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X6-Wild [in 2.2]

PostPosted: 14 Oct 2013, 21:10
by rubberduck
this is my new track wild, first i planned a mossy (O) track, but then i decided to change it.

Re: New Track: Wild

PostPosted: 16 Oct 2013, 20:49
by Tapio
Nice work. Near the end there was a long time and curly road between checkpoints, making the checkpoint arrow red and point backwards, which is confusing (Did I miss a checkpoint? Should I turn back?). Probably should add some more checks there to fix that.

Re: New Track: Wild

PostPosted: 17 Oct 2013, 01:24
by Wuzzy
I was going to say the same as Tapio. ;) This is a quite enjoyable track.
It is possible to take a huge shortcut thanks to this, but it is not very easy to master this shortcut. Adding more checkpoints would solve this.

Re: New Track: Wild

PostPosted: 28 Oct 2013, 16:48
by CryHam
Very cool track.
Will be as X6-Wild in next ver then.
I'll just try some small cosmetic fixes.
(some corners could be more banked, roll angle on bridges), we'll see maybe some more fog down, since it's quite clear here, etc.

Re: X6-Wild

PostPosted: 29 Oct 2013, 11:52
by CryHam
I did that and also added more road materials.
Fixed vegetation (scale over 4 doesnt work, I should fix sliders, in code: treeLoader->setMaximumScale(4); )
Ofc sceneryId was wrong.
Surprisingly checks weren't that bad. But fixed some anyway. I'd risk saying that there are a bit too many road points (but that's not bad).
Added slight orange height fog.
Made better preview. Guys, preview must be (one of) the best view possible, don't be afraid to show a view that covers half of the track from height.
Overall I think quality improved a lot.
Is on master, do I have to put it here in a zip ?