QwertyChouskie {l Wrote}:I didn't notice any performance issues on my system, but then again I'm playing with an RTX 3060.
QwertyChouskie {l Wrote}:One suggestion about the track itself, I noticed in one part of the sewer, the road slopes up to the wall rather than being a hard cut, it'd be cool to make this part a walldriving section.
SvenAndreasBelting {l Wrote}:QwertyChouskie {l Wrote}:I didn't notice any performance issues on my system, but then again I'm playing with an RTX 3060.
Yeah I'm on a 3060 as well but some players on the discord went from like 90 FPS down to 9 FPS on some parts of the track.
Vulcan might help, but if it doesn't help or at least not help enough, I want to already have another system in place, to make sure the track will be playable.QwertyChouskie {l Wrote}:One suggestion about the track itself, I noticed in one part of the sewer, the road slopes up to the wall rather than being a hard cut, it'd be cool to make this part a walldriving section.
Oh no what a spoiler
Just kidding, but you can be sure that I had the same idea and I love it.
I will definitely use those parts for some cool walldriving sections, (what a waste would it be to not do that)
rubberduck {l Wrote}:And here some ideas from me: make a round pipe like piece of track, where you can drive in spirals, something like the pipes in stunt rally, and an alternative route, and both routes have the jump, going through the same room (and where you can see karts driving the other route jumping over that ramp), even maybe a bit track width variation at some points.
rubberduck {l Wrote}:And finally I am thinking to contribute a bit, maybe some smaller props, like the trash items, the idea that someone else posted here before.
I also don't know if it is possible to import the model files exported to STK, or do I need the blend file to experiment with own additions? Anyway I would like to be able to download the blend file somewhere too, even without textures, if this is too much.
rubberduck {l Wrote}:I really like the idea of a round track pipe, maybe could be right before or after that jump in that curve.
The other idea was to add a split route in this area where the jump is, and make 2 jumps cross each other , like in my rough drawing, seen from the top
rubberduck {l Wrote}:I had a bit more time than I thought and started to experiment with the track, also ported the file to at least blender 2.93 RC, I tried it once with a newer version, but the exporter didn't work for me there
I tested and worked on an idea to improve this transition area, both visually and in terms of driving.
rubberduck {l Wrote}:Then I experimented to bring a few of my own textures in, which I made completely by myself, the trick here was using own photos with g'mic filters
rubberduck {l Wrote}:I even managed to make some sort of risky shortcut, which is basically this pipe here, and worked a bit on the room inside there too, but this is still very sketchy
rubberduck {l Wrote}:I tried it once with a newer version, but the exporter didn't work for me there
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