CUTE TRUCK IS CRYING!! NOW I'M CRYING!! COME HERE CUTE TRUCK, I'LL HUG YOU!! :frown::frown:
If you keep going you'll find a second roundabout with 2 exits which continue on for a short distance then stop. Great track, would like to see it completed
This track is a perfect example of why we rarely see finished tracks. We always set our sights far too big
I actually agree this is a sort of communal project would be great. Somebody would have to spend a little more time organizing it of course. I think at that intersection seeing like a multistory car park, and a fast food restaurant (with drive through of course) would be good. Then that part way out past the freeway, where there isn't land yet, put houses with large plots of lands, fences, hedges, etc.Yeah deffo. Best to release even if it's not finished!
But really, your sights were too big for the time you would need to invest to finish it, I think that is a problem. I will admit I am guilty of it too. To finish a big project in your own time would need dedication to just that project, and then it's not fun any more, and that is then pointless...
But a small project might not even ignite your imagination to even bother starting it...
The solution is to work in a communal way I guess. Set some specs for poly levels and texture count, shaders etc, and just give people a space to build within...
Ie, if we generated a spline outline for elements in your max file, then we could simply provide users with the existing textures/shaders, and say 'put a shop building in that space, possibly a McDonalds'
I dunno. Then we get people all putting in the bits they are good at doing or want to do.
It'd be cool to set one up, but then one persons time may be more being a manager/organiser of something without actually making anything hehe...
Would be cool to make something of this track. I think the highway is not really that appealing for me. I like the country road stretch. If that just looped back around to the town and was figure eighted it'd be pretty sweet
Dave
I've somewhat considered making a track a couple times, this is around where my thinking had got to - I was planning on basically drawing out the course, and then putting a model/texture threshold based on distance from the course. Objects on/next to the track would have model details down to 2-3cm, while the far distance viewables (skyline) would essentially be only modeling features 10s of meters wide, like single quads for building facades, with appropriate textures. LODs of the objects would follow similar trends, so that as you got farther from the high-detail objects they would regress to lower levels of detail appropriate for the distance.The solution is to work in a communal way I guess. Set some specs for poly levels and texture count, shaders etc, and just give people a space to build within...
After my previous failure to complete a track (Factory Test Track), I am releasing another failure... at completing a track.
Factory test track wasn't really a failure, it was as good as finished really.
It just needs a good round of optimisation/LOD'ing and stuff, and setup for the current GFX system.
I'd really love to get AO maps into Racer on a secondary UVW channel, just to add some depth to certain elements (ie, large repeating texture areas etc)
Hmmm
Dave