Sure, the performance will be bad, sure the track will look bad, but that's what I read into Rey 's post: structure the best practices and give solutions on how to do it properly. Not saying they cannot be built with patience and time, but you need to start somewhere. Maybe improve the quality of shaders, maybe even learn a bit of 3d for small modifications, maybe something on your own, who knows where it could go.Īgain, no disrespect I love your tracks And works, and I could only wish to see only content like yours out there (.that would be bad business for Kunos tho as nobody would buy official tracks anymore :d) BUT not everybody has the skills you have. When you see that something "you've" tinkered around with actually works, you might wish to see more of that. So what I'm trying to say here is the same: conversions might just be the first step one could take towards the awesome world of modding. It's like I was asking to help me write "Hello" on a cardboard, and one would suggest me to go to school and after one year I would know to write it myself. And he gives me a link to some CSS tutorials. And a colleague forum user tells me: hey, that's really simple you just need 2 lines of CSS in there and you're all set. Wanted to display the status of our server in a different style and format. Some years back, I was looking for a little help with something in LFS. Short story (If TL DR = we all start at point 0). Guys, without wishing to be disrespectful, but I think you are not looking this from the eyes of a beginner also. I am not easily offended, but please be constructive. How to extract the track mesh to smooth track.Creating a plan, a workflow including tools and resources.How to evaluate the quality of the track using various tools. Why waste your time if a scratch track is in the works? Make sure that a fresh new scratch track is not on the horizon.What will it take to accomplish a quality conversion? Get permission and how to go about it (although this is first, you should know the following).Any contribution, in any order in the conversion process, would be appreciated. All I ask from the giants here is to add a comment here and there. I have volunteered, as a rookie, to head up this endeavor. Most of you here at ACM are involved in your own project(s). However, they don’t discuss the details in doing it right. So why not provide a guide to do it right? I have found several tutorials that can help convert a track. People are going to convert tracks, no matter your or my personal opinions, pro or con. I read how (on RD for example) people have an opinion of racing simulation games, in many cases, based on poorly converted content. Why a tutorial? When you look at the total number of racing sim enthusiast, the majority are not modders (I have no exact numbers, it’s probably 1%?). It has been my experience that if I present a game plan, detailing how I will go about it, I get a yes, and in fact will usually get help from them. If you simply just ask can I have permission to convert your track, you may get a yes, but IF it would be me/my content, I personally would want to know how you intend to go about it, and why should you be the one to do it. I think the biggest concern is not that a person would mind giving permission, but if they have spent months, or even years, it’s their baby, and they would probably like to see it done properly. Why? For one it is the courteous thing to do. It must be said up front, and will probably be emphasized again Get permission. For now, this thread is a general discussion to get feedback for said tutorial. This thread is the start of what I hope will ultimately be used for a tutorial. After several conversations here at ACM and elsewhere, it has been agreed that there is a need for a track conversion tutorial (at some point a car conversion tutorial).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |