Created a topic for this to make it more visible.
Here's the catalogue:
https://wiki.stunts.hu/wiki/Catalogue_of_composite_track_elements (https://wiki.stunts.hu/wiki/Catalog_of_composite_track_elements)
Enjoy! :)
Wow, that's quite a catalogue.
Thank you! What a great contribution!! I can't wait to see these combinations in a competition track!
Thanks!!
You found a very little explored nook. Building tracks is not so explored aspect of the game in the last years.
And there is an wildcard option to extend it.
Because 2*2 and 1*2 pieces can be cut off, if the base tile is intact.
Check illusion tracks (https://wiki.stunts.hu/wiki/Illusion_track)
With your finding and also the illusion tracks i sometimes don't see the intended paths. Your explanatory example was very helpful in showing the principle. But is it possible to add a "ghost path" to the image to aid visualisation?
Yeah, so glad there's a bug on the chicane. To allow all of this. :)
It's surprising how much there is to explore for drivers.
Like the track below... could it be faster to take the pipe almost sideways, make a loop in it and come out on the other side? It does work.
Would even be possible to put a wall in the pipe and make a loop over it.
flu.png
Quote from: Daniel3D on March 22, 2024, 02:54:07 PMAnd there is an wildcard option to extend it.
Because 2*2 and 1*2 pieces can be cut off, if the base tile is intact.
Check illusion tracks (https://wiki.stunts.hu/wiki/Illusion_track)
With your finding and also the illusion tracks i sometimes don't see the intended paths. Your explanatory example was very helpful in showing the principle. But is it possible to add a "ghost path" to the image to aid visualisation?
I could, I thought about doing that. I was a little lazy still. :) I could add a pic to show the simulated track element, like in the introduction.
Sometimes, the intended path may not be the fastest. Though I think it mostly is. Please feel free to edit the page with better examples too.
The fastest path should always be the intended path. If it isn't... then it is clearly pointless to take it.
I made it a bit confusing since sometimes it's not always clear where one is coming from, when taking the path. I might make it more clear by switching the confusing images to clearer ones.
Quote from: Daniel3D on March 22, 2024, 02:54:07 PMAnd there is an wildcard option to extend it.
Because 2*2 and 1*2 pieces can be cut off, if the base tile is intact.
Check illusion tracks (https://wiki.stunts.hu/wiki/Illusion_track)
I like your idea. I tried this one and it looks really beautiful.
I'll add a link to your page one of these days.
flu2.png
So is it possible to get a 1x2 chicane surface?
So I guess this one works as a 2x2 corner?
That's amazing, guess I'll have to add that one too. ;D
flu3.png
That makes it much simpler than what I had done.. :)
90° corkscrew
Didn't need to use the illusion thing for this one.
Few other things too
jjj.trk
lol.png
2x2Corner-Illusion.png
bigchicane6.png
So I understand, why did you make the track go around the cork l/r, instead of chicane right → small left corner → cork l/r → straight → straight ?
I have no idea why I didn't do what you were thinking.
Your idea is fine and simple.
The thing was, I forgot that the illusion track would make me slow down.
I was imagining I'd still enjoy the fast grass of the chicane while reaching the cork.
Oh, wait, now I've realised you did the right think: with fewer elements one could turn left before the cork, and skip it completely. But with the track in your screenshot they have to go through the cork to avoid penalty time.
Yeah, but when you told me your idea, I was imagining something similar to this.
I'm not sure this one is faster but with a sharp ice corner, it should be..
track.png
There's this one too, which confuses me a lot. It's like taking a chicane on a corkscrew!
tutu.trk
tutu2.png
Here's one last trick. The idea is to enter the pipe almost sideways to save time and make a counterclockwise loop while doing so, then make a clockwise loop and leave the pipe, again to save time.
But I'm not sure that's really the fastest way to do it. And it is tough too. Took me like 10 times to pull it off.
Had a 28:25 with the Jaguar.
OHMY.RPL
aaa.trk
aaa.png
Just checked the article, really good! Yes, between these tricks and illusion tracks, there's a lot to do to have the most varied tracks. One thing I like doing from time to time in my tracks is using long jumps. For some strange reason, Stunts doesn't see that ramp->space->elevated-road->ramp is not the same as ramp->elevated-road->space->ramp, so it allows you to create double-jumps this way. I'm sure there are many more tricks that could discover to enhance tracks :)
Quote from: mrdries on March 23, 2024, 10:12:08 PMaaa.png
I think in this case it would be better to just go through the first loop and use the 2nd one to air-turn left. It would make it easier to cut straight to the final flooded left corner. Unless the car in use is a slow one and then the extra distance is not worth it.
Quote from: Cas on March 23, 2024, 10:41:03 PMJust checked the article, really good! Yes, between these tricks and illusion tracks, there's a lot to do to have the most varied tracks. One thing I like doing from time to time in my tracks is using long jumps. For some strange reason, Stunts doesn't see that ramp->space->elevated-road->ramp is not the same as ramp->elevated-road->space->ramp, so it allows you to create double-jumps this way. I'm sure there are many more tricks that could discover to enhance tracks :)
What's the longest distance a car can jump? Starting with a ramp at the highest height and landing on the lowest height?
It's kind of cheating. But there's this weird jump with the help of a banked road.
If you drive this track below with the indy, going at 245mph, driving in the middle of the road to avoid the blocks, straight towards the banked road, you get blown in the air and end up somewhere on the big corner. Though you don't really have to drive in the middle to accomplish it. And it doesn't work every time.
airtime.trk
airtime.png
Quote from: Cas on March 23, 2024, 10:41:03 PMJust checked the article, really good! Yes, between these tricks and illusion tracks, there's a lot to do to have the most varied tracks. One thing I like doing from time to time in my tracks is using long jumps. For some strange reason, Stunts doesn't see that ramp->space->elevated-road->ramp is not the same as ramp->elevated-road->space->ramp, so it allows you to create double-jumps this way. I'm sure there are many more tricks that could discover to enhance tracks :)
Yeah, I like that one. So you're meant to make the long jump? That's not easy. But I like that.
I can confirm that it is possible to jump 3 spaces when starting from a hill with the Indy at 245mph.
airtime.png
I have come along jumps like this too. Which are not hard but still fun.
er.png
These long corkscrews are kind of cool.
A.TRK
a4.png
They can be made longer but the total length must be even, so that the elements match with the track.
This works too
A2.TRK
A2.png
Sorry to post so much, I mean no harm.
This is even weirder. Two larger corners that overlap.
b44b.TRK
b44b.png
Screenshot 2024-03-26 143532.png
But if you go straight ahead at the interjunction, you drown, even though the road is visible.
Figure 8 :)
st.trk
st.png
Quote from: mrdries on March 26, 2024, 11:47:13 AMThese long corkscrews are kind of cool.
a4.png
An amusing (and hard!) little challenge is making all of the upside down turns.
Quote from: mrdries on March 26, 2024, 11:47:13 AMThis works too
A2.png
That's a cool idea! It works so well because the pipe and the l/r cork have exactly the same diameter.
Quote from: mrdries on March 26, 2024, 07:43:40 PMFigure 8 :)
st.png
One neat thing about this is that the figure-8 layout can be changed into a barbell one just by flipping one filler tile.
(https://i.imgur.com/wEz4lIf.png)
Very nice driving! I ended upside down. :)
I know nothing about filler tiles. But the intersection looks fabulous.
I might look that one up.
Now I think of it... those were the tricks I used in my Stunts Trials.
And now I realize it's possible without making shortcuts.
Through the corkscrew on the green of highway so that one can go through the tunnel.
zz.trk
zz.png
Nice combination!
It's also an interesting combostunt if you drive through it in the opposite direction, and it looks great. However, Stunts doesn't agree, and I couldn't load drive the track if I simply reverse the start/finish tile.
Yeah, tried it too with the corkscrew-pipe combination. Didn't work either.
It's all fine as long as you enter the track element through the side that's not altered.
(And the upper left corner isn't replaced by another track element)
ror.trk
rr.trk
ror.png
Anyway... the things you can do is truly staggering.
All the possible combinations... it's massive.
