[WIP] Around the World

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[WIP] Around the World

Post  Buzzzy on Wed Mar 23, 2011 4:43 am

(cross-posted from the ASW board, since there are some people who seem to have stuck to their vow to boycott it for reasons that escape me Razz Skip the info for the more relevant questions)

Anyway, basic info:

This track uses custom surfaces, so use the “Around the World - Daylight” or “Around the World - Rain” environments if you want your car to behave properly. Another plug-in, “buz_track_envs.redplug” can be used for sunset and moonlight environments. This might cause multiplayer conflicts if you try to use them, I don’t know. Development of this track will be slow, Redline isn’t my highest priority. Sorry. Razz

Download alpha 2.



I figured this wasn't worth a double-post, so I’ll edit out later I guess. Razz Anyway, (also cross-posted from the ASW forums) I had a few questions. Firstly, how do you get texture transitions (as in, say, a paved road transitioning into a dirt road) without it looping over the segments? I haven't tried things out extensively, but I haven't been able to get them to work.

Secondly, there's a significant bump at the beach turn, which can cause faster cars to launch off the track, lose grip, and dive into the water (sand) which can be quite a pain:

I was considering flattening this area out a little, but if there's any reason to keep the bump…

Lastly, I was considering removing the tunnel chicane (the one right after the forest area), but it is a significant part of the track's layout, so that might not be a good idea.


EDIT: questions resolved, for the time being anyway.


Last edited by Buzzzy on Wed Mar 23, 2011 7:41 am; edited 1 time in total
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Re: [WIP] Around the World

Post  DonaemouS on Wed Mar 23, 2011 5:29 am

Buzzzy wrote:Firstly, how do you get texture transitions (as in, say, a paved road transitioning into a dirt road) without it looping over the segments? I haven't tried things out extensively, but I haven't been able to get them to work.
I don't understand what u meaning, but in rockypass we used to have 2 textures: one for the tarmac, including the snow transition) and one of the snow. The transitions are made manually. Infact was one of the reason I went stuck, cause I not able to do rock into snow transitions.

Buzzzy wrote:Secondly, there's a significant bump at the beach turn, which can cause faster cars to launch off the track, lose grip, and dive into the water (sand) which can be quite a pain:
If you can flat this bump just a bit, trying to avoid cars to lose grips, should be better. But remember, the speed will increase proportionally with how much u flat. So, is hard for u find a way to avoid cars to jump or lose dangerously traction

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Re: [WIP] Around the World

Post  djpimley on Wed Mar 23, 2011 7:35 am

Buzzzy wrote:how do you get texture transitions (as in, say, a paved road transitioning into a dirt road) without it looping over the segments?
You don't do it with roadtypes, but add the transition later on during the modelling stage. You'll have to make a large texture that transitions across the two surface types and then position that to your liking for a seamless match. I did this at the riverbed to trail transitions on Arroyo trail. Also some pieces of the track at Brooklands are not simple loops of the same texture but specially created textures (take a look at the sand berms.)
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Re: [WIP] Around the World

Post  Buzzzy on Wed Mar 23, 2011 7:40 am

djpimley wrote:
Buzzzy wrote:how do you get texture transitions (as in, say, a paved road transitioning into a dirt road) without it looping over the segments?
You don't do it with roadtypes, but add the transition later on during the modelling stage.
That's what I figured, thanks.
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