Talk:N64 Rainbow Road (BigOto2)

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I see you fixed the freeze, what exactly caused it?
kHacker35000vr 12:39, 30 October 2011 (CET)


The level looks great for the most part. The main thing I don't like is the lunar surface. What I'd recommend doing is just taking out the lunar surface and retexture the earth from the normal rainbow road to look like