Track is just open in editor. So in real game mode you cannot skip.
It seems to me that by using animations instead of physics it would greatly reduce the amount of computing power needed. If this is true I'm sure you could add much more life to a track without having problems with complexity. Can someone confirm this? Or is an animation added on top of physics?
I want to be able to put animals on my tracks ie.....Drive hrough a field whilst buffalo are charging etc..
What is a time saver?
Cheers
Is it template that basketball court in "dark city run"?
or Can we draw the line,arrow on the ground?
Up to 30.....Originally Posted by Core2TOM![]()
http://playxbla.com/new-trials-evo-d...-with-redlynx/The launch of Trials Evolution on April 18th is just around the corner and we couldn’t be more excited!! The team at RedLynx was kind enough to create this video walk through of the level Dark City Run, full of tips and tricks by Level Designer, Lee Rowland! The only thing more rad than this video is the fact that there’s even more of them coming soon, and by more I mean up to 30 videos in total…. Yeah, I know…. beyond rad. Stay tuned for more Trials Evolution level walk through videos posting soon! Enjoy!
Awesome track and commentary. I'm curious about the complexity meter and the warning messages in this level, though. Total complexity appears to be at its cap and there are several red messages warning about too many physics objects being used. Yet, the track runs smoothly. Just wondering.
I took it to mean that some of the objects in that area of the track were being treated as non-physics objects. I assume that it was some of the decorative elements, though, and not anything on the driveline.Originally Posted by membran