NEW TRACKS

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Apr 23rd, 2017, 03:02am




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 #60 on: Nov 29th, 2007, 09:14am »

hey bigblock this means you can fix your hump track and repost it right.heres a pic of it fixed.
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712
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Re: NEW TRACKS
« Reply #61 on: Nov 29th, 2007, 09:47am »

that looks like a long track lol or just me
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flash
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Re: NEW TRACKS
« Reply #62 on: Nov 29th, 2007, 1:19pm »

well i dont really know how he moded it.maybe he made it longer.
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flash
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Re: NEW TRACKS
« Reply #63 on: Nov 29th, 2007, 2:26pm »

check this out i call it the pit.no its not 4 DL.theres some inperfections in it.
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572bigblock
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Re: NEW TRACKS
« Reply #64 on: Nov 29th, 2007, 5:21pm »

on Nov 29th, 2007, 09:14am, flash wrote:
hey bigblock this means you can fix your hump track and repost it right.heres a pic of it fixed.


So you figured out the little skin trick, lol.
You have to change the default chrome skin to any old skin. It will accept the right skin in the game.

The track is not longer, I just added a little more heigth to the opposite end. I was going to originally make it into an underground track built inside of a cave, with an old road leading down to it. Hence the name "highway to hell" But that turned into just a remapping.
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572bigblock
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Re: NEW TRACKS
« Reply #65 on: Nov 29th, 2007, 6:12pm »

Did you know if you put a "//" in front of a 3d object in your tracks SCN file, that object will not appear on the track?
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flash
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Re: NEW TRACKS
« Reply #66 on: Nov 29th, 2007, 7:06pm »

no i didnt know that.ill have to check that out.so bigblock you gunna make a new track now?i was thinking about it now that you brought this new thing to my attention.
« Last Edit: Nov 29th, 2007, 7:07pm by flash » Logged

572bigblock
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Re: NEW TRACKS
« Reply #67 on: Nov 29th, 2007, 7:39pm »

I was working on a motorcross track, but then it ended up all screwy. I couldnt drive over the jumps, just through them. So I scrapped it. I might be working on a couple more jump tracks
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572bigblock
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Re: NEW TRACKS
« Reply #68 on: Nov 29th, 2007, 8:59pm »

i made another dixboro jump track (it was then deleted too)




There is a limit to the height of the jumps. If the mound was any higher than this it would trip the reset meter. Unless you brought the whole track down.
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Re: NEW TRACKS
« Reply #69 on: Nov 29th, 2007, 9:19pm »

NICE GO KART!!
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572bigblock
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Re: NEW TRACKS
« Reply #70 on: Nov 29th, 2007, 9:59pm »

it was nice before I jumped it. LOL
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712
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Re: NEW TRACKS
« Reply #71 on: Nov 30th, 2007, 09:27am »

is that go kart for a download that looks neat as hell lol
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572bigblock
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Re: NEW TRACKS
« Reply #72 on: Nov 30th, 2007, 6:26pm »

I'm waiting on permission from the original author. If he doesnt write back soon I might just post it, and take it off if he ever writes back and wants it removed
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572bigblock
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Re: NEW TRACKS
« Reply #73 on: Nov 30th, 2007, 6:51pm »

Im thinking about converting a bunch more vehicles over from SCGT. From a monter truck, to an RV, to a Golf cart, to a motorcycle, to a couple funny cars, or NASCAR cars...even the Bud blimp, lol
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flash
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Re: NEW TRACKS
« Reply #74 on: Dec 1st, 2007, 05:08am »

the monster truck might be tricky.that would be cool if you can convert that though.
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