Yeah I forgot to use the french real name of the Cesar's map "Campagne" aka Countryside but this last isn't really a map name but kinda track style.
Did you check also your graphic options ? I already got a bug with these while testing maps (like AGP very high disabled even if my graphic card use a PCI express bus).
Speedway (like HummerRocks says) is slow near stands and some builings in Sublimo are more detailed that other but Green Town is really a map for old PC, no problem with framerate but I don't test it with another PC that mine lol.
Each trees have four polys and that's why some of these are too close of road and get you bound problems. Need to slalom to avoid it ^^
Again about Countryside, I don't know if it's a texture problem or a problem with 3D model AND textures Maybe you can try to resize textures in 128x128
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- Franch88
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I know that the French term campagne means campaign in English, and which it's used just to describe the map place, but it can be used as map name.Yeah I forgot to use the french real name of the Cesar's map "Campagne" aka Countryside but this last isn't really a map name but kinda track style.
This is true: the Speedway map gives many increments to the game graphic if you go to the circuit stands. The buildings details issues in Sublimo Inner City can be passed.Speedway (like HummerRocks says) is slow near stands and some builings in Sublimo are more detailed that other but Green Town is really a map for old PC, no problem with framerate but I don't test it with another PC that mine lol.
Good to know that your new nice Green Town map conversion won't give frame rate problems to the game.
Using the same tree PKG object as BOUND object is good to save time, but it can give this problem. So the trees uses a simple object with four polygons for the branches and leaves, with an alpha texture to leave the real texture on the object.Each trees have four polys and that's why some of these are too close of road and get you bound problems. Need to slalom to avoid it ^^
However is better use a simple box with high height that include the whole tree trunk as BOUND object to avoid this strange trouble.
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- HummersRock
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That kind of thing has happened to LOTS of tracks in the past. Mainly Chinese (sorry guys, fix your bound) tracks and really old tracks that weren't made with mm2city toolkit.
I LOVE this track. Such nice turns and hills. I say just fix the tree textures. You can get away with not fixing the bound as long as you make all trees far enough away from the road so that you can't crash into them driving on the road (that happens on this version).
I LOVE this track. Such nice turns and hills. I say just fix the tree textures. You can get away with not fixing the bound as long as you make all trees far enough away from the road so that you can't crash into them driving on the road (that happens on this version).
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To be honest, I moved 150 trees to take away them from the road and thus avoid the collision problems (from the BOUND files). The real problem it's that the vegetations use surfaces of two polys (bole & branches) and not a surface of two polys for the bole and then two others polys for branches
I also wanted to associate these 150 trees like breakable objects but I forgot this important remark, all of versions of MM2 City ToolKit don't create automatically the BOUND of the breakable objects contrary to the recent versions which automatically created the BOUND of the PHx_ objects
Separate the 150 trees to have 150 objects, rename them and then copy them to have 150 bound objects (BHx_) and still to rename them ... I couldn't do that ... plus I don't even know if ZM accepts as many objects lol
I also wanted to associate these 150 trees like breakable objects but I forgot this important remark, all of versions of MM2 City ToolKit don't create automatically the BOUND of the breakable objects contrary to the recent versions which automatically created the BOUND of the PHx_ objects
Separate the 150 trees to have 150 objects, rename them and then copy them to have 150 bound objects (BHx_) and still to rename them ... I couldn't do that ... plus I don't even know if ZM accepts as many objects lol
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I know that can be possible to made a different BOUND object for each object, but this will take time. A simple rectangular that includes the intersecation (center) of the two polygons in trees would be better. For bushes no need to use BOUND object. Make trees as breakable objects, I don't think that it would be a good idea.
However these two new maps has been released, and I still have to try them.
However these two new maps has been released, and I still have to try them.
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It has an end. It's a typical Japanese mountain environment. The tree problem is given by the BOUND object, that it's the same of the tree, and gives some troubles if you crash into it. A more accurate and simple BOUND rectangular object was better, but it takes a lot of time to do them.Riva, the Mountain Pass track is so long... I never knew when it would end. The trees act weird, like you crash into them, they reflect you or you bounce through them. How did that happen?
In Mountain Pass, the tree texture problem is given by the alpha texture, that ahead the PKG/INST objects (sure the whole map), make an effects of disappearance of the landscape that there's behind the trees. I believe that both the maps, and also the other tree, are all made of PKG/INST objects, because the real PSDL is under the map; it's the same visible in the HUD map.I say just fix the tree textures. You can get away with not fixing the bound as long as you make all trees far enough away from the road so that you can't crash into them driving on the road (that happens on this version).
I've tried both and they are good maps. Green Town is very small, and the few buildings have low details. Sure the problems that it has are the same checkable in the Racer original version.Green Town's off to a great start. All you have to do now is put the rest of the walls on the buildings and patch up the giant hole just beyond the fence.
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I've maybe a solution about the tree bound problem. If I use the trees as breakable objects while copying the BOUND manually and then I move the tree bounds by the down of map (or between the map and PSDL). In this way we can drive through the trees. But this solution is more adjustable about bushes (like into Madness City 3).
awalwang : lol I know but I think that this Racer modeling method is used to avoid the superfluous objects. Logically you shouldn't drive in these zones ^^ But I forgot the Midtown Madness 2 possibilities lol
awalwang : lol I know but I think that this Racer modeling method is used to avoid the superfluous objects. Logically you shouldn't drive in these zones ^^ But I forgot the Midtown Madness 2 possibilities lol
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Neither am I. I didn't play it much. Even cars that should be easy to control (like normal non-racing ones) are too hard to control (even at low speeds), so I just stopped playing it. Why play it when you can't stay on the road? I just liked exploring the tracks.
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This can be a good idea, but is isn't too good. But since the car ofter crash into the trees BOUND, maybe is better done this, if an usage of a more simple BOUND object isn't possible.I've maybe a solution about the tree bound problem. If I use the trees as breakable objects while copying the BOUND manually and then I move the tree bounds by the down of map (or between the map and PSDL). In this way we can drive through the trees. But this solution is more adjustable about bushes (like into Madness City 3).
The bushes of Madness City 3 aren't really simple PKG objects without the BOUND, they are PROPS objects (or breakable objects), like the trees and the palms in London and SF; in fact them can be hit, and after done this you'll hear the same MM2 trees sound, but them can't be break, because them uses an high value of resistance (just like the MM2 palms and trees), adjustable in some file.
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That's basically what Franch88 is saying. The palm trees can not brake, but they are brakeables it's just they are VERY sturdy (I never knew that). Riva could try doing something like that.
Although, if Angel Studios had more time, all objects would probably ended up being like that. Or are they? Maybe they are and a PHx_ object just has a VERY high value of whatever makes it easier or harder to brake.
Although, if Angel Studios had more time, all objects would probably ended up being like that. Or are they? Maybe they are and a PHx_ object just has a VERY high value of whatever makes it easier or harder to brake.
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