[insert track name here]

Why? Because I can lolz.

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Postby HummersRock » Sun Feb 02, 2014 8:56 pm

There is a BAI setting that doesn't make them stop on intersections in MM2ct
Sweet.

Oh! And I wanted to ask you a question. I seem to remember one of your tracks having traffic on a road without sidewalks. Is this possible? If so, how do I do it. If this can be done it would be awesome. There are some roads where it would be more realistic if there weren't sidewalks, and it would lower the poly count of the track by a lot.
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Postby sajmon14 » Mon Feb 03, 2014 1:34 am

Just connect a road without sidewalks to intersection and you got it, sadly I didn't managed to make a intersection without sidewalks

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Postby aaro4130 » Mon Feb 03, 2014 2:51 am

if you want we can convert your track to SDL and you can add buildings the MM way ;)
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Postby HummersRock » Mon Feb 03, 2014 9:24 pm

Would that be easier or quicker?
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Postby aaro4130 » Tue Feb 04, 2014 1:21 am

You tell me ;)
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Postby HummersRock » Wed Feb 05, 2014 3:21 am

Data usage limit for my internet resets tomorrow, so I'll watch the video tomorrow.

I "finished" all the terrain tonight. Split everything into objects, exported, created AR, and gave it a test drive. I tried something new with intersections, and one works while the other doesn't. No big deal, the one that doesn't work isn't needed and probably wouldn't be realistic anyway.

There is another intersection that doesn't work, but it must be due to the fact that it is angled. It's fine other than that. So I will change that.

I used Zmodeler's rotate calculations to create gradual turns for traffic, and they all work fine. Success!

The uphill turn I created works well for the traffic and for driving on it. It probably would work better if it was higher poly. If I successfully have traffic work on roads without sidewalks, that will reduce the poly count a lot, and I might raise the poly count of the uphill turn, along with other hills.

Most of the terrain textures look terrible from far away. I guess I will attempt to create simpler ones...

So terrain is almost finished. Once it is, I will be able to put all my focus into objects and textures.
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Postby e-cobra » Wed Feb 05, 2014 1:46 pm

For roads without sidewalk, did you simply made it without outer vertices and it worked? If so, it would be a great idea to make roads in such way specially for rural maps.
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Postby HummersRock » Fri Feb 07, 2014 2:37 am

The terrain is now finished, although some slight modifications may be made.

I'm using the LTV from MM2 to help with scale, and will also compare to the objects I make, side by side, to make sure they realistic enough size-wise. I might also use a few other in-game objects for sizing.

I created tga files with custom mipmaps to test and see if they would work, but they didn't really work. There were only very subtle differences. I used nVidia's DDS plugin for Photoshop and DDS Converter 2.1. I don't know if I need to do it a different way or if MM2 manipulates the mipmaps in some strange way. If someone smart has a suggestion, let me know.

I did create simpler textures that work much better for MM2 than the previous ones, so if custom mipmaps is impossible...well, it'll be alright.

I was going to post some pics tonight but only if I got it split into objects...probably not going to happen. Pics tomorrow.
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Postby aaro4130 » Fri Feb 07, 2014 5:45 am

Mipmaps work in TEX format, and it's possible to edit them.

Also, should I finish my store?
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Postby HummersRock » Fri Feb 07, 2014 6:17 am

Also, should I finish my store?
Yes, definitely.

I tried to convert the TGA with custom mipmaps to a tex file, but TexManager won't load them properly. What else can handle tex files and convert between different formats? Other than DDS Converter I only found one other program by Google search, and it's for specific games only.
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Postby HummersRock » Mon Feb 10, 2014 11:52 pm

Alright here are pictures that I promised days ago:


Image
The current treewall texture. It might need to be completely remade unfortunately.

Image
My low-poly solution to forests. I don't want this track to be wide-open/a wasteland.

Image
This is possibly the most screwed up intersection of the ones that are screwed up.

Image
This one has a small problem. I'm assuming the crosswalk/sidewalk there is messed up on that one part. Road width and intersection width in relation to each other does need to be fixed as well, so it could be that.

Image
This is the most ambitious one of them all. During this testing, it is more flawed than previous testings.

Image
And this is where Walmart will be. These are the entrance and exit. Parking lot will probably be made with ROAD_ objects.


And of course, those stubborn sidewalks.
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Postby zoot » Tue Feb 11, 2014 12:38 am

Tip: Use Blender for detaching... It(along with 3ds max), has an option, to stop detachments from breaking vertices!
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Postby Mas » Tue Feb 11, 2014 11:16 am

What traffic mod are you using on this picture.

Image

Or are you using Riva's Traffic Mod V4.

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Postby Franch88 » Tue Feb 11, 2014 11:16 pm

Looks great so far, good work with the intersections and very nice the textures. :)

The traffic mod used looks to be right the fourth version of Riva's one.
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Postby EnzoSkylineMiura » Wed Feb 12, 2014 7:38 pm

This is great because it sounds like you're determined to finish this. Progress is moving steadily. :)
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