I thought it might be interesting to post a wip of the desert level. It's a wireframe view in PT2. The difference can only be noticed easily like that or by driving it ingame. I'll finish the mesh as soon as I find some time :] Below the desert is an ingame shot of a city track by night. It actually […]
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Commenting!
It's now possible to post comments... I had apparently fucked up something in the URL reading thing. Oh well. It's working now.
Desert Update!
I'm done re-applying the materials on the desert track, setting the smoothing groups, applying the meshsmooth and turbosmooth modifiers, cleaning the original C2 scene to keep the noncars/powerups, importing the new scene in PT2 and preparing it, preprocessing, and ingame. Besides the fact that the […]
Some news~
I don't have much free time lately as I'm cumulating 2 jobs. Anyway TTR's Jaws, The Beast and RedBatRocky are imported in MAX and Jaws is actually already ready for PT2 (read, optimization done). Not sure about the RedBat one yet, there's a lot of work on it, I might end up making it quickly myself […]
Wastemaro
TTR's Wastemaro port to C1 is done. Download it at RR2000. […]
C1 actualities
I'm currently working TTR's Wastemaro, and it is already ingame. I optimized it a lot too : from 4234 tris to 953 :) It will probably be done quickly. But I took the time to experiment a new thing : integrate a SimpMat in the car's .mat file ! SimpleMaterials have specific attributes, like they are […]