Team Bugbear Member
Like the look of your new loop KillerAJD.
Wait, those sponsors are real. Does the Steam Workshop allow real sponsors? But, sponsors aside, this looks rad and I can wait to race on this!KillerAJD said:Nice stuff TVE!
It's been extremely slow going for me, as I've been super busy. I did manage to get a lot of stuff finished in the last few days though. Managed to finish the main track, plus two alternate variants. Here's another quick update:
For the more fantastical variant, I made another loop, except this time with a crossover. Still playing with it to try and get it to work as well as I can, but I'm surprised at how well it doesn't get clogged like my other loop. First of all, the AI seem to make this loop more often then not, and since there's no side walls, they sometimes just fly out the sides, which is totally fine. I have noticed that some cars will flip upside down, and don't reset themselves all that quickly, but again, still playing with it.
Real sponsors, where?! ;D Not to say it won't ever be an issue, but I've not had any problems with my current tracks that are posted. We'll see though...Crash77 said:Wait, those sponsors are real. Does the Steam Workshop allow real sponsors? But, sponsors aside, this looks rad and I can wait to race on this!
As a quick request, Sam/TVE, could either one of you (or anybody else) give me a quick crash course on getting a custom surface type implemented? I was successfully able to adjust some stuff in the wettarmac.vpdp for my tube track variant (so in certain sections, your car it's very slip-n-slidey), but I'm unsure how to package that with my mod (or create an entirely new entry). I was looking back through some previous posts where you two were discussing it, but none of the links Sam posted work anymore, and I'm still unsure exactly what files need to be made, and how to compile, and then how to package them.KillerAJD said:Real sponsors, where?! ;D Not to say it won't ever be an issue, but I've not had any problems with my current tracks that are posted. We'll see though...Crash77 said:Wait, those sponsors are real. Does the Steam Workshop allow real sponsors? But, sponsors aside, this looks rad and I can wait to race on this!
I put the loop that I was working on to the side for the time being. It just doesn't play well enough with the AI. Trying another wacky thing (think bobsleigh track, haha), but I may end up releasing what I have right now and try and add stuff later, because the rest of the track/variants are pretty much finished.
Just a quick screenshot (some stuff I had hidden to speed up the compile time). And yes, you can do full loops within the tube, haha.
sam223 said:To get the particle effects to work you might need to add to data/property/effects/tire
The first 3 files in TVE list should give you clues on how its all linked together.
Awesome, thanks you two!The Very End said:Oh that's a lot of stuff you have to tweak, as well that I don't get the particles to work. Either way:
1: update the surface list with the additional surface (data/property/settings/surfacelist.srfl)
2: update the physics list / tire list within the tire folder (data/vehicle/shared/physics/tiredynamics)
3: add a surface (suse file) file with same name as the new surface (data/scene/surface)
4: add dntp file, called surface_newOne. These are placed in a other place than the ones in data / art / objects, think it is under properties / objects.
5: at export you need the files in your main BB folders, meaning you must do a lot of security copies. At same time copy the same file and folder structure over to the mod folder; as before starting game it is safe to delete those duplicate files from main folder. Will still work.
EDIT:added paths ~sam
Looks good so far Tor,using google earth topography?The Very End said:Nice Purp
Meanwhile - I regret everything...
(Not textured yet, you are basically seeing what is going to be the color map - road layout is the only thing that basically is layed out)