Vortex:
Assign the polygons SG 9 to make them walls. Assign them SG 11 then they are invisible. Im sure you noticed you are hitting the polygons from the invisible side? This makes the polygon "pull" your car through.
Skubi made a good point in an earlier thread, if the last polygon is wall you might get stuck on it. In the sections I used, the last polygon is vertical ( | ) so there is no problem. You just pull on through and land on the road.
The elevators in Reverse Parking and Reverse Spin have the last polygon horizontal ( --- ), so make that last polygon a road polygon or you end up vibrating and cant move because you are sitting on a flat wall.
And yes, Forgetit is a motherfker to race on unless you are a hardcore like Algor, Rob and me. LOL I manage to not hit anything sometimes.
I definitely accept the fact that not everybody will like the tracks.
----------------------------
Freddy:
It is definitely your video card. Forgetit uses 30 images, and a Voodoo card can only handle 20 at one time. I have tried to figure out how I can use only 20 and still have the track "look" right, but... It was hard enough to get it to fit in 30.
The opaque textures? Hmm I dont know unless its the luminosity weight settings on the vertices. I havent noticed a difference, but I will make some tests to see what happens.
----------------------------
Skubidou:
I am aware I had surface properties problems with Forgetit. I am claiming "artistic liscense" on that, LOL. I have fixed probably all of the major problems.
This proposed track is definitely not going to be totally stock in the sections, one is already going downhill when it supposed to be uphill.
Im not sure if I can tell if you approve or not.
![Question :?:](./images/smilies/icon_question.gif)
If not, hey no problem.
If Im stepping on anybodys toes here, tell me.
me/ dont wanna end up like Flywheel.