Excellent thread, it needs a
http://img.funnyanimatedgifs.net/img...ace-on-bus.gif
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Excellent thread, it needs a
http://img.funnyanimatedgifs.net/img...ace-on-bus.gif
Awesome, I've learned so much about making tracks since I linked up with everyone here. I think my obstacles have alway been very creative, but sometimes my maps get rediculously long/hard (especially Colosseum/Pitfall). Some players like the challenge but in the future I'm gonna try to shorten my tracks a bit and balance out the difficulty/funess... Now that I think about it, Frankenstein had a good length and the details/theme we're my best work. I need to make more track like that.
btw, I haven't tried your maps AkatsukiUK, I'll send you a friend request. http://forum.redlynx.com/forum/image..._e_biggrin.gif
thanks for that lovely looking bump lol (that needs to be the official bumping forum tool)
@ Skumbag who should hopefully find this thread after QC's directions. Yup things like adding objects and having them all at angles will take up more memory than if you just placed it as it is. You can also save some memory believe it or not i learnt by not 'deleting' too many wall blocks. This will also help with any lag issues you might have and free up a few shiny bytes.
both adding blocks IN and OUT can save you from the limit i've found. im not sure if its the complexity of your background block layouts or what, but adding blocks has actually put me back under limit before. i usually play with medal times & bg blocks if im really in a pinch to get back under the limit at the end.
LMAO, if the BUMP picture gets old, I also have this one:Quote:
Originally Posted by AkatsukiUK
http://i28.photobucket.com/albums/c2...pper/bump2.jpg
Your thread helped me a lot, it gave me info on how I could improve some of my early tracks and give me a much better understanding of the editor so I could make a much better use of some items. i.e. while building a mountain of rocks, placing the exact same rock in the exact same angle over and over again makes it not count as much, quite like a compression method* and it can look good if the rocks are ovelapping each other to look like a single object.
* Here's how I see it:
3 objects of the same type, different angles:
object45:angleX.angleY.angleZ-positionX.positionY.positionZ
object45:angleX.angleY.angleZ-positionX.positionY.positionZ
object45:angleX.angleY.angleZ-positionX.positionY.positionZ
3 objects of the same type, same angle:
object45:angleX.angleY.angleZ-(positionX.positionY.positionZ)-(positionX.positionY.positionZ)-(positionX.positionY.positionZ)
Maybe I am speaking out of my exhaust here so if a dev could clear this up it would be nice.
Yea I learned the that hard way.....Was making a template with an EMPTY room and a good chuck through it was checking something and saw it lagged BADLY! Only delete the room blocks you need to be deleted.Quote:
Originally Posted by AkatsukiUK
The more similar the data is the better the packing algorithms work.Quote:
Originally Posted by QcChopper
For example look at this simple method
http://en.wikipedia.org/wiki/Run-length_encoding
3 objects of the same type, different angles:
object45:angleX1.angleY1.angleZ1-positionX1.positionY1.positionZ1
object45:angleX2.angleY2.angleZ2-positionX2.positionY2.positionZ2
object45:angleX3.angleY3.angleZ3-positionX3.positionY3.positionZ3
3 objects of the same type, same angle:
object45:angleX1.angleY1.angleZ1-positionX1.positionY1.positionZ1
object45:angleX2.angleY2.angleZ2-positionX1.positionY1.positionZ1
object45:angleX3.angleY3.angleZ3-positionX1.positionY1.positionZ1
In the second example there is a lot of similar data and the packing algorithm can predict and pack the data well.
Thanks Jorma, any clue on how ten rocks at the same angle would weigh versus ten differently angled ones?
Quote:
Originally Posted by sebbbi
How will this work whit the new dlc. are you still able to preload all the objeckts and texture, or will we see some loading time?
sorry to bring up an old thread, but this seemed like a nice place to put it.
while making my latest track, which has a seperate path for each bike, i was trying to add a checkpoint, and it wouldnt let me. is there a limit to the mumber of checkpoints you can have, or is this an early warning of the 8kb limit?
(i was probably around the 30 checkpoint mark, because i was at the end of my second route, and i've got two on every unfinished route)