So have you asked for the permission? I suspect he will say yes as long as nothing about the track distribution method is changed. Just no time to fix it himself... If not let me know and I will.
Morning gents I don't even have 3dsmax installed atm and I'm not up to date with rf2 and its latest changes, that's why I don't do anything with my tracks (plus I really have no free time and way too much work on my shoulders). I promised once that I will do some updates but it didn't happen... Maybe after Xmas I will find some time. Although, those max scenes are really old and when I think about that mess you can see there...
Wow... I could fix that in 5 minutes. You must be a very busy man to not have 5 minutes in 2 years.... Good for you. Can you at least give people the rights to fix that using some hack...and release a new component? This would be very appreciated.
Luckily, I don't have any "tree" issues like some do, and the only issue I have with any of Feels3 tracks are the AI...They are just waaaay too fast for me here at Croft , and they slow down in the last corner at Putnam Park making races a bit weird there. Otherwise, the man has a pretty much perfect track record IMO .
Yeah I never really understood why the ai is so abnormally quick around Croft. Has anyone looked into this? Some kind of odd grip hack, or what?
I once pointed that out in another thread. There are track-dependend AI-values in the AIW-file. They are called WorstAdjust=(0.8000) MidAdjust=(1.0000) BestAdjust=(1.2000) For global (UI) AI strength <90% "worst adjust" comes into play for 90-100% "Mid adjust" works and for values >100% "Best adjust" is assigned. Modder of Croft (feels3, or was it an update from someone else?) set Midadjust to 1.1000 what is idiotic, as it is waaaaayy too much! If your AIW isn´t perfect and you need a few tenth´s or half a second or so, begin with trying to raise "Midadjust" to 1.01 If your AIW needs much more than + 0.01 then better redo the line. However that is a good method to speed up AI when driving line seems good, but they are nonetheless too slow. This is NOT a replacement for a bad AIW-line!!! So hexa you are not far away with your "grip-hack" assumption, as everything above 1.0 adds artificial grip to the AI.
Thanks for explaining that, peterchen. Edit: Maybe these values can be decreased before the new component is uploaded? If it has not aleady been done.
It may relate to why these old tracks still look better/more natural than anything released subsequently for rF2? Or why feels3's work on R3E produces such stunning results? Or that there are quite a few small issues that should be addressed, not just the transparency/trees issue? Anyway, hopefully they will receive the care and attention they need to bring them up to the latest standards and not just a quick transparency patch. After waiting three years for that, I for one can wait an extra few days or weeks to do a proper update.
Maya - with the support of Z-brush, Substance Designer, Unreal Engine 4 and Photoshop - that's my current working package
Why Maya over Max? I'm curious why a former Max user would step over to Maya? 3ds Max exports to UDK or unity too. Don't get me wrong here, i use Maya for modding in rF2.