Stock track graphic bug

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Manmountain
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1 Mar 2015, 08:27 PM #101

[HIDE=Offtopic]Who actually has the time to notice all these visual error's, during a race that is. I'm amazed at how many little error's there actually are in a fully released game. Good work. :thumbs-up: ;)[/HIDE]
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2 Mar 2015, 03:23 AM #102

Manmountain @ 1 Mar 2015, 05:27 PM wrote: [HIDE=Offtopic]Who actually has the time to notice all these visual error's, during a race that is. I'm amazed at how many little error's there actually are in a fully released game. Good work. :thumbs-up:  ;)[/HIDE]
[HIDE=Offtopic]Actually, this specific game was rushed, :P too buggy ;)[/HIDE]
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2 Mar 2015, 08:33 PM #103

ThugsRook @ 28 Feb 2015, 11:26 PM wrote: ^ nice thx :)

can you give me more info about the TAZ files?
(milkfix doesnt currently host any TAZ files)
Track Zones (TAZ files) work as check point, the car (his COM Center Of Mass) must go on each one ...
Some "cars" like Bimota Tessy, or RL Vespa MP3 have a lowered COM under the floor, and if track zone don't go under the floor like Lego Tracks this cars can't finish the 1st lap .

Toytanic 1 & 2 have this bugs see the video
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2 Mar 2015, 09:56 PM #104

Manmountain @ 1 Mar 2015, 09:27 PM wrote: Who actually has the time to notice all these visual error's, during a race that is. I'm amazed at how many little error's there actually are in a fully released game. Good work. :thumbs-up:  ;)
My to do list for Toy In The Hood 2 (track in progress) : more than 20 screenshots :wacko:
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ThugsRook
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2 Mar 2015, 11:46 PM #105

^ you missed a few :P ;)

theres something pointy sticking out under the floor, cant quite see it in this screenshot. its just infront of and to the right of the car.. (better pic posted below)
[removed]

non-textured wall behind the wall...


also, the kitchen floor isnt entirely reflective.


...and more to come.

[Vaid edit]: Removed dead image links
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ThugsRook
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3 Mar 2015, 12:21 AM #106

here's more...

[removed]
[removed]
[removed]
[removed]
[removed]

(milkfix)
[removed]

:ph43r:

[Vaid edit]: Removed dead image links
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Kenny
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3 Mar 2015, 05:51 PM #107

You might also want to take a look at the second wooden bridge in the last area of the track (normal dir) ;)

More specifically the edges and the bottom part.
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3 Mar 2015, 09:10 PM #108

Kenny @ 3 Mar 2015, 02:51 PM wrote: You might also want to take a look at the second wooden bridge in the last area of the track (normal dir) ;)

More specifically the edges and the bottom part.
don't forget the countless collision and camera glitches there!!!!
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Kenny
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3 Mar 2015, 09:35 PM #109

^thats not really the fault of the track but rather how the game deals with extremely tight spaces.

With that being said, for some reason the collision info of the bridge is twice as thick than what you can actually see, making this issue apparent for pretty much all cars.

However that can only be corrected by editing the ncp file, not to mention that it only "solves" the mentioned collision problems for smaller cars, bigger ones like Mouse or Panga will still have the same issues.
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Abc
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4 Mar 2015, 01:19 PM #110

Yeah...., actually its both engine and ncp itself :P
Well, NCP subsystem must be improved. i wish we could compile the ncps properly :&#124; -_- <_<
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ThugsRook
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4 Mar 2015, 04:18 PM #111

...and the bottom of that 2nd bridge, is invisible from below.
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sebr
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7 Mar 2015, 06:54 PM #112

ThugsRook @ 3 Mar 2015, 01:21 AM wrote: [removed]
What am I suposed to see here ?
ThugsRook @ 3 Mar 2015, 01:21 AM wrote: [removed]
This one is only a Visibox issue ...
ThugsRook @ 3 Mar 2015, 12:46 AM wrote:[removed]
I know what we are seeing here, I hope I'll found a way to hide this

[Vaid edit]: Removed dead image links
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jigebren
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7 Mar 2015, 08:24 PM #113

sebr @ 7 Mar 2015, 07:54 PM wrote:What am I supposed to see here ?
There's a red circle that should not appear normally...

