1. #1
    HES92's Avatar Member
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    HES92 | Custom Tracks PS4

    Feel free to leave comments or give some feedback on the tracks , - HES92 -
    * Last updated 2014/08/29. [Added a video from Track Jam 2 creation "TTJ2C Physical"]
    * Will upload a video for "// Limbus Puerorum" (alternate ending), when I got the time.


    Work in progress.

    • Name : Nightfall
      Spoiler:  Show
    • Name : "...Not named yet..."
      Spoiler:  Show
    • Name : Derelinquo
      [No screenshot]
    • Name : Cirque Lunatic
      [No screenshot]



    *New | Name : TTJ2C Physical - (Uploaded 2014/08/25)
    // An abandoned complex covered in dust. (TTJ2C)
    Difficulty : Hard



    Name : Limbus Puerorum (Fixed) - (Uploaded 2014/07/11)
    // Trapped in the boundary of "Hell".
    - Trying to fix the minecart and elevator to rebuild with a physic joint and not an OPE, so will probably upload a fixed version. [DONE]
    - Considering to recreate the ending from the track just like the game. [DONE]
    Difficulty : Hard



    Name: Spacium - (Uploaded 2014/07/12)
    // A solitary confinment for infinity.
    Difficulty: Hard



    Name : Nihilum - (Uploaded 2014/07-10)
    // Into the nothing. | Shogun's One Checkpoint Challenge.
    Difficulty : Medium



    Name : Mare Crisium - (Uploaded 2014/05/15)
    // You're kissed by a mermaid, so .... it you can drive underwater.
    Difficulty : Medium




    Name : Black Dahlia - (Uploaded 2014/05/03)
    // After a storm comes a calm.
    Difficulty : Medium

    Link : https://www.youtube.com/watch?v=uBRJKQX1RJs


    Name : / Zapper / - (Uploaded 2014/07/31)
    // Use your zapper to get all targets (10).
    Difficulty : Medium

    Link : https://www.youtube.com/watch?v=KsFJ...ature=youtu.be


    Name : Metropolis - (Uploaded 2014/05/03)
    // It's like riding a bike.
    Difficulty : Hard

    Link : https://www.youtube.com/watch?v=Vf0ljX_KWf4


    [Name : Rosa Lutea(Fixed) - (Uploaded 2014/05/08)
    // A carnivorous plant on a special diet. (Fixed water issue?)
    - Water color/ fading changed when uploaded to TC, still not the way it is supposed to be, but I won't upload another fixed version.
    Difficulty : Hard

    Link : https://www.youtube.com/watch?v=afy0GcPQ6ro

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  2. #2
    KALzzone8's Avatar Member
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    Nice to see you on the forums. You might be my favorite creator on Ps4, I can't wait for your upcoming tracks!

    -KALzzone8
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  3. #3
    booped's Avatar Senior Member
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    +1

    some really uniquely styles tracks.
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  4. #4
    HES92's Avatar Member
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    Thanks, thought it might be useful to join the community and as long I have got idea's/ creativity i will be building tracks. Also I'm kinda curious for your upcoming track with the sound we talked about.
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  5. #5
    Core2TOM's Avatar Senior Member
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    i really love your tracks (Mare Crisium is the only one i played so far... xb1)

    on youtube comments we talked about using physics joint instead of ope for the moving wagon on Limbus Puerorum (that track is a masterpiece btw) so i made a little video for you. what about the elevator? have you done this with ope, too?



    Details
    Spoiler:  Show
    Wagon
    - I glued some pieces together just for example
    - Linear Damping & Angular Damping: 100%
    - Fast Object [x]
    - ...maybe you dont need to change the properties, but in the example this works best. keep in mind that Fast Object can slow track performance!

    Hit Trigger
    - Set Hitting Objects 2 / Select Object Instances: Pivot point of the glued wagon
    - On Hit: Physics Event

    Physics Event
    - Type: On
    - Select Event Targets: Pivot point of the glued wagon
    - Select Event / Filter: State Event

    State Event
    - Type: On
    - Select Event Targets: Curve data source

    Curve data source
    - with this value youre controlling the moving speed of the wagon (0 = stop). its nearly the same as you have done with ope. this is all about experimenting what speed works best for you

    Physics joint
    - Type: Sliders
    - Present: Single axis
    - Properties: Advanced
    - Disable collision: [x]
    - Joint strenght: 50
    - Linear Settings / Lower Limit Y: this is the distance the wagon will move (in negative values) all about practicing to get the perfect distance
    - Linear Settings / Upper Limit Y: 0.00 m
    - Linear Settings / Linear Softness: 0
    - Linear Settings / Linear Damping: 100
    - Linear Settings / Linear Motor / Enabled [x]
    - Linear Settings / Linear Motor / Target Velocity: tie the value to the Curve data source
    - Linear Settings / Linear Motor / Max Force: i used 10000 in the example. you dont need the exact same value, but at least it should be higher than the Target Velocity value

    One last thing i forgot in the video:
    - use the next checkpoint as a trigger to deactivate the physics

    ok thats it, have fun i really hope Limbus Puerorum will be crossplatform
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  6. #6
    HES92's Avatar Member
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    Originally Posted by Core2TOM Go to original post
    i really love your tracks (Mare Crisium is the only one i played so far... xb1)

    on youtube comments we talked about using physics joint instead of ope for the moving wagon on Limbus Puerorum (that track is a masterpiece btw) so i made a little video for you. what about the elevator? have you done this with ope, too?



    Details
    Spoiler:  Show
    Wagon
    - I glued some pieces together just for example
    - Linear Damping & Angular Damping: 100%
    - Fast Object [x]
    - ...maybe you dont need to change the properties, but in the example this works best. keep in mind that Fast Object can slow track performance!

    Hit Trigger
    - Set Hitting Objects 2 / Select Object Instances: Pivot point of the glued wagon
    - On Hit: Physics Event

    Physics Event
    - Type: On
    - Select Event Targets: Pivot point of the glued wagon
    - Select Event / Filter: State Event

    State Event
    - Type: On
    - Select Event Targets: Curve data source

    Curve data source
    - with this value youre controlling the moving speed of the wagon (0 = stop). its nearly the same as you have done with ope. this is all about experimenting what speed works best for you

    Physics joint
    - Type: Sliders
    - Present: Single axis
    - Properties: Advanced
    - Disable collision: [x]
    - Joint strenght: 50
    - Linear Settings / Lower Limit Y: this is the distance the wagon will move (in negative values) all about practicing to get the perfect distance
    - Linear Settings / Upper Limit Y: 0.00 m
    - Linear Settings / Linear Softness: 0
    - Linear Settings / Linear Damping: 100
    - Linear Settings / Linear Motor / Enabled [x]
    - Linear Settings / Linear Motor / Target Velocity: tie the value to the Curve data source
    - Linear Settings / Linear Motor / Max Force: i used 10000 in the example. you dont need the exact same value, but at least it should be higher than the Target Velocity value

    One last thing i forgot in the video:
    - use the next checkpoint as a trigger to deactivate the physics

    ok thats it, have fun i really hope Limbus Puerorum will be crossplatform
    Thanks again for the video will give it a try, hate to upload fixed versions wish I was able to edit it. Yes the elevator is also made with a ope, but i noticed because of that there is a little friction when going up that will make the controller vibrate and I think that adds that extra feeling when playing . But when using a physic joint on the mine cart there where some glitches/ tire glitches when standing on it, so I will give it a try for sure. I'm building a few tracks now also "Shoguns One Checkpoint Challenge", but I will make sometime to fix this one. It would be nice if Limbus Puerorum will be crossplatform, but hope Redlynx wait for me to fix the minecart, thanks again for the description too.
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  7. #7
    Core2TOM's Avatar Senior Member
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    i know what you mean. uploading fixed versions sucks... i had to do this on my skillgame because of cheaters :,-( but if you can improve your creations, why not? (lol i just copied my youtube comment)

    the friction / controller vibration you get in the elevator is because the ope is like spawning the elevator objects a bit higher on every tick and the bike stuck in those objects for a short time. i would strongly recommend to use the physics joint on the elevator aswell. if you want to work with controller vibration you can use the common / game / controller vibration tool. you can manipulate the high frequency / low frequency with 2x curve data sources easily
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  8. #8
    HES92's Avatar Member
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    Originally Posted by Core2TOM Go to original post
    i know what you mean. uploading fixed versions sucks... i had to do this on my skillgame because of cheaters :,-( but if you can improve your creations, why not? (lol i just copied my youtube comment)

    the friction / controller vibration you get in the elevator is because the ope is like spawning the elevator objects a bit higher on every tick and the bike stuck in those objects for a short time. i would strongly recommend to use the physics joint on the elevator aswell. if you want to work with controller vibration you can use the common / game / controller vibration tool. you can manipulate the high frequency / low frequency with 2x curve data sources easily
    Well I guess I could try it on the elevator as wel and indeed I found that vibration source, but didn't really know how to use that one and back then I might wanted to move on :$ and build an other track, already spended two weeks on Limbus Puerorum.

    Curved data source are used to move objects right at least that is where I use them for, I didn't know I actually can change data/ the frequency of a source with those. Next time I'm building I will experiment with it , this is why I don't build skill games. But for tonight there will be soccer on the menu, hope there will be a final between Germany - Netherland, we will see .
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  9. #9
    Core2TOM's Avatar Senior Member
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    on each tool every value, slider & checkbox can be manipulated with values just keep experimenting, there is much crazy stuff to explore
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  10. #10
    HES92's Avatar Member
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    Originally Posted by Core2TOM Go to original post
    on each tool every value, slider & checkbox can be manipulated with values just keep experimenting, there is much crazy stuff to explore
    Thanks again for the video, it was really easy to follow and done in seconds. Only the elevator is still with a OPE, it's 2D so the problem is the floor from the elevator get stuck in the shaft when physic get enabled. I did try to make the walls reject contact, but then it's possible for the rider to drive through the walls. So I think I will leave the elevator alone.
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