Here I stuffed 4 track elements on a 2x2 space and Stunts is all fine with it.
p.trk
p.png
Here with a combination of loop and highway. This would allow for the jump with the highway tile.
pk.trk
pk.png
Here I kind of tricked Stunts to allow to approach the corkscrew from the other side by using a chicane.
Though you could still go around.
I mean... all the possible combinations... could be close to 100. I have no idea.
pkk.trk
pkk.png
lol..
pkkp.trk
pkkp.png
That last one is super confusing, ha, ha. Yes, the combinations can be great. Also, Stunts seems to do the rendering and the physics resolution in different ways. Physics is more a tile-by-tile thing. You can see this when you place large objects on water, because the primary tile usually behaves like you would expect, but the other ones don't or vice-versa.
Okay, now this thread is going some silly places.
Quote from: Cas on March 30, 2024, 05:34:50 AMThat last one is super confusing, ha, ha. Yes, the combinations can be great. Also, Stunts seems to do the rendering and the physics resolution in different ways. Physics is more a tile-by-tile thing. You can see this when you place large objects on water, because the primary tile usually behaves like you would expect, but the other ones don't or vice-versa.
It's not totally hopeless though. I can imagine people don't like invisible tunnels all too much. :) But I did some tests and depending on where you put a track element on a chicane, it may be rendered much better. I'm not sure you people already know about these things..
These highways are rendered quite well. Because they occupy that spot on the chicane. It's the only spot on the chicane that works. If you move straight towards the track element on the chicane, they are visible. If you move relatively to the right, they are visible too. Only when you move relatively to the left, they become invisible. And that works quite well when driving.
Notice how the highway always occupies the same spot, it's just a rotation.
aq2.trk
aq2.png
shot.png
Works just as well.
aq20.png
When using the mirrored chicane, things are worse. There's only one spot on the chicane that kind of works. It's the same spot but mirrored since the chicane is mirrored.
But the rendering is different. It's the opposite. Only when you move relatively to the left, the track element on the chicane becomes visible.
Not sure this rendering can be improved in any way?
So this works. All the ramps are visible.
22.trk
22.png
I'll update the wiki later, adding more stuff.
These work too, approaching the helix with a corner, gets it rendered almost flawlessly.
If you'd want to try it out, you will have to erase some finish lines.
On a closer look, they're not all fool proof yet.
If people have done all these things already, please tell me.
28b.trk
28b.png
That's really good. These last years, we've been having less "illusion" on racing tracks. Some, yes, but not as frequent as it used to.
Quote from: Cas on April 04, 2024, 11:58:17 PMThat's really good. These last years, we've been having less "illusion" on racing tracks. Some, yes, but not as frequent as it used to.
Well, this is a nice trick. Discovered it by accident.
28f.trk
28f.png
A 100% legal bridge drop! That's really nice! While strictly speaking the track continuity can be achieved without the second cork on the side, by having a regular bridge piece for the third tile drop, I like your solution with the two corks better, as the illusion is smoother: you get to see the bridge continues before reaching the third tile.
It looks nice! How do you race this element? I can't try now. Could you describe what the car should do?
Quote from: alanrotoi on April 06, 2024, 05:04:59 AMIt looks nice! How do you race this element? I can't try now. Could you describe what the car should do?
In effect, it's a straight bridge which drops directly to the ground
and is accepted by the game's track validator. The lower cork sets up track continuity, while the upper one provides the final bridge tile.
Thanks all.
Stuff like this works too... and driving it is totally confusing!!! :) So bad, yet a bit of fun too.
28g.trk
28g.png
These are rendered much better.
28i.trk
28i.png
28j.trk
28j.png
Lovely flow of those bridge esses in 28i.trk!
@mrdries I think you'll enjoy driving on ZCT273 (https://zak.stunts.hu/tracks/ZCT273) -- some of the combos are inspired by the catalogue :)
Quote from: Duplode on April 07, 2024, 06:15:31 PMLovely flow of those bridge esses in 28i.trk! @mrdries I think you'll enjoy driving on ZCT273 (https://zak.stunts.hu/tracks/ZCT273) -- some of the combos are inspired by the catalogue :)
Thanks!
