NEW TRACKS

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Apr 23rd, 2017, 02:58am




demoliton derby &figure 8 race add-ins
track's
member's track's (Moderators: flash, vrana124, 572bigblock)
  NEW TRACKS
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flash
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Re: NEW TRACKS
« Reply #45 on: Aug 9th, 2007, 2:35pm »

i was gunna make it so you could drive in the grass but the cars kept getting stuck out there.the grass is real slippery.i can't figure out how to make it less slippery.
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littledirt02m
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Re: NEW TRACKS
« Reply #46 on: Aug 13th, 2007, 10:42am »

oh that sucks srry for my language but it does
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littledirt02m
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Re: NEW TRACKS
« Reply #47 on: Sep 22nd, 2007, 11:43am »

has anybody every thought of like a storm track with tornadoes and with deep mudd and mard to move on the track i think that would be awsome
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572bigblock
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Re: NEW TRACKS
« Reply #48 on: Sep 22nd, 2007, 11:50am »

ya, that would be cool there is a track on another game I play and there is a big tornado, if you get close to it, it will lift you up and drop you. not that great though. i thought about it one day but didnt think about it very much
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littledirt02m
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Re: NEW TRACKS
« Reply #49 on: Sep 22nd, 2007, 11:52am »

cool cool. did u ever finish that muddy track.
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572bigblock
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Re: NEW TRACKS
« Reply #50 on: Sep 22nd, 2007, 12:10pm »

no i havent done anything to it. ill just release it at a more slippery pinewood since repainting everything on the track is just a waste of memory. last week i built a gravedigger mini-monster truck out of the games 40s mafia car and flashes monster truck wheels. i just have to paint the flames on the hood and it is done. i might post it today.
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littledirt02m
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Re: NEW TRACKS
« Reply #51 on: Oct 1st, 2007, 8:34pm »

okay well when u get the track done post it on here.
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572bigblock
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Re: NEW TRACKS
« Reply #52 on: Oct 2nd, 2007, 3:11pm »

ive started 2 more track projects. I will give more details later. One has a jump in it! But it was in the game to begin with, i did not change it.
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572bigblock
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Re: NEW TRACKS
« Reply #53 on: Oct 14th, 2007, 5:08pm »

on Jun 28th, 2007, 3:26pm, DemoMan66x wrote:
I was a lil curious about that once i saw your pic of it. I assumed they would still follow the path they always do and not follow the image of where to run. But its awesome you figured out a way to make them go the whole track. That is one heck of a big figure 8! lol Cant wait until you unleash it. Have you thought of music for it yet? Or is that gonna be one of the last things you do?


i moved the waypoints and the tire groove moves with it. thats why the AI cars follow the image.
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572bigblock
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Re: NEW TRACKS
« Reply #54 on: Nov 26th, 2007, 9:19pm »

I call this one "Dixboro Holy Shiot addition"





how bout in reverse?




and this is Dixboro Valley



no, it is not for download, I was just playing around with it. I might make a decent jump track sometime and then release it for download.
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712
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Re: NEW TRACKS
« Reply #55 on: Nov 27th, 2007, 11:03am »

thats crazy yea need get some more tracks dun and on here be nice could make a real muddy track where u can see mud flyin or when u hammer it down u can see much flyin back be awsome
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vrana124
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Re: NEW TRACKS
« Reply #56 on: Nov 27th, 2007, 3:51pm »

THAT IS REALLY SWEET!!! I WANT TO USE THEM.
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flash
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Re: NEW TRACKS
« Reply #57 on: Nov 28th, 2007, 12:15pm »

thats real cool.looks like were both getting better at modding this game.good thing to this is what we need.im kinda stomped though.
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572bigblock
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Re: NEW TRACKS
« Reply #58 on: Nov 28th, 2007, 8:47pm »

I use Zmodeler. Zmod doesnt support WRLs so I have to edit them in the VRL format. I also have to mess with the skins a little but it doesnt take long. The more I use Zmod the more I like it. There are lots of handy tools in it that 3ds max doesnt have. But 3ds max has some nice features Zmodeler doesnt have.
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flash
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Re: NEW TRACKS
« Reply #59 on: Nov 29th, 2007, 12:34am »

i have zmodler too.im still tring to figure out how to use it.
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