I would like to see a tutorial made like the evo tuts but especially for multiplayer because i imagine its a competly different ball gme and i dont even know where to begin. I never even tried making motorcross tracks. Hopefully some kind person will maybe make one and upload it for everyone to share![]()
Not much that changed in the mp editor. And for now, with the bugs, we don't know for 100% what will stay or be fixed. (looks like most will be fixed eventually tough) and then it will be alot like a regular trials track.Originally Posted by funktastic- Go to original post
There's really nothing new besides having for example a new option on the triggers with 'acticate by other players' so it's triggered by a rider that's in front of you. At the moment it's more "limitations" than "new stuff" compared to the regular editor.
Funk, right now if you want to build an 8 lane track I'd advise to just keep it fairly simple and avoid triggers/explosives but here's some tips:
- Lane 1 is the only lane that's physically driven on by each player on their own screen, and the only lane that'd need custom collisions,fail areas and physical objects.
- Lane 2-7 are basicly "projected" ghost riders that go through objects/ride in the air, if the lane isn't fairly the same as lane 1 (keep that in mind for obstacles/holes rider can fault in).
- There's an option to show clones of yourself in the Editor to see if the other lanes go through objects/fly in the sky (including bailing).
Optional (to avoid track looking like lane 1 is copy/pasted 7 times over)
- The challenge lies in making each lane's driveline the same but also to keep it interesting by varying up objects or add walls/tunnels for certain lanes/inbetween to keep the others guessing.
- Spacing the lanes can allow objects in between, as long as lane 1 is always in view, or putting them close together can make a tighter race line, it all depends on what style you want/objects to use.
thanx teri them tips are a great help , so detail really only has to be used on the first lane obviously keeping all other lanes the same in dl shape ( like level and fail areas ). The idea of arranging different objects on other lanes so the gamer can see bikes go under or through things is good too. Gives the cahnce of doing some stuff i thought of in normal build but couldnt due to not being able to see the rider , but with this sounds like i can get that same effect from the other riders while still keeping my line of sight clear and open.
Cool stuff and yes i did look at the option to have all 8 riders on screen at once. Looked freaky , reminded me of the matrix films with all agent smiths.
Again thanx for the tips , i want to go and start one now now but in the middle of a build. Oh and will take care with the animations and stuff while its the editor for mp is new born infact shall leave them out altogether as i do tend to get alittle carried away at time with them hahah
cheers teri and basline much appreciated
all this new stuff , mp , dlc coming in a few days and crimbo has only just past.. lol
Something I noticed: Currently you can't disable the headlights of the bike in the editor, but when you upload a track they are on. I want to turn headlights off for a track, so it would be nice to have that fixed.
There's sometimes also a problem when loading a replay on multiplayer tracks that puts you back in TC. Can't really reproduce it tough and not really a serious issue
hi guys , does anyone know why all mp tracks are alittle shy on the decoration or effects and so forth. Is there a reason for this like complexity or maybe even that the track wont be able to cope. Its just that most tracks look like half a job , not that i am calling them but hope someone can understand what i mean. Even the tracks in game are very sparse and dont have much in the way of creativity like most custom trials tracks , more just 8 lanes of the same. Like i said im not saying they are rubbish but wanted to know if there was a main reason for this such as lag or poor track performance so i dont over do things , because i know i get carried away with sooo many ideas lol
i have made 3 XSX Tracks on PS4 extreme feed named Quickndirty 1-3.Originally Posted by funktastic- Go to original post
They have floating obstacle (one group of obstacles per track) and no decoration at all.
I just wanted to get some quick tracks out for people to play in lobbies because at the time there have only been like 5 extremes out.
Each one took between 2 and 3 hours to make and werent made for looking good, just for a good enough drivline to enjoy in MP.
Hence the name.
If you ask me, they toned their tracks down because most likely they started them when there where still some issues, like performance, in multiplayer. Or maybe it was because there is alot of issues with triggers/sounds in multiplayer tracks for the moment. For example, I made a snow track during beta/new year but never uploaded it because if you hit a fail area I would stop the OPE that makes the snow follow the camera, the problem is that the effect never started refollowing the camera after that, the OP just stops working with the mp bugs atm. And not loading up my other mp track because headlights are off while editing, but they are on when you upload it, with no way to turn them off permanently.Originally Posted by funktastic- Go to original post
@ steiner
oh cool bud and i wasnt saying that they are bad or nothing just that it does seem that in the way of deco and other things that they seem somewhat sparce to normal trials tracks , even the ones made by the developers so i just wanted to know if there is a reason for this as didnt want to waste lots of time working on a x track and then it not working and so forth. i havent made any of these sorts of track s so was just a thought. cool ya made some track for the x cross though , i want to start but just abit put off at the moment with all the problems i hear that is in place.
@llmaynell
Yes that most likely the reason , has when things rae working correctly and if you stick to mainly the first lane with physics and main decroative parts i would imagine that it cant make that much difference to the complexity of the trck , ok there is 8 lanes but alto of object dont always mean they take up lots of complexity. As for your own problem bud wish i could help with some info but i no nothing about the ins and outs of x cross track and how it all runs , there does seem to be a far few issues with it at the moment which i would have thought they would have sorted when it was in beta mode on pc but still it is new so all types of things creep up. The amount of time i have been called back on a job because of something that just happens and cant be helped or prevented.
keep maing them tho bud i would imagine it will get ironed out eventually as do most problems but then there is always new ones arising. I would hate to be a programmer or developer , there is just no being certain within this matrix whats going to happen next muahahahah![]()