Makes me so happy. Big chicane corners.
Well, here are some more, these may be the last for a while.
That last one is just a little bit silly too.
02.trk
02.png
03.trk
03.png
Alright, updated the catalogue!
https://wiki.stunts.hu/wiki/Catalogue_of_composite_track_elements (https://wiki.stunts.hu/wiki/Catalogue_of_composite_track_elements)
Love the tunnel roof to cork u/d transition!
Yeah, that's cool. Makes me think that you could go off the roof of a tunnel straight into a cork. Never tried it.
Open to anyone to add things.
I just went through all the tracks that I had made.
If I could put tracks online somewhere, then people could just copy and paste... and try out these weird tracks.
I wish I could somehow make Bliss more clearly display what's going on when you do illusion on tracks, but it's really hard. The elements look amazing while driving, though!
Quote from: Cas on April 08, 2024, 08:57:29 PMI wish I could somehow make Bliss more clearly display what's going on when you do illusion on tracks, but it's really hard. The elements look amazing while driving, though!
Oh man, Bliss is amazing stuff.
Truly, the work that must go in making things like that... pfew..
I don't know if I'm missing something when making tracks, cause I haven't figured everything out yet.
I mean, I can overlap track elements, I can copy paste a part of a track element when an overlapping track element took that part away. And that's everything I've done so far.
It's a surgical process. Sometimes, what you see in the editor may be deceiving and the resulting composed track piece doesn't work as expected, but some combinations are just perfect.
Yeah, this is smoother, that trick was around but didn't think of using it like this. I'll update the Wiki gradually.
00.png
Like this one, it looks perfectly legit to me.
00.TRK
00b.png
Few more tricks, just so you know, added them to the catalogue. I think this must be mostly done by now.
0.trk
0.png
One last trick perhaps. :)
00.TRK
1shortc.png
Borrowing the thread for a moment, here are a few more u/d cork composites. Clockwise from the top:
- A bridge chicane, as seen in ZCT106 and ZCT230 (though note the one here has the other possible orienation: west-to-east, left-right).
- A walled chicane, as seen in the currently running ZCT273 (the same goes for its orientation). It is assembled in pretty much the same way as the bridge chicane, only matching the lower parts of the u/d corks rather than the upper ones.
- A walled 90 degree sharp turn, based on a suggestion by @Daniel3D . Though the illusion is a bit rough, as you only see the banked piece at the exit when you're on it, that's arguably not a big deal as the landing is pretty straightforward.
- An S-ramp (though in this orientation you might prefer calling it a Z-ramp).
(https://i.imgur.com/mpECE9i.png)
Feel free to add them.
Here are all the compilations as track files.
You can do with it as you see fit.
I had already added the ZTC273 trick. Track looks amazing, btw.
I did my job. I have to carry it over now.
Compilations.zip
Wish you the best. Hope your community will open up even more.
Quote from: mrdries on April 13, 2024, 10:22:22 AMWish you the best. Hope your community will open up even more.
Well, I hope you're not leaving because you didn't feel welcomed.
Thank you for your enthusiasm and wonderful collection of track building ideas.
As Douglas Adams would say..
Screenshot_20240415-101512-597.png
Quote from: mrdries on April 13, 2024, 09:51:50 AMFeel free to add them.
Added to the section on u/d corks (https://wiki.stunts.hu/wiki/Catalogue_of_composite_track_elements#Spins_.28u.2Fd_corks.29) :) It's indeed very useful to have all of these documented and available for browsing; thanks a lot!
Quote from: mrdries on April 13, 2024, 10:22:22 AMHere are all the compilations as track files.
You can do with it as you see fit.
I had already added the ZTC273 trick. Track looks amazing, btw.
I did my job. I have to carry it over now.
Compilations.zip
Wish you the best. Hope your community will open up even more.
Amazing job!!! Thank you very very much!
Thanks to all.
I received a lot of positive feedback. Appreciate it a lot. :)
This one is possible too btw... (the middle one) Though you don't see the ramp coming.
I may play around just a little with such things. Sorry, my mind always wanders off.
a2.trk
a2(1).png
Weird stuff...
