[cir] Quw (update!)
- Tennisball
- Posts: 49
- Joined: Mon Aug 09, 2010 10:11 am
- Location: Germany
[cir] Quw (update!)
Hi,
here's my first track. I made it with the default editor and i didn't know any name I could give it, so I let the name like the editor suggested.
Description: It's just a (almost flat) track with some curves and many palm trees.
Enjoy! I hope you like it!
Greets,
Tennisball
here's my first track. I made it with the default editor and i didn't know any name I could give it, so I let the name like the editor suggested.
Description: It's just a (almost flat) track with some curves and many palm trees.
Enjoy! I hope you like it!
Greets,
Tennisball
- Attachments
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- Quw.zip
- (11.19 KiB) Downloaded 183 times
Last edited by Tennisball on Mon Aug 09, 2010 11:03 pm, edited 1 time in total.
Re: [cir] Quw
First of all, welcome to the forums!
Your track is very good one for being first track. But I can see it's made quickly, and to build a good track you need to use at least few hours. Taking your time is the most important thing on your way to a good trackmaker
If you want to get your track more beautiful, you can use external editors, usually they are MS Paint which is quite easy to learn, but in the end it doesn't have as many features as Photoshop, which is very handy for trackmaking but it isn't free, but GIMP has almost the same features and it is free. To open your land map in paint or something else, click export land in track editor, and then just save it as it is (it has to be 16-color, 512x512 bmp) and open in paint. Then you can experiment, and open it in track editor with import land.
You can also edit height map in other programs, also those what I mentioned, but it's much harder than lmap editing. There's also a program for this called GRHMEdit, it's very good, and it's easier to edit hmap with it. You can download it from the tools & utilities section
Look what other trackmakers have put their tracks, and check out some tutorials in this forum. I'm sure, that with practise you'll become a good trackmaker
Your track is very good one for being first track. But I can see it's made quickly, and to build a good track you need to use at least few hours. Taking your time is the most important thing on your way to a good trackmaker
If you want to get your track more beautiful, you can use external editors, usually they are MS Paint which is quite easy to learn, but in the end it doesn't have as many features as Photoshop, which is very handy for trackmaking but it isn't free, but GIMP has almost the same features and it is free. To open your land map in paint or something else, click export land in track editor, and then just save it as it is (it has to be 16-color, 512x512 bmp) and open in paint. Then you can experiment, and open it in track editor with import land.
You can also edit height map in other programs, also those what I mentioned, but it's much harder than lmap editing. There's also a program for this called GRHMEdit, it's very good, and it's easier to edit hmap with it. You can download it from the tools & utilities section
Look what other trackmakers have put their tracks, and check out some tutorials in this forum. I'm sure, that with practise you'll become a good trackmaker
Mujisan // Zunzelina // Lönnby Idrottspark // More tracks
- Thunderstrucker
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- Location: Brazil
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- Posts: 8
- Joined: Wed Feb 17, 2010 2:41 am
Re: [cir] Quw
Nice first track. Mine a few years ago was not even half as good as this (but I still love it!). One problem I see is with the pits. The AI cars will come in and be facing the cement posts, then have to do a u-turn to exit their pit box. That lone "man" at one end is like the front jack-man; the others should be parallel with the track direction. Otherwise, it's good.
- Tennisball
- Posts: 49
- Joined: Mon Aug 09, 2010 10:11 am
- Location: Germany
Re: [cir] Quw
Hi,
thanks for your comments, I'm happy you like it!
I tried out to turn the pit by 180°, but now it's even worse. Then I tried to turn it by 90°, but now they are doing mistakes again.
I'll try that with Gimp, Paint etc.. maybe I'll write an own tool.
thanks for your comments, I'm happy you like it!
How can i solve this problem?One problem I see is with the pits. The AI cars will come in and be facing the cement posts, then have to do a u-turn to exit their pit box. That lone "man" at one end is like the front jack-man; the others should be parallel with the track direction.
I tried out to turn the pit by 180°, but now it's even worse. Then I tried to turn it by 90°, but now they are doing mistakes again.
I'll try that with Gimp, Paint etc.. maybe I'll write an own tool.
Re: [cir] Quw
That is one of the best "first tracks" I've seen lately. It has clean lines, good looking kerbs (for TE kerbs anyway) and a fairly reasonable use of objects. Good job. But as every beginning trackmaker shoud do, have a look at the tutorials section. In addition, you should check out other tracks posted here on the forum and try to get some inspiration from them. About the pits - check other tracks how to properly rotate them.
Can't wait to see another track from you.
Can't wait to see another track from you.
Re: [cir] Quw
Nice track for a newbie.
Export the bmp file and use the eyedropper and line tool to expand the pitlane. And don't forget to rotate the pitlane.
Try expanding the pit entry, as Aleksi said it looks like you are a little bit rushed in making this track. At least take your time so you can see for errors.Tennisball wrote:How can i solve this problem?
I tried out to turn the pit by 180°, but now it's even worse. Then I tried to turn it by 90°, but now they are doing mistakes again.
Export the bmp file and use the eyedropper and line tool to expand the pitlane. And don't forget to rotate the pitlane.
@resir014 | GWR Stats | My GeneRally Stuffs | Twitter
"When I have finished explaining you will understand less."
"When I have finished explaining you will understand less."
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Re: [cir] Quw
Rotate the pitbox so that the cars come off the track and drive directly into the open end, i.e., the end with no yellow dot.
- Tennisball
- Posts: 49
- Joined: Mon Aug 09, 2010 10:11 am
- Location: Germany
Re: [cir] Quw (update!)
Hi,
thank you all for your nice comments.
I updated "Quw" and I think it looks better now.
-Some stands were removed.
-Many palm trees were removed.
-Office blocks were added.
-More water.
-Small "Hills" were added.
-Pits are better now.
Enjoy and have fun with the updated version of "Quw" !
Greets,
Tennisball
thank you all for your nice comments.
I updated "Quw" and I think it looks better now.
-Some stands were removed.
-Many palm trees were removed.
-Office blocks were added.
-More water.
-Small "Hills" were added.
-Pits are better now.
Enjoy and have fun with the updated version of "Quw" !
Greets,
Tennisball
- Trigger Happy
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Re: [cir] Quw (update!)
Very cool start. Keep going like you did with this update.
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Re: [cir] Quw (update!)
Not bad. Pits are much better now, and the AI isn't too bad, either.
Re: [cir] Quw (update!)
Wait wait, did you make that track using only original Trackeditor? Or you used an external editor?
- Tennisball
- Posts: 49
- Joined: Mon Aug 09, 2010 10:11 am
- Location: Germany
Re: [cir] Quw (update!)
Actually I used paint for the s/f line (what could also easily be done in the original track editor), but the rest was done in the original track editor, yes.
Re: [cir] Quw (update!)
Nice, respect. You used almost whole potential of original TE.