Results 1 to 10 of 33

Thread: Formula D test track

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Guild Novice
    Join Date
    Aug 2007
    Location
    Rocklin, CA
    Posts
    17

    Post

    Very cool.

    I had been wondering how hard it would be to make custom maps for Formula D.

    Any chance you could go in to more detail on how you've done the track part? Like how you determine how many spaces a turn will take and how many stops should be required?

    Thanks

    JD

  2. #2
    Guild Member armoredgear7's Avatar
    Join Date
    Jun 2009
    Location
    Toronto, ON Canada
    Posts
    99

    Wip

    Here's an update with the ground textures dropped in & blended. There's a lot left to do; most of the grassy space will be forest and the water texture needs work – I've already found better textures but just have to edit and drop them in.

    Quote Originally Posted by JDragon View Post
    Any chance you could go in to more detail on how you've done the track part? Like how you determine how many spaces a turn will take and how many stops should be required?
    Well, I did it mostly by feel, and I compared corner lengths with the Monaco track from the base game. Most corners in the game are 1-stop, regardless of how sharp they are. Any compound corners seem to be 2-stop (S-curves) and really complex corner series (zig-zags) are 3 stops. I also found it useful to think about converting the dice values into speeds. A 12-space corner with 2 stops means cars will have to move 6 spaces per move, or about 60kph.

    I drew the track layout with illustrator and just used the default placing for the track spaces (whatever the pattern brush gave me).

    From there I dropped in the red outlines for the start/end of the corners, just going by the shape of the artwork, but the pattern brushes didn't give the right number of spaces for each lane. I expanded the pattern brush style and adjusted the spaces manually.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	ag7tracktest4.jpg 
Views:	1434 
Size:	786.9 KB 
ID:	14679  

  3. #3
    Guild Member armoredgear7's Avatar
    Join Date
    Jun 2009
    Location
    Toronto, ON Canada
    Posts
    99

    Wip

    Updated with trees and redone water. I also added some guardrails around the track edges, and created a graphic for the tunnel that doesn't interfere with the track design too much.

    Stuff left to do:
    • building & pavement details for the track interior
    • grass & smaller rocks on the mountain area
    • more detail in wooded areas; bushes maybe
    • corner markers (names & lengths)
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	ag7tracktest5.jpg 
Views:	263 
Size:	829.3 KB 
ID:	14763  

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •