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Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 13, 2012 3:23 pm
by cocney
I know that it sounds weird but I need someone to test this track with AIs and then tell me results.
Track is
far from over but I need to know does this pitlane fits to track.
I would like more then one result because I need to be sure it is good.
Thanks
![Razz :P](./images/smilies/icon_razz.gif)
!
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Sun Apr 15, 2012 10:46 am
by Woppoz
I finally started working on a new project, based on my real home location. It's not totally scaled but the idea is the same. If I would scale it the roads would be too small, so I made them thicker, it was at the cost of the lengths of straights though
Any tips?
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Sun Apr 15, 2012 11:12 am
by Glen
I think, most of the roads aren't real scales
![Smile :)](./images/smilies/icon_e_smile.gif)
I only know my Mazan track who is a real scale track
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Thu Apr 19, 2012 4:14 pm
by Rendy
Inca4life wrote:I finally started working on a new project, based on my real home location. It's not totally scaled but the idea is the same. If I would scale it the roads would be too small, so I made them thicker, it was at the cost of the lengths of straights though
shot0013.PNG
Any tips?
My opinion is to raise the PoV so that the objects that are going to be placed near the track won't block the player/AI car(s).
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Thu Apr 19, 2012 6:11 pm
by XYY
Inca4life wrote:I finally started working on a new project, based on my real home location. It's not totally scaled but the idea is the same. If I would scale it the roads would be too small, so I made them thicker, it was at the cost of the lengths of straights though
attachment
Any tips?
Are those "chicanes" like this in real life? because otherwise you should rework them
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 20, 2012 5:49 am
by Woppoz
XYY wrote:Inca4life wrote:I finally started working on a new project, based on my real home location. It's not totally scaled but the idea is the same. If I would scale it the roads would be too small, so I made them thicker, it was at the cost of the lengths of straights though
attachment
Any tips?
Are those "chicanes" like this in real life? because otherwise you should rework them
![Wink ;)](./images/smilies/icon_e_wink.gif)
What do you mean with 'rework'? Yes there are chicanes there
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 20, 2012 12:43 pm
by XYY
In the current configuration they're flat out corners, no chicanes
![Very happy :D](./images/smilies/icon_e_biggrin.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 20, 2012 1:07 pm
by Trigger Happy
cocney wrote:I know that it sounds weird but I need someone to test this track with AIs and then tell me results.
Track is
far from over but I need to know does this pitlane fits to track.
I would like more then one result because I need to be sure it is good.
Thanks
![Razz :P](./images/smilies/icon_razz.gif)
!
The AI line is almost all right, in top-right hairpin they hit middle sunk tyre, in first curve can be bit closed. In pits it's OK too. But I wonder, what are you doing with the game, you mentioned somewhere something about new OS, but 1.10+ is made with intention to keep compatibility with latest development of OSs, not opposite.
![Scratching :scratch:](./images/smilies/scratchchin.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 20, 2012 1:19 pm
by Woppoz
XYY wrote:In the current configuration they're flat out corners, no chicanes
![Very happy :D](./images/smilies/icon_e_biggrin.gif)
Yeah but they are like this in real life too.. But since it's just based, I may edit them anyways, especially the one at the top left
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 20, 2012 2:01 pm
by cocney
Trigger Happy wrote:The AI line is almost all right, in top-right hairpin they hit middle sunk tyre, in first curve can be bit closed. In pits it's OK too. But I wonder, what are you doing with the game, you mentioned somewhere something about new OS, but 1.10+ is made with intention to keep compatibility with latest development of OSs, not opposite.
![Scratching :scratch:](./images/smilies/scratchchin.gif)
I am not good with computers so I don't know how does OS function. I know that when I opened generally, that it didn't started and I can't open new trackeditor too. Only thing that works from files that I saved is hmap editor andI can not use it because trackeditor doesn't recognize it.
I make new pitlane with 2 pits because I didn't got results till now. I hope it will work. I only need to make hmap in trackeditor and finish lmap but thanks.
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 20, 2012 2:21 pm
by Trigger Happy
I'm afraid you're stuck because of issue with quite trivial solution, check out readme or sticky threads in Help and advice forum.
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Fri Apr 20, 2012 4:22 pm
by cocney
Trigger Happy wrote:I'm afraid you're stuck because of issue with quite trivial solution, check out readme or sticky threads in Help and advice forum.
My brother already checked and he knows where the problem is! He just can't solve it.
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Mon Apr 30, 2012 1:59 pm
by Areen
I'm working on Timaru and Dubai at the same time. Sometimes I want to do something grassy, sometimes desert landscape... I'll release both after my matura exams.
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Mon Apr 30, 2012 2:39 pm
by C-DAC
Areen wrote:I'm working on Timaru and Dubai at the same time. Sometimes I want to do something grassy, sometimes desert landscape... I'll release both after my matura exams.
Wow, both tracks looks great. Very beautiful LMap. I hope your object putting style will make it perfect..
![Good job! :bg:](./images/smilies/ok3d.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Mon Apr 30, 2012 4:19 pm
by Bouncebackability
The desert texture you've got going there is fantastic Areen!
![Yummy! :yummy:](./images/smilies/yummy.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Mon Apr 30, 2012 9:05 pm
by Herbal
Great track, Areen, it was really time to let my Dubai retire.
![Razz :P](./images/smilies/icon_razz.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Thu May 03, 2012 6:14 pm
by Martyn
just found a small block of square paper. going to try and see how effective drawing lmaps by hand is
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Thu May 03, 2012 6:42 pm
by Trigger Happy
Areen, you care very much about correct details of your rwl, but I think you often skip wall softeners in runnoffs. May I ask why, please? Not important game-play-wise, visual reasons, trackmaking technique troubles or some other reason? Just curious about it.
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Thu May 03, 2012 7:49 pm
by Areen
In general I'm picking tracks without "soft walls" so this is main reason. To be honest, I've never noticed it earlier and I don't think that it's serious problem. On Dubai I still need to edit about half of walls so that's why there is no soft walls.
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Thu May 03, 2012 8:33 pm
by Trigger Happy
Thanks for making it clear.
![Smile :-)](./images/smilies/icon_e_smile.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Sun May 13, 2012 10:19 am
by XYY
Suggestions please
Edit: Persons will still come
![Silence! :shhh:](./images/smilies/shhh.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Sun May 13, 2012 10:38 am
by BRIX
It looks great!
![Good job! :bg:](./images/smilies/ok3d.gif)
I don't know what you can do with it. I think it's finished.
Just do something with that tarmac2 road in the middle. Maybe parking for ambulances?
And why in the hell the road with yellow outline is going to the house's wall?
![Pillepalle :pillepalle:](./images/smilies/378.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Sun May 13, 2012 11:00 am
by XYY
Brix wrote:It looks great!
![Good job! :bg:](./images/smilies/ok3d.gif)
I don't know what you can do with it. I think it's finished.
Just do something with that tarmac2 road in the middle. Maybe parking for ambulances?
And why in the hell the road with yellow outline is going to the house's wall?
![Pillepalle :pillepalle:](./images/smilies/378.gif)
Thanks for your comment! The road was made just like this because I found no better solution with an underpass and so few space. Maybe I should simply delete it completely
![Wink ;)](./images/smilies/icon_e_wink.gif)
Okay, then I'll add maybe some lmap cars and then I shall release it
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Sun May 13, 2012 11:05 am
by egamad
That road could also lead to an underground garage.. also I think the "corner" where the road starts going down seems a bit sharp.
Re: Track Ideas, W.I.P. Previews and Teasers v2
Posted: Sun May 13, 2012 11:52 am
by Trigger Happy
What about some hmap? From lesmo to vialone (and this bend could be bit more bent, now looks quite Tilkish).
![Smile :-)](./images/smilies/icon_e_smile.gif)
BTW an unschicaned version would be cool.
For the rest:
![Bowing down :bowdown:](./images/smilies/bowdown.gif)
.