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Posted: Sun Sep 30, 2012 1:35 pm
by e-cobra
So, forget that old track now... I'm making something new, currently don't know what to call it and this track is based on a real-world location.
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The image above is the overall track (for now).Buildings will be made separately and place them on the map.
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The first building. Its actually a railway station. :biggrin2:

Posted: Sun Sep 30, 2012 4:01 pm
by ettieapple
looks good, can you give a clue about the size of the map?

Posted: Sun Sep 30, 2012 5:18 pm
by e-cobra
The upper right road which passes through dense wireframe (a hill), measures about 12km.

Posted: Sun Sep 30, 2012 5:45 pm
by ettieapple
sounds good!

Posted: Sun Sep 30, 2012 6:54 pm
by e-cobra
First in-game shot; dosen't show much:
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Below is a first flyover of a total of 3.
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Posted: Sun Sep 30, 2012 8:43 pm
by Franch88
So far it's not clear how the track will look, but have a good work with it. :wink:

Posted: Sun Sep 30, 2012 9:16 pm
by sajmon14
New track in progress, cool! Good luck with it!

Posted: Mon Oct 01, 2012 6:34 am
by e-cobra
Thanks; but if it takes 18-20 objects to just make 2 intersections and 3 ROADS_, then isn't it virtually impossible to make many roads with working traffic? :roll:

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This was made with the intention of placing it somewhere on the map, so that working police cars can be made. MM2CT gave the following error message:

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Same perimeter error was given for SW2. Outer vertices were higher than inner ones and size in relation to a car was checked.

Posted: Mon Oct 01, 2012 12:12 pm
by zoot
You simply moved your mouse when making the objects. Use better software than zm for splitting them up.

Posted: Mon Oct 01, 2012 2:25 pm
by sajmon14
I don't think these SW's are made correctly

Posted: Mon Oct 01, 2012 4:14 pm
by e-cobra
Yes, sidewalks were not perfect. Count of outer vertices was not equal to the count of inner vertices. Now solved.
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Now MM2CT dosen't give any error, but while loading the track, MM2 crashes. Maybe some files are missing. :? And this is not off-topic, this road, if worked will be a part of the track. Over here is this simple traffic-test map, if any one's intrested in solving the problem.

Posted: Mon Oct 01, 2012 9:16 pm
by Franch88
This roads scheme is exactly the same of the user manual of MM2 City Toolkit, available here. Remake it in the same way how that manual shows. Actually yours has wrongly made sidewalks turns on intersections, the inner and outer parts must have the same number of splits, not three for the outer and two for the inner as you've done.
However, IMO have so few roads with traffic and made in that way in your track is not worth.

Posted: Tue Oct 02, 2012 3:02 pm
by e-cobra
@Franch88, thanks for the link. For the first time, some track made by me worked with traffic. More progress with buildings soon.
IMO have so few roads with traffic and made in that way in your track is not worth.
There will be many more. :wink:

Posted: Wed Oct 03, 2012 3:08 pm
by Spyke
NEW TRACK! YES BABY! Goodluck man. As Franch said, "Have a good work with it".

Posted: Fri Oct 05, 2012 2:40 pm
by e-cobra
NEW TRACK! YES BABY! Goodluck man. As Franch said, "Have a good work with it".
Thanks! I'll try hard that this project that started will get competed in finite time. :D
Progress- Until now I've made 4 intersections and tested them and traffic worked!
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This is a screenshot when everything was into one object. Currently I won't post a in-game screen because there aren't textures assigned yet.
Quality of above image isn't good because a large area was to be fitted in one single view. :wink:
And one question: How many polygons can a MM2 track hold? :roll: Like for a vehicle, its not wise to be over 80,000 triangles.