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 Alselius | |
Zimmer Racer!
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| Wow... It gives me some great ideas -> Thx for making them! |
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 Zeke129 | |
Toy-Car Racer
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I never had TMO, so I didn't even realize there WERE alternate sizes. So thanks for posting these.
Someone just needs to hack some 150x150 lots and we'll be good to go.  |
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 Alselius | |
Zimmer Racer!
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| u don't have them in TMO and won't have them ever probably. |
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 D-TurboKiller ... | |
Toy-Car Racer
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Thanks, this is very useful  Nadeo should release a patch to TMU so that it would allow resizing of the track, up to 100000x100000! Yes it's a bit crazy, but it's very cool and useful for GTA-based tracks or adventure tracks!  |
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 Herrick | |
Zimmer Racer!
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| No thanks, I'm not fond of tracks that take 3 days to load. |
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 D-TurboKiller ... | |
Toy-Car Racer
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| Originally posted by Herrick ... |
| No thanks, I'm not fond of tracks that take 3 days to load. |
Uh, it won't take 3 days to load. It would take the same time, or less than a minute. |
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 Cyberfrog | |
Soft-Top Racer
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| Somehow I doubt Nadeo's engine could handle GTA-size maps. By that I don't mean to imply Nadeo's engine is bad, just that it is not designed for that huge environments. And a simple patch could not change that. |
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 iQue | |
Zimmer Racer!
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| Originally posted by D-TurboKiller (LT) ... |
| Uh, it won't take 3 days to load. It would take the same time, or less than a minute. |
... I think it actually would take 3 days to load a 10000x10000 map... Unless Nadeo makes it possible to load the map while driving, but it would be REALLY bad on slower computers. Although I would like to see 10x150 and 20x60 maps in all the other environments.
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 Herrick | |
Zimmer Racer!
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| Originally posted by D-TurboKiller (LT) ... |
Uh, it won't take 3 days to load. It would take the same time, or less than a minute. |
With a normal copper count maybe but a 10,000 x 10,000 map would likely have a copper count 6 figures high. |
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 D-TurboKiller ... | |
Toy-Car Racer
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| Originally posted by Herrick ... |
With a normal copper count maybe but a 10,000 x 10,000 map would likely have a copper count 6 figures high. |
These maps should not be sold, they should be placed here in TMX. Besides, they could make like the GTA games: Instead of loading the whole map, they would only load what was visible. So, where you're going to a part that's not loaded, he'll start loading it. Simple and effective, that's why they use them. Of course, the engine needs to be modified to do that, but it won't make more than a 50 MB patch... |
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 Herrick | |
Zimmer Racer!
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Yeah I mean loaded on TMX by default Nadeo's upload slots are worthless apart form making platform tracks for Rax.
It would still cause problems with a GTA style loading since you still have editor to contend with. |
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 high_plains_Bi... | |
Trackmaniac!
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a)
| Originally posted by Cyberfrog ... |
| Somehow I doubt Nadeo's engine could handle GTA-size maps. By that I don't mean to imply Nadeo's engine is bad, just that it is not designed for that huge environments. And a simple patch could not change that. |
It`s not so much a question of the engine being able to handle it, change a few figures in the code in the right places etc and I am sure you could convince it to try and draw a map that size, The question is could your computer? To draw a map that size using the TM-engine would require Fantastically stupid piles of memory and proccessing time, and in most peoples computers it will lag to hell.
b)
| Originally posted by D-TurboKiller (LT) ... |
| Instead of loading the whole map, they would only load what was visible. So, where you're going to a part that's not loaded, he'll start loading it. Simple and effective, that's why they use them. Of course, the engine needs to be modified to do that, but it won't make more than a 50 MB patch... |
The TM-engine does have to load everything at once more or less (apart from a few textures sound etc). Due to the way the map data is compressed a segmentally background loader just would not be practical as after the map is transferred it is then decompressed and translated then the needed blocks are collected from memory/drive and put into place. With the way this works in the TM most computers would stall regularly while it happened. Mine more or less stops the entire computer while it decompresses a map and cache`s any unused data, which leads me to ...
c)
| Originally posted by D-TurboKiller (LT) ... |
| Uh, it won't take 3 days to load. It would take the same time, or less than a minute. |
No it won`t take 3 days but for the above reasons on an average computer if it loaded a 10,000x10,000 map it might as well take that long. And all this leads me to who want to build a TM race that big? There would have to be many many more new functions added to allow for more than just driving one type of car, more interactive sections, optional cp/restart systems, gods the list goes on and on. Suffice to say a 10k x 10k map is essentially beyond the capabilities and requirements of the TM engine. If you want to build GTA style environments just get an old copy of GTA:SA out and grab the tools for it, It`s not that hard to do really, just a bit daunting at first. GTA is one of the most moddable games there ever has been.
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 STALKER |
| Re: 10x150 and 20x60 TMO base tracks | 8:58 AM 26-Jan-07 : Quote : Report : # |
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Coupè Racer
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| Originally posted by [ATP]scottmc ... |
Seems Nadeo removed the ability to create 10x150 or 20x60 tracks in TMU, but if you start from a TMO base track it lets you... so here's base maps that anyone can use to create 10x150 or 20x60 tracks for Rally, Snow or Desert tracks at sunrise, midday or sunset. Total of 18 base maps. Just remove the start and finish pieces and make your tracks. Let me know if you have any problems with these. http://www.tmairtime.com/TMO-BASE-TRACKS.zip
Here's a 10x150 Desert track I made using this method in United: "Desert Snake Run by  [ATP]scottmc" Mavin also made one: "Thirst by  [ATP]mavin"
I didn't bother making base maps for the 30x30 since TMU uses 45x45 so it didn't seem necessary.
-scottmc
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If you want to change the mood just hold SHIFT while you click on EDIT and you can change the mood
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 D-TurboKiller ... |
| Re: 10x150 and 20x60 TMO base tracks | 12:34 PM 26-Jan-07 : Quote : Report : # |
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Toy-Car Racer
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| Originally posted by Lukas Busek ... |
If you want to change the mood just hold SHIFT while you click on EDIT and you can change the mood
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Unfortunately I can't seem to change the track skin (mod). Why's that? |
Last edited 26-Jan-2007 by  D-TurboKiller (LT) |
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 FT»Phil | |
Go-Kart Racer
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I reckon 100x100 would be nice  100000x100000 would get way to laggy and really confusing, especially trying to edit it. I mean you'd get lost editing it! |
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 Supernova | |
Toy-Car Racer
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Is there any blocks on TMO, wich is not on TMU? 'cause I can't find all the blocks on TMU... I don't have TMO but I've seen some screenies with blocks on that I can't find on TMU. If there is any blocks like that, can somebody please create a track with those blocks and post it on TMX United.
It would be nice to have more blocks to build with anyway 
-Supernova- |
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 iQue | |
Zimmer Racer!
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There are no blocks in TMO that aren't in TMU. It can just be tricky to find them  |
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 Cyberfrog | |
Soft-Top Racer
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| Well, some TMO blocks were shown on screenshots but never made it into the actual game. Naturally, those can't be found in TMU either. |
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 Herrick | |
Zimmer Racer!
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| Originally posted by Supernova ... |
Is there any blocks on TMO, wich is not on TMU? 'cause I can't find all the blocks on TMU... I don't have TMO but I've seen some screenies with blocks on that I can't find on TMU. If there is any blocks like that, can somebody please create a track with those blocks and post it on TMX United.
It would be nice to have more blocks to build with anyway 
-Supernova- |
Some blocks also change apperance based on the build conditions, a good example is rally castle blocks. |
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