Here are two spins. They're "connected". But they don't have the same height. Stunts doesn't seem to care.
a4.trk
a4.png
Sorry, don't want to change the subject. But I felt I had to mention this.
Yeah, so basically, Stunts doesn't care about a height difference. As long as the connections of the tiles seem to match. I didn't know.
There's an example with a corkscrew too, one on the hill, followed immediately by one below.
Kind of belongs in the Wiki Catalogue section though. Sorry.
a6.trk
a6.png
a7.trk
a7.png
Using large splits.
a8.trk
a8.png
Funny stuff. That's about it, I think.
a9.trk
a9.png
There's also this one. It is based on Krys Toff's trick with the corner. But I did it with a bridge.
I don't understand these things. I'm driving in the air...
a10.trk
a10.png
Screenshot from 2024-08-11 16-53-25.png
Yeah, weird things. Driving downhill along the corner. It can work. This really is the last one, I think.
a11.trk
a11.png
Well, okay. Still some other stuff.
a12.png
The left one, you can't jump into the pipe. Don't think you can jump over it. So you do a detour.
a12.trk
The right one, I didn't really know you could do these things. Wasn't so clear to me. It's just a normal track... except... visually, it's a lot harder.
a13.trk
Uhm... the ones with the elevated corner are very interesting, but I'm not sure about the terrain below. You can disable warnings with the WAR button in Bliss so that the terrain is shown even when there will be glitches in the game.
Still, I suppose you have to respect the terrain shape or Stunts won't let you play it, so surely it's what one would expect. I had never thought of this possibility. Really good!
Well, I had put a ramp next to it. To see if I would fall through if I wasn't on the invisible bridge.
So I jumped right next to the bridge onto the 2x2 bridge tile. Just fell through.
But the next one, is interesting. a11.trk
You start on top and then gradually drive down to the lower portion of the bridge.
As if you're driving downhill along the bridge.
But it shouldn't be possible cause the hill is lower than the bridge.
So Stunts seems to have raised the hill. But perhaps only along the surface of the road.
Very weird and confusing.
Here you can see it. I'm not jumping here, I'm driving downhill while taking the bridge.
You can see the hill below. But it shouldn't be that high.
I tried driving off the bridge at the downhill section and I could.
Using the war button, everything is normal.
a11.trk
Screenshot from 2024-08-14 12-13-31.png
This one works too. It's the same hill. But now with a helix instead of a bridge corner.
That's the weird thing about Stunts. It doesn't allow you to mess up the hills. But Stunts messes up the hills itself. :)
a14.trk
a14.png
Is it actually possible, as an experiment, to move the terrain elements to another menu?
I mean, what if Stunts was modified, so that the terrain elements would be in, let's say, the F10 menu, then you could mess with the hills. Cause they'd be no longer a terrain element. Though I suppose you would no longer be able to put a road on a hill, since they'd be no longer a terrain element.
But what if you would do the opposite? What if you'd move track elements to the terrain menu, would they act as if they were a terrain element? Since then, you could put a "terrain element" which was a track element before, like a road, and put something on top of it. As you would do with a terrain element.
Uhm... there are many ways in which we can imagine this, how real it could be. First, let's get to the most achievable. Say we modify existing track element graphics to incorporate terrain elements instead. The physics would remain those of the original elements we've removed, but otherwise, they'd be visible just like terrain elements. You would be able to combine them with other terrain elements, such as placing a hill on top of a hill or on top of water. Even water on top of a hill. Of course, this would be entirely visual. One step beyond, we can imagine extending the list instead of replacing elements if we can find where this is hard-coded. This would require us to specify which physics model will be assigned. We'd have to copy that of one of the existing track elements.
Doing it the other way would be analogous. If replacing an existing, say, hillside terrain element, on placing a road on whatever track element we had placed there, Stunts would try to combine them and would render the road-on-a-slope sprite instead. There's a translation function somewhere in the code that tells you what you obtain when you place something on a hillside.
If we could actually get to modify the physics model of track/terrain elements, then it's not clear what would happen with combined track+terrain elements. My guess is that track elements on top of hills would act the same as on the ground, just higher, but combined elements on hillside blocks would try to find the corresponding translation. If the combination is not specified, you'd get an empty block that would have the physics of.... I don't know. I think probably the physics of the track element when placed on the ground.