Hmm, no, I think the bottom of the house wall (being the fence) is disappearing. :D
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sebr
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17 Mar 2015, 02:53 PM #114

Because there is lots of work on this track
Here is the CHANGEOG of what I have already done in TOY IN THE HOOD 2


If you look carefully, there are flashing white dots on left and right of the portal








If you race in mirored mode all concave surface looks like hole (solved in rv alpha 15.0325 too)




Here is what happen in mirrored mode each time you look at a triangulate face made with 4 vertex
(solved in rv alpha 15.0325 too)





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17 Mar 2015, 04:02 PM #115

Whaaaa, unbelievable, great work seb!
Man, What an eye.
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jigebren
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18 Mar 2015, 01:35 AM #116

sebr @ 17 Mar 2015, 03:53 PM wrote:Here is what happen in mirrored mode each time you look at a triangulate face made with 4 vertex
Wait wait wait, what are you saying here? That sounds very interesting to me...

About NHood2, there's also an obvious issue with visiboxes when looking below the basketball hoop, a bit before entering the house, and a texture issue on the house wall just above that hoop (but I'm sure you know them already).
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sebr
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18 Mar 2015, 03:36 PM #117

Wait wait wait, what are you saying here? That sounds very interesting to me...
Look in Blender like I did HERE



About the "visibox issue" (Purple ring) i can't do anything
The best way to fix it is deleting visibox file
(I'll have a look if all that mesh is inside is bounding box, i had that issue on toytanic when I add a vertex outside his bounding box)

Off course the texture bug (red ring) was on my To Do list
And this bug is as INTERESTING to you Jig as the Triangulate bug

On a quad face each time you have a angle betwin edges of 180° or more you get this
On that house it is about 200° you have this poohty thing
I already found this here :

and here


And each time normal race and mirored race work differently with that (reversed race work the same way as normal race)
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jigebren
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18 Mar 2015, 08:14 PM #118

sebr @ 18 Mar 2015, 04:36 PM wrote:About the "visibox issue" (Purple ring) i can't do anything
Why? you don't feel like updating the .vis file? :unsure:
On a quad face each time you have a angle betwin edges of 180° or more you get this
It has to be an issue they had when modelling and / or exporting the original track with Max or whatever (resulting from a not so safe modelling choice in a first time). A quad is made of two triangles, and there's two possibilities to cut the quad out, as you can see on the beautiful sketch below:

Code: Select all

+-+  +-+
&#124;&#092;&#124;  &#124;/&#124;
+-+  +-+
For a nice square quad as above it doesn't change much, but when the shape of the quad is no longer a convex polygon (see Wikipedia), one choice looks ok and the other like the house bug.

I'd be surprised to check if importing and re-exporting the W file in Blender is not enough to fix that glitch... I bet Blender will take the less stupid of the two choices and avoid this issue without any user intervention.
Anyway, this is just out of curiosity. This would not be the good way to fix that. When the quad has such an angle between two adjacent edges, better split it into two triangles to keep control on the triangulation (just as I presume you've done so far).
And each time normal race and mirrored race work differently with that
Can you be more specific? Do you mean that if the issue is noticeable in normal mode then it won't be in mirrored, and conversely if it is noticeable in mirrored it will never be in normal?
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18 Mar 2015, 10:03 PM #119

jigebren @ 18 Mar 2015, 09:14 PM wrote:
sebr @ 18 Mar 2015, 04:36 PM wrote:About the "visibox issue" (Purple ring) i can't do anything
Why? you don't feel like updating the .vis file? :unsure:
Vis file isn't my priority for now. I prefer finish all world files before starting something else
jigebren @ 18 Mar 2015, 09:14 PM wrote:
On a quad face each time you have a angle betwin edges of 180° or more you get this
It has to be an issue they had when modelling and / or exporting the original track with Max or whatever (resulting from a not so safe modelling choice in a first time). A quad is made of two triangles, and there's two possibilities to cut the quad out, as you can see on the beautiful sketch below:

Code: Select all

+-+  +-+
&#124;&#092;&#124;  &#124;/&#124;
+-+  +-+
For a nice square quad as above it doesn't change much, but when the shape of the quad is no longer a convex polygon (see Wikipedia), one choice looks ok and the other like the house bug.

