog setting gives it more of a nighttime feel. More density looks better but I think .008 is as high as it can go without causing visibility issues.

Code: Select all

fog [ 0 0 0 ] .008
Yeah this looks far better, no more bright hue and it even makes the steam on the water more noticeable. I'll definitely be experimenting with fog a bit on next years snow track unless I decide to make another one sooner than that. Did you check out the bots at all? I'd be interested to know how to make them better. My next few tracks (yes I'm working on multiple at the same time rn) are significantly smoother so that should help with navigation but I just don't know how to get them not to be so one lined on the opening laps.

Re: Basalt

Posted: Sun Dec 14, 2025 2:11 am
by jlv
sethypeety wrote: Sat Dec 13, 2025 5:44 am Yeah this looks far better, no more bright hue and it even makes the steam on the water more noticeable. I'll definitely be experimenting with fog a bit on next years snow track unless I decide to make another one sooner than that. Did you check out the bots at all? I'd be interested to know how to make them better. My next few tracks (yes I'm working on multiple at the same time rn) are significantly smoother so that should help with navigation but I just don't know how to get them not to be so one lined on the opening laps.
When you're making the track, it helps the bots if you try to make the switch points in smooth areas. I like to put them at corner entries. You should definitely make gates covering jumps not switchable since you don't want them attempting to change lines right before a jump.

For training the bots, you want to go slow enough that they have a chance at replicating your line and take a variety of lines to give them options.

Re: Basalt

Posted: Thu Dec 18, 2025 2:18 am
by TeamHavocRacing
I remember the challenge of training bots! The gate 16-25 bots I used just stayed put when I tried. It's a sick track, despite the bots or fog! Where do I put the code for fog?

Re: Basalt

Posted: Thu Dec 18, 2025 2:54 am
by TeamHavocRacing
TeamHavocRacing wrote: Thu Dec 18, 2025 2:18 amWhere do I put the code for fog?
Nevermind! I changed it in his track's lighting file and got scared of the dark! Reverting back, but cool to see the effect.