Search found 2771 matches
- Thu Dec 20, 2007 5:02 pm
- Forum: General Discussion
- Topic: Game Hints / Tips
- Replies: 41
- Views: 12189
- Wed Dec 19, 2007 5:33 pm
- Forum: Media Room
- Topic: Videos
- Replies: 9431
- Views: 1176016
http://youtube.com/watch?v=W6ZvLO13jAQ here's the best whip I've managed to land in this game. Done with 0 stability.
- Wed Dec 19, 2007 2:56 pm
- Forum: Track Editing
- Topic: Friction maps
- Replies: 28
- Views: 4706
Friction maps
Jlv I remember you saying something that friction maps are working on this game. So, is there a way to make them with the current track making tools we have? I'd like to test different frictions for my track and their effect on cornering/riding. EDIT: scratch that, didn't read that one post thorough...
- Wed Dec 19, 2007 1:27 pm
- Forum: Track Editing
- Topic: post your tracks for mx sim.
- Replies: 55
- Views: 11296
make a shortcut of the mx.exe and there to the 'target' tab. http://www.youtube.com/watch?v=HroROLimKlg Here's the first half of the track I'm doing. Basically all that's done is the jumps position, nothing else. Still a lot of way from finishing. Damn annoying, I was riding it perfect before record...
- Mon Dec 17, 2007 9:50 am
- Forum: Track Editing
- Topic: Some initial pointers
- Replies: 2
- Views: 1825
Re: Some initial pointers
I havent even begun figuring out the textures yet.... that's another task. Add .raw extension to the tilemap file and you can edit the texs with PS. Once you open it, you'll get a grayscale pic, where different shades determine what texture tile goes where. As admin said in another thread, it's not...
- Sun Dec 16, 2007 7:51 pm
- Forum: General Discussion
- Topic: Question for track designers
- Replies: 26
- Views: 8969
For a 2050x2050 foot track with 1.5 inch texels you would need a 16384x16384 texture. That would be 805,306,368 bytes of texture memory for RGB texels. A high end card using texture compression might pull that off. Even without compression it's under 1GB. Still too much for most cards though. Would...
- Sun Dec 16, 2007 12:32 am
- Forum: General Discussion
- Topic: Question for track designers
- Replies: 26
- Views: 8969
Yeah I figured out that also. I took another look at it and noticed that it had different shades of grey instead of just black. Just curious though, would it be possible to do texture files instead of the tilemap? Eg. make a texture with a 3rd party tool say, PS or terragen, and then just sort of 'p...
- Sat Dec 15, 2007 10:34 pm
- Forum: General Discussion
- Topic: Question for track designers
- Replies: 26
- Views: 8969
- Fri Dec 14, 2007 3:37 am
- Forum: General Discussion
- Topic: Question for track designers
- Replies: 26
- Views: 8969
The height field dimension and resolution aren't hard coded so you can set them individually per track. Now that's music to my ears! Seconding wilsonatv's question, can't wait to start making tracks for this game. Just wondering how well the physics can cope up with tire wide ruts and tons of break...
- Wed Dec 12, 2007 1:16 am
- Forum: General Discussion
- Topic: Lap times
- Replies: 40
- Views: 8230
- Sun Dec 02, 2007 6:20 pm
- Forum: General Discussion
- Topic: Welcome!
- Replies: 308
- Views: 51559
Ok, first of all good job for making this all by yourself, my hat's off to you. Now that I've ridden the demo for a 100+ laps I think I've got a fairly good idea of what I like/dislike about it. Likes: This game is hard! I like the challenge that the game gives and the fact that you have to be alert...