Ok and by the way maple you are my sunshine, my only sunshine, you make me happy when skies are gray, youll never know dear how much i love you, please dont take my sunshine away
Anywhere there's google, video games, insta, pinterest, artstation, your environment. If there's something I like the look/feel of I'll take a picture, save it. On constant vigilance for ideas. I visited Colorado last year and that was a huge inspo for my most recent track as an example. I also mention the inspiration for my 2nd latest track on a thread I made about it if you care to look and get an idea.
worms community track is at 5000k. composition done, just have to build a ride and probably got 20+ hours detailing left to do
thanks man yeah if anyone can draw me some worms or explosions.. both would be really helpful at this stage cheers
Maple or anyone who can help, I feel like the two colored trees look weird, maybe thats just me but do you have any suggestions on what to do with those trees.
Hey guys, May seem odd but does anyone remember how to copy track codes, I've lost a code from a NTBF track that i posted and was thinking of maybe trying to finish it.
Do you mean copy a code from a track that was uploaded? OdysseusSupreme just shared this with me: [resource removed]
Hey does anybody have a good setup for a 15fps animation, I've been trying but I cant seem to make it smoothly go through frames
yay, stuff about the game's internals that i can finally answer as seen in the video below, when teleporting at least 1500 units (7.5 big grid squares), the camera moves instantly, but anything less than that, and the camera has the shaky movement that you've noticed before. this is hard-coded into the game because the developers hate fun. note that teleporters are interacted with 60 times per second, but the game only renders 30 frames per second. in order to avoid having to redraw frames that will never even be seen, you can use a setup like this: (teleporters are 1500 units apart horizontally, and teleporters are drawn on all points of the lines shown, in order, starting from the rider) this setup essentially just wastes a tick, causing the game to only render when the rider is in line with the starting vertical position. of course, the position of the extraneous teleporters doesn't matter, but putting them close to where the actual teleporter is will probably be the easiest thing to draw. using this setup, making an animation 15 fps (instead of 30) is also easy. to convert an animation to 30/(n+1) fps, you simply need to draw an additional 2n teleporters over each of the little vertical segments after everything else has been drawn. so to make your animation 15 fps, you can draw the setup as shown, repeating as many times as you need, and then go back through afterwards and draw an additional 2 (2 * n=1 = 2) teleporters over each of the vertical sections. teleporters are kind of wacky and don't work super well with a lot of other things, but they're also super cool and have a lot you can do with them, so i hope you enjoy!
I started this fun little track, haven't put a lot of detail to it, but if anyone is down to help finish it with me ? I've run out of time recently