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[cir] Quw (update!)

Posted: Mon Aug 09, 2010 1:34 pm
by Tennisball
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

Re: [cir] Quw

Posted: Mon Aug 09, 2010 2:04 pm
by AleksiNir
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 :nod:
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 :bg:

Re: [cir] Quw

Posted: Mon Aug 09, 2010 2:09 pm
by Thunderstrucker
Like the GeneRally-ish look :D

Re: [cir] Quw

Posted: Mon Aug 09, 2010 3:01 pm
by BlackCat89
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.

Re: [cir] Quw

Posted: Mon Aug 09, 2010 4:42 pm
by Tennisball
Hi,

thanks for your comments, I'm happy you like 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.
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. :(

I'll try that with Gimp, Paint etc.. maybe I'll write an own tool. ;)

Re: [cir] Quw

Posted: Mon Aug 09, 2010 4:54 pm
by egamad
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. :bg:

Re: [cir] Quw

Posted: Mon Aug 09, 2010 5:38 pm
by resir014
Nice track for a newbie. :bg:
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. :(
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.

Export the bmp file and use the eyedropper and line tool to expand the pitlane. And don't forget to rotate the pitlane.

Re: [cir] Quw

Posted: Mon Aug 09, 2010 8:02 pm
by BlackCat89
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.

Re: [cir] Quw (update!)

Posted: Mon Aug 09, 2010 11:07 pm
by Tennisball
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

Re: [cir] Quw (update!)

Posted: Mon Aug 09, 2010 11:14 pm
by Trigger Happy
Very cool start. :clap: Keep going like you did with this update. :bg:

Re: [cir] Quw (update!)

Posted: Tue Aug 10, 2010 4:02 am
by BlackCat89
Not bad. Pits are much better now, and the AI isn't too bad, either.

Re: [cir] Quw (update!)

Posted: Wed Aug 11, 2010 12:33 pm
by ZeroCool
Wait wait, did you make that track using only original Trackeditor? Or you used an external editor?

Re: [cir] Quw (update!)

Posted: Wed Aug 11, 2010 1:01 pm
by Tennisball
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!)

Posted: Wed Aug 11, 2010 1:04 pm
by ZeroCool
Nice, respect. You used almost whole potential of original TE.