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I thought it might be fun to do a really long Supercross track.
Maybe an Endurocross style, Mega Track. But, seems you'd have to be careful with what you put into it and I'm not sure how long you could make one while still keeping within all the various system specs. Plus it would be a bummer to spend that much time on a project and run into issues like you found when trying to upload.
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I think you could get away with a couple minute track no problem using less objects (or less in an area) - not to sure how that works exactly.
But my (OTHG X-SuperCross) track is a lot more compact than usual - I deleted some things to make run smoother (statistics overlay says im running 1300 active objects (red) from were camera is placed - when testing its around 350 (greenish) tops which is nice - I set most everything off track to decor only unless there's a reason not too.
There's no physics either
(dynamic modification)
But that's all about to change my friend
Taking back to Trials Track
(Ah ha ha ha)
Im going to mutilate the heck out of this
Be Warned
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Excellent!
Yea, that "Ice Nice" golf game for OTHG is what eventually was crashing the game on me when I'd try to add more but, because it was golf and you could land just about anywhere, almost everything had to have contact physics to it. I've been asked to make another one like that in the future but if I do it might be more like mini-put golf.
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I think the whole free roam was kinda cool and I can see you used a decent portion of editor map.
Probably nothing set to decoration only because your using it all !
Did you learn any more about using types vs instances for doing trigger work ?
Can't remember what the difference was between default and contact at the moment.
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Was that me? Might have been someone else. I don't recall that, but I just woke up too so... not enough coffee yet to screw in my brain fully.
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Thought we talked about hit trigger setting to object types you could select the type of rocks you added (ice nice) for something cool.
Maybe it wasn't you !
Anyways i liked how it had that free roam feel to it
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I did use object type triggers on my Easter egg hunt game so if the riders head hit the ground it would bounce you so you could flip back over again.
But, I found that in setting an object type, it only works for the individual variations of the object so, for example in this case, the object type had to be set for every variation of the grass ramp used in the map. It would be a nice option if in the object type trigger menu you could set it to a single variation or all variations of an object.
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Hmm yeah that must've been it !
I see what your saying - I wonder if you might be able to link it to a variation event that's set to that object so it works after changing .
Have all variated pieces of object already linked so that whatever its changed to will register .
Just some ideas bud
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Member
Nice. I like little tips like that. It's what makes good tracks better. Good idea.