I'd be surprised to check if importing and re-exporting the W file in Blender is not enough to fix that glitch... I bet Blender will take the less stupid of the two choices and avoid this issue without any user intervention.
Anyway, this is just out of curiosity. This would not be the good way to fix that. When the quad has such an angle between two adjacent edges, better split it into two triangles to keep control on the triangulation (just as I presume you've done so far).
You are true I split each quad problematic faces in 2 tris faces
Only the last quad face was turned as tris buy deletting 1 useless vertex
jigebren @ 18 Mar 2015, 09:14 PM wrote:
And each time normal race and mirrored race work differently with that
Can you be more specific? Do you mean that if the issue is noticeable in normal mode then it won't be in mirrored, and conversely if it is noticeable in mirrored it will never be in normal?
It's exactly this (If you remember i told you something like this in my 1st post :rolleyes: )
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jigebren
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18 Mar 2015, 11:25 PM #120

Ok, I didn't know you were doing W only for now. Haven't you updated some NCP already?

And I totally forgot that first post... :huh:
SebR wrote:Only the last quad face was turned as tris buy deleting 1 useless vertex
Wait, I hope you're not talking about the one in the Blender screenshot... If that the case, don't do that!

I'm afraid I can't find a summary of basic good rules to follow in low poly modelling, but from my own experience I'm quite sure of this one, at least as far as Re-Volt is concerned: If you have two adjacent polygons, they have to share the same vertices. One polygon should not have one extra vertex along the edge of the other polygon. In the latter case this edge has to be broken to create an extra vertex at the same place.

Imagine you want to create this geometry (two walls, different heights):

Code: Select all

+-+
&#124; &#124;
&#124; +-+  
&#124; &#124; &#124;
+-+-+
You can't simply put the two polygons below next to each other:

Code: Select all

+-+
&#124; &#124;
&#124; &#124;  +-+  
&#124; &#124;  &#124; &#124;
+-+  +-+
You have to do it in either of these ways (notice the extra vertex for the left polygon):

Code: Select all

+-+         +-+          +-+
&#124;&#092;&#124;         &#124; &#124;          &#124;&#092;&#124;
&#124; +  +-+    &#124; +  +-+     &#124; +  +-+
&#124;/&#124;  &#124; &#124;    &#124;/&#124;  &#124; &#124;     &#124; &#124;  &#124; &#124;
+-+  +-+    +-+  +-+     +-+  +-+
Why? Well, first if you don't do it, during the 3D transformation the vertex of the right polygon may not always remain perfectly aligned with the edge of the left polygon. It means we'll see some weird pixels appearing through the junction of the polygons.

Second, in Re-Volt some effect like the water, I think the shockwave weapon too, etc. distort the geometry (that is to say the vertices position). If they move the right polygon vertex, the left polygon edge will obviously not follow (since it has no vertex to move at this place), and in that case you can have a very noticeable hole between the polygon (can bee seen eg. in Jailhouse Rock pool).

(Oh, and if you were not talking about this case actually then sorry for spoiling your topic, but the information maybe not be totally worthless anyhow).
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sebr
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19 Mar 2015, 01:42 AM #121

1) No I only do W (and some TAZ with makeitgood on Toytanic)
but may be some NCP was made from other peoples in Milkfix project :unsure:

2) We are talking about the same mesh ... This mean that I have to go back to it <_<
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28 Mar 2015, 02:17 PM #122

CHANGELOG TOY IN THE HOOD 2 (Part 2) still in progress


I found this at 6 differents places (I think 1 picture is enouth ;) )






With the help of alpha 15.0325 this pink house look as good in mirrored race (THX Jig)


The purple missing thing is only a visibox issue (like other on stock tracks)


This is 1 of the 6 useless white untextured wall already found an fixed on this track
(there is probably more to found ...)







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11 Apr 2015, 03:01 PM #123

CHANGELOG TOY IN THE HOOD 2 (Part 3) still in progress


the big one is finnaly done B)






The dark area is only a fake pickup result :lol:








I didn't use TVTIME or MAKEITGOOD, only the normal race camera




The same as before from the opposite way
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20 May 2015, 06:56 PM #124

CHANGELOG TOY IN THE HOOD 2 (Part 4)

Forgot to add last update



TOY IN THE HOOD 2 is now finished (I hope)



note : I'm not starting a new track for now ...
I'm learning python and made my own script to decode world files at the same time (rvdump don't do all that i need) :wacko:
Ok i'm a bit crazy ... But i want to learn programming and the only working way for me is to made something that I need
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Abc
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27 May 2015, 12:14 PM #125

now bottom looks odd O.o sebr
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MightyCucumber
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27 May 2015, 06:51 PM #126

Abc @ 27 May 2015, 01:14 PM wrote: now bottom looks odd O.o sebr
At least it's better than it used to look.

Outstanding job Sebr. :thumbs-up:
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31 May 2015, 11:27 AM #127

THX MightyCucumber B)
Abc @ 27 May 2015, 01:14 PM wrote: now bottom looks odd O.o sebr
So what should I do to make it better ABC ?


note: Because my python script already do the job, I started SuperMarket 2. Buggy conveyor annimation already fix, video comming as soon as possible ...
here is the video


note2: the only thing I can't understan is how EnvMapping faces are managed in the world file
Adding EnvMap flag to the face is not enouth, you must add 4 octet / face at the end of the file (but what value they should take ??? :wacko: )
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1 Jun 2015, 06:10 AM #128

The borders are green/grassy instead of wood ;)
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13 Jun 2015, 12:24 PM #129

With the help of my Python scripts I can "read" faster than ever World / Instances / Models / PRM files :)

So here are CHANGELOGS Updates :

- SUPERMARKET 1

modifying FIN file to move the copter to make it perfectly horizontal (without help of Blender or MAKEITGOOD)


add the missing right side of the copter prm (without help of Blender)

- TOY WORLD 1





modifying the "copter.m" to paint white faces (without help of Blender)
models files update
(I'm working on the plane.m too)

- SUPERMARKET 2
[youtube][/youtube]
the buggy conveyor




some missing mirroring faces


it's the same copter prm as in Supermarket 1 with bad texture file


some missing mirroring faces


@ABC : I've updated the bottom of the Toys In The Hood 2 bridge, is it better ? ;)
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13 Jun 2015, 03:23 PM #130

Hey Sebr, quick question: can you work some way around the bottom of the crane in The Wrecking Yard? (even though it's from the Arcade, technically it's a stock track as well eheh) It's sitting unmapped right now, and outright ugly, it'd be awesome if you could give it a go and map it using the textures that are already in the track folder (but alas unused). I think some other spots of that track in particular could use a touch or two as well. :)

Also, after you're finished with this, are you planning on editing some errors on the best user-made tracks? (Re-Ville, Petro-Volt, Jailhouse, etc...)
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13 Jun 2015, 03:31 PM #131

the best place to talk about this is here ;)

and add some picture please, i'll take a look if i found time ...
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13 Jun 2015, 07:30 PM #132

Hey sebr, I was wondering if the files you put up in your first post only contain your modifcations/fixes (and not any other ones like the ones from the "Milkfix" project)?
If not then I assume at least the "museum 2 special milkfix edition" does, what exactly does it contain on top of your modifications?

Also perhaps you want to take a look at the museum allos.prm model, it looks like a lot of its faces are untextured (the other dinosaur models might have this too).

Though considering the fact that these surfaces are vertex painted to blend in with the textured faces I guess this is intended, it only becomes appearant when a light source gets close to the model, like a pickup spawning close to it.
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13 Jun 2015, 08:30 PM #133

links of my 1st post only contain my work...
the last milkfix I get is here ... but no dinosaur models on it
about dinosaur models I see what you mean, i will work on it after finishing all stock world files ...

still so many work to do, thx Kenny :P ;)
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20 Jun 2015, 11:41 PM #134

I'll check later.

umm, regarding all this clutter and since milkfix rip, Where i can download a packed zip? the milkfix link?
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21 Jun 2015, 05:17 PM #135

Kenny @ 13 Jun 2015, 08:30 PM wrote: [...]Also perhaps you want to take a look at the museum allos.prm model, it looks like a lot of its faces are untextured (the other dinosaur models might have this too).

Though considering the fact that these surfaces are vertex painted to blend in with the textured faces I guess this is intended, it only becomes appearant when a light source gets close to the model, like a pickup spawning close to it.[...]
Good news Kenny allos.prm and tricer.prm are now fully textured ;)
download again muse2.zip from the 1st post to see how it's look like
screens will come as soon as possible

Abc the link to the last Milkfix I get is on my previous post (I think it's the penultimate one)
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MightyCucumber
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22 Jun 2015, 12:44 AM #136

Hey Sebr, here goes, in case you find time (and since technically this is a stock track ;) ). This is the error I told you about:



It'd be awesome if you could map those gray areas somehow. :thumbs-up:
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22 Jun 2015, 07:41 AM #137

sebr @ 21 Jun 2015, 06:17 PM wrote: Good news Kenny allos.prm and tricer.prm are now fully textured  ;)
download again muse2.zip from the 1st post to see how it's look like
screens will come as soon as possible
Thanks, looks great now :)

While looking at your fixed files I noticed that the .w are is a bit larger than the originals, is that because you manually added polygons/vertices to the level where it was necessary?

