[Blocks]Well... Blocks

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MarkSheans
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Joined: 17 Jul 2010, 23:20

[Blocks]Well... Blocks

Post by MarkSheans »

Hey,

since I've heard something about being able to make costum blocks, I wondered a bit about this. When you made mods, signs and car models; they only changed the appearance, not the game itself. And these had to be uploaded to a special filehoster to even be showed for another person playing.

Stressful? Indeed.

So, when you add you own block, you have to paint it and make it. So that is 2 more uploads (or just one of we .zip it), and what happens if the download is slow? Are they just invisible?

So what do you say about a block creator? Sounds neat.

THEN you can upload it to Maniaplanet who will share the file with zapping speeds to the receivers, or they just have a small text file on how it's made so that the receivers computer can download the small text file and TM will automatically make the block.
Wallaby
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Re: [Blocks]Well... Blocks

Post by Wallaby »

hylis said sth like the orginal textures might be able to overtake the block if they are e.g. just a variation of a streetblock , that you don't have to paint it yor own.But I guess complex orginal blocks will need some own textures ;)
correct me if I'm wrong
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Slig
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Re: [Blocks]Well... Blocks

Post by Slig »

Hylis already talked about is there : http://forum.maniaplanet.com/viewtopic. ... 3890#p3890
Hylis wrote:The geometry is superbly compressed in the track or replay file. For each texture you use in your block, you should select a default texture from the original set of texture in case your additionnal textures are missing. This way, all the challenges are always playable/replayable.
Mikey
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Re: [Blocks]Well... Blocks

Post by Mikey »

i'll leave nadeo to create the blocks, I dont think they need too many suggestions and have done well on all the enviroments so far.
But i do strongly suggest to them pay particular attention to adequate sign blocks !!! From TMUF coast was appaullingly bad, and rally,snow werent great either.
And for custom blocks I fear they will make tracks too big for practicle use. (even now in TMUF ghosts can make tracks files too big. Mostyl becasue most players arent server admins and are oblivious to the file size of what they just created!)
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Trackmaniack
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Re: [Blocks]Well... Blocks

Post by Trackmaniack »

Speaking of blocks, if we're going to have online ads in the signs...AT LEAST MAKE THEM DYNAMIC this time? Not that I don't like the ads there are, both TM and otherwise, but it's BORING looking at all one ad...but it would add realism to the game if you saw BK, DQ, McD, AND Geico ads, etc. all on the same track, rather than just one add for Inception or something like that. :P
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teku123456
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Re: [Blocks]Well... Blocks

Post by teku123456 »

Rumplebube can turn all his "RPG-Add-ons" into blocks!!!!!!!!! :lol:
like the golden gate, or the effiel tower!! :D
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errorzinvalid
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Joined: 27 Jul 2010, 06:40

Re: [Blocks]Well... Blocks

Post by errorzinvalid »

I've been thinking there should be a "sticky" or "traction" blocks similar to the coasting(?) blocks in look, but work differently by making the car stay on the track even when going up at high speeds. To make sure nothing weird happens if a player goes on a wallride or off a ramp, it is automatically disabled at parts that go off the track, wallrides, and checkpoints (not only that, validating makes sure the track is possible anyway). I also think there should be wallride boost peices (up, left, right, down).
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banjee
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Re: [Blocks]Well... Blocks

Post by banjee »

hmm i dont know about the "sticky" blocks but the wallride boosters would be good for making pf tracks :D
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Trackmaniack
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Re: [Blocks]Well... Blocks

Post by Trackmaniack »

I like your idea, errorz...then we could have upside-down tracks! :P
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banjee
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Re: [Blocks]Well... Blocks

Post by banjee »

Trackmaniack wrote:I like your idea, errorz...then we could have upside-down tracks! :P
I never thought of that :shock: ^^

But if we are going to go that far why not have reverse gravity blocks?
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