Quote from: Cas on August 20, 2024, 03:45:09 PMUhm... there are many ways in which we can imagine this, how real it could be. First, let's get to the most achievable. Say we modify existing track element graphics to incorporate terrain elements instead. The physics would remain those of the original elements we've removed, but otherwise, they'd be visible just like terrain elements. You would be able to combine them with other terrain elements, such as placing a hill on top of a hill or on top of water. Even water on top of a hill. Of course, this would be entirely visual. One step beyond, we can imagine extending the list instead of replacing elements if we can find where this is hard-coded. This would require us to specify which physics model will be assigned. We'd have to copy that of one of the existing track elements.
Doing it the other way would be analogous. If replacing an existing, say, hillside terrain element, on placing a road on whatever track element we had placed there, Stunts would try to combine them and would render the road-on-a-slope sprite instead. There's a translation function somewhere in the code that tells you what you obtain when you place something on a hillside.
If we could actually get to modify the physics model of track/terrain elements, then it's not clear what would happen with combined track+terrain elements. My guess is that track elements on top of hills would act the same as on the ground, just higher, but combined elements on hillside blocks would try to find the corresponding translation. If the combination is not specified, you'd get an empty block that would have the physics of.... I don't know. I think probably the physics of the track element when placed on the ground.
I suppose there's nothing specific about a terrain element. Somewhere in the code, it must have been specified that a hill would let a track element on that hill, be placed higher.
Perhaps, it if it would be possible to give the "hill terrain element" the physics of the bridge track element, then Stunts might let you put a bridge on a "bridge". Or roadblocks on a bridge. Tunnel on a bridge. Just like you can put a bridge or a tunnel on a hill. And sometimes the tunnel would be perpendicular to the tunnel on it. But you'd no longer have a "normal hill"
Or just the same, if the "id" or "object" of the hill, whatever the terminology is, would be switched with the "id" of the bridge, same thing might happen.
Same thing goes for the "valley" instead of the hill. I mean, the basic dark green terrain tile. Switch the physics of that terrain tile, or switch the "id", and you could have the same things. Same for the water tiles. And there are quite a few of them.
I'm sure these things are hard to do. But thanks for the reply.
Then again, a bridge on a "bridge" wouldn't work. Since Stunts determines the height of the graphics, I think, by the upper left corner of track element on it. That was Krys TOFF's trick. That's why the bridge graphics appeared lower than the physical bridge, creating an invisible bridge.
Though the physics of an icy crossroad, for one of the water terrain elements, you know, those filled with half water and half land, could give you road blocks on ice, corkscrew partially on ice, Tunnel on ice. With the crossroads, vertical and horizontal are covered. So if you'd put a tunnel, vertical or horizontal, on a terrain element with the physics of an icy crossroad, the surface of the tunnel would always be slippery. Although... the road surface of the tunnel might overwrite the terrain element's surface. So I guess that wouldn't work either.
However... road blocks may work. The physics of road blocks as a terrain element. And they may perhaps be placed horizontally and vertically. Then you'd have road blocks in a tunnel, pipe and such..
Although... the physics of a water terrain element, as scenery, would let you put water on a hill. That's true. Though I'm not sure you'd still drown in that water.
In theory, every one of these things can be done with enough modifications to the source code. The thing is there's a point at which it becomes easier to just rewrite the physics engine altogether. Now, if we're talking about things that can be done by only modifying data files, the graphics of terrain and track elements can be changed, although some elements combine more than one shape and that has to be taken into account. Which ones do and how many shapes is something that's hard coded and requires source code modification to change.
Changing the physics of track and terrain elements, in principle, appears to inevitably require source code modifications, although there is a plane/wall model that's represented in data files, yet seems to link directly to data that's on the executable itself.
The physics engine is the most complex and difficult to analyse part of the whole code in Stunts. Trying to obtain a different behaviour in any way other than just rewriting the whole thing means effort and very often, the acceptance of significant limitations. I should be a hacker and we should've got this solved back around 2005. Now we're all old guys, ha, ha... but we still dream 8)
No worries. At least you have a good time racing. I had a good time messing with tracks and track elements. Didn't know it was that hard to get it done.
Here's a last trick. It deflects the car as you drive over it. Since there's kind of a hole in the road...
May work with a corner too...
a16.trk
a16.png
Pits and bumps work. Especially when you hit the hill or pit diagonally. If you try it with a corkscrew or a loop, there's weird behavior. You could crash or make it to the other side.
Here, it is shown with a spin. I'm flying through the air because of the bump. I think you could do a huge jump if you do it at high speed.
a17.trk
a17.png
Screenshot from 2024-08-24 12-34-57.png
Yeah... all works...
I didn't know.
a19.trk
a19.png
Does it make you crash against the roof?
Quote from: alanrotoi on August 24, 2024, 07:34:12 PMDoes it make you crash against the roof?
No, you see part of the hill in the tunnel. You drive up, straight through the roof along the hill. And you can land on the roof of the tunnel a bit further.
Hahaha that's funny ;D
Yeah, this is surprisingly neat.
You can go up a hill and down a hill with about any track element.
a20.trk
a20.png
This corner-hill to tunnel can be fun, if your car has enough grip
clipboard.png
Quote from: dreadnaut on August 25, 2024, 02:34:08 PMThis corner-hill to tunnel can be fun, if your car has enough grip
clipboard.png
That's fun to drive.
Weird thing is though, at first the track didnt' work.
I then loaded the track through Bliss, saved it again, (named it d2), and then it did work.
That's the last one, I think. Like a rally. I drove it with a cyan jeep. But Stunts likes to make me crash by throwing my car into the air. Didn't make it.
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:o That looks like a lot of fun. I'll try it later today 8)
Quote from: Cas on August 29, 2024, 01:08:26 PM:o That looks like a lot of fun. I'll try it later today 8)
That'd be cool! It looks like one of those impossible Mario levels you sometimes see on YouTube.
I think the idea is fine though. But I may have overdone it a little and Stunts acts like crazy.
But legend has it that someone will make it through.
Cyan jeep challenge accepted, and completed just under 2 minutes. Took a lot of trial and errors ;D
Awesome!! :)
Great! I actually tried and gave up after several attempts. I should've sat to study the terrain and design a path.
Still had to add this. I had some fun using multi-lane tracks.
The idea is that you should not be able to skip two track elements of the main track, so you should never be able to receive penalty time, while driving on a 3-lane or 4-lane track like this.
If it was done well, it may be hard to tell which would be the fastest way to drive it.
Mine are pretty crazy though.
Have fun. :)
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Quote from: Cas on August 31, 2024, 05:00:23 PMGreat! I actually tried and gave up after several attempts. I should've sat to study the terrain and design a path.
Oh well, I gave up when I drove into the little puddle of water that I had put there myself. :)
Quote from: mrdries on August 28, 2024, 06:04:55 PMThat's the last one, I think. Like a rally. I drove it with a cyan jeep. But Stunts likes to make me crash by throwing my car into the air. Didn't make it.
I took a ride in the gray jeep
Quote from: Erik Barros on September 04, 2024, 06:59:11 PMQuote from: mrdries on August 28, 2024, 06:04:55 PMThat's the last one, I think. Like a rally. I drove it with a cyan jeep. But Stunts likes to make me crash by throwing my car into the air. Didn't make it.
I took a ride in the gray jeep
Yeah, you both made it to the top of the hill. I never got there. Went to the side.
Thanks for driving!
Yeah, this works too. You can drive flat along the canyon.
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You can do basically anything if the track elements aren't part of the actual track.
Stunts doesn't check whether it's supposed to be allowed.
And 1x1 tiles behave better on slopes. You're less likely to crash.
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Though I'm not sure whether Stunts actually puts the tunnel on each of the tiles. It may just erase the track element in some cases.
The current month's race at R4K has a small illusion element. You may want to take a look :)
Quote from: Cas on September 07, 2024, 06:14:59 PMThe current month's race at R4K has a small illusion element. You may want to take a look :)
Yeah, pretty nice effect! It's a trap! :)
Love the track.