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Posted: 30 Sep 2009, 23:46
MOH
theres too many forums for rv so i havent posted any previous pics here
Its the same concept as downhill jam, only a drift road in japan
Posted: 01 Oct 2009, 04:33
Aeon
I want it. Need more places to drive my real-life cars.
Posted: 01 Oct 2009, 17:12
urnemanden
I would like to have a closer look at the trees. Even though it looks lik they are using the stock texture, it seems like you modified them a bit?
Posted: 01 Oct 2009, 17:54
MOH
aeon, theres something about this track that doesnt work that well, and thats the some corners are too high poly, so they are like steps, about half the length and height of a car, so you get really unpredictable handling
abd theyre totally stock trees, scaled down 0.8 thats it
, if i feel like it i willmake a new prm for them
Posted: 01 Oct 2009, 21:07
Aeon
Its amazing how much a car's suspension can change how it handles on tracks with interesting height changes. I guess we'll see when its done.
Posted: 01 Oct 2009, 21:38
urnemanden
MOH wrote:Theyre totally stock trees, scaled down 0.8 thats it. If i feel like it i will make a new prm for them.
Yea, I see now. It just looked like they were modified in a moment. I hope your getting time to do your own accessories. It's hard to make good trees but you did a pretty good job with the little palm on
Re-Volt Cruise.
EDIT: Oh, and remember some japaneese trees maybe? =P
Posted: 02 Oct 2009, 00:25
KDL
f a n t a s t i c
Posted: 02 Oct 2009, 01:06
MOH
ive already made trees since my last post and theyre in the track now !
Posted: 02 Oct 2009, 01:21
urnemanden
That's nice to hear, MOH. I hope they look good, aswell
Posted: 02 Oct 2009, 02:07
MOH
here it is , i think its ok for my first real foliage
Posted: 02 Oct 2009, 06:56
zagames
nice, and feel free to use my trees for references like in zag formula and winterpark.
Posted: 03 Oct 2009, 22:00
MOH
i decided to make it at night, lots of lights used, and some to fade the cliffs into the background, im going to add some to the main cliff to make it look more 3d
Posted: 03 Oct 2009, 23:03
nero
One word of advice:Make sure the start and the finish line are at the same place from top view.
Posted: 03 Oct 2009, 23:53
urnemanden
Your track looks great, MOH, the lighting really gave it a more realistic looking.
You should think about some soft shadows from the trees to the ground, though.
Posted: 04 Oct 2009, 01:01
MOH
nero the track completely works, ai nodes and everything, and the tunnel is directly under the start line
Posted: 05 Oct 2009, 05:58
human
looking very good moh,
look forward to racing it.
Posted: 05 Oct 2009, 18:02
nero
human @ Oct 5 2009, 01:28 AM wrote: looking very good moh,
look forward to racing it.
Drifting you mean?
Posted: 06 Oct 2009, 22:30
MOH
here is a beta of the track feel free to test if u want to
http://www.box.net/shared/zcdhhchveo
Posted: 06 Oct 2009, 22:52
miromiro
No test from me man
I don't want to kill all the curios !
I wanna see the finish version
Keep on working
Posted: 07 Oct 2009, 03:11
Aeon
Hrm, that really is bumpy. It seems like its a lot bumpier than it should be. Is there something you can do to the model that tells the game to treat it as smooth? I know in Blender you can specify whether a part of the mesh is "smooth" or not, maybe something similar is recognized by Re-Volt?
How did Zagames get hit Zag Formula track to be so smooth?
Posted: 07 Oct 2009, 15:21
urnemanden
I think exact moving and rotation of several vertexes could fix the problem with the road. But since I didn't test the track yet, I ain't sure about it.
Posted: 07 Oct 2009, 18:54
zagames
Like Urne said, I just tweaked the vertexes in perspective view until it looked smooth.
Posted: 07 Oct 2009, 19:04
Cat
I can't wait for this one, is the style of level i always wanted.
Have you seen Initial D or played Touge?
Posted: 08 Oct 2009, 02:46
MOH
smooth tracks are usually 3 faces wide, this one is only 1, so it has steps, i have tried making it smoother, but this is as good as it gets
with my skills anyway. it was only going to be a test anyway but turned better than i thought
Posted: 08 Oct 2009, 10:46
urnemanden
Zmodeler do have zoom limitations too, doesn't it?
Posted: 08 Oct 2009, 16:15
MOH
yeah the further you zoom the closer the "farclip" is lol
Posted: 20 Dec 2009, 00:32
Cat
Can you do a daytime version of this track?
Posted: 20 Dec 2009, 08:25
zagames
And maybe upload the final version of your original one too
Posted: 13 Aug 2015, 13:23
ElectricBee
Polies could be saved on the .w file if you removed the guardrails. They could be better served as double-sided PRM files.