Also I think it would be quite useful if you added a version number to the download links so people will know when an existing stock fix has been updated.
Additionally a readme/changelog that lists what you have changed in the files would be neat (doesn't need to be greatly descriptive, just to have an overview of the fixes) ;)
MightyCucumber wrote:It'd be awesome if you could map those gray areas somehow.
I'm not sure if its possible to "fix" this, simply due to the fact that there might be no texture that could be used and that it was meant to look like this (which at first glance looks like thats the case to me).

The one sided transparent faces on the cabin and the frame might be a different case, though I'm not sure if it would make the whole thing look better.
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MightyCucumber
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22 Jun 2015, 09:01 AM #138

The texture is there alright (ovaltrackg.bmp):





Let's just hope something can be done about it. :)
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23 Jun 2015, 10:22 PM #139

BTW, latest milkfix includes my garden cam, i could upload the copies of the milkfixes i've downloaded.

Lol, looks like the model or instance or world is the problem, should be easy to fix (or maybe is the texture)

As you may seen, rv devs left a lot of odd stuff scattered over the whole game.
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29 Jun 2015, 05:17 PM #140

Kenny @ 22 Jun 2015, 08:41 AM wrote: While looking at your fixed files I noticed that the .w are is a bit larger than the originals, is that because you manually added polygons/vertices to the level where it was necessary?
It's what I did ;)
Kenny @ 22 Jun 2015, 08:41 AM wrote:Also I think it would be quite useful if you added a version number to the download links so people will know when an existing stock fix has been updated.
Additionally a readme/changelog that lists what you have changed in the files would be neat (doesn't need to be greatly descriptive, just to have an overview of the fixes) ;)
The changelog is this topic. About readme and version number, I'll think about it...
MightyCucumber wrote:It'd be awesome if you could map those gray areas somehow.
The fix you wish is here, don't forget to make a backup before !
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30 Jun 2015, 11:17 PM #141

Thanks Sebr, outstanding work! :thumbs-up: Now I can finally look at that crane without cringing a bit. :)
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20 Sep 2015, 01:00 PM #142

Some old Update




This model shoold be compatible with all aerials packs
Remouving Facet Like shape on green and blue part ...
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Phantom
100% Proofer
Phantom
100% Proofer
Joined: 21 Mar 2011, 04:01 PM

20 Sep 2015, 10:28 PM #143

This is cool. I remember most of your fixes were included in the milkfix patch.

But since the milfix is dead now, do you know what else apart from your fixes was included on it?
We don't stop playing because we get older, we get older because we stop playing.
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Abc
100% Proofer
Abc
100% Proofer
Joined: 7 Apr 2009, 06:43 PM

21 Sep 2015, 05:16 AM #144

Hm, what about an updated index (yes, the year are wrong at some places in first post) and a massive upload of all the work for the lazy people :)
and maybe more stuff...
Yes, I'm the ABC block and you can find me in Toy World 1 track! ;)
Reborn as Juest Zungo :P PS: I prefer chatting and i have Steam, Skype, Google and Microsoft account, just ask for it via PM or rarely find me in RVHouse. Also check out my interests.
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sebr
Methanolic
sebr
Methanolic
Joined: 29 Jul 2010, 05:26 PM

25 Feb 2017, 02:15 PM #145

After a long pause I'm coming back to this project ...
Toys In The Hood 1 is not finished but Here is some screens of what's already done


colours change according to the point of view

I think this one was already on milkfix (nhood1f.bmp)

I think this one was already on milkfix (nhood1b.bmp & nhood1f.bmp)





I think this one was already on milkfix (bmw.prm & bmw2.prm)

I think this one was already on milkfix (bmw.prm & bmw2.prm)

can be noticed only if you use inside view (manualy add some vertices and faces)

stay tuned ;)
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ZeroContrast
Non Drinker
ZeroContrast
Non Drinker
Joined: 28 Aug 2017, 02:08 AM

28 Aug 2017, 06:10 PM #146

Toy World 2 hole in the ramp near practice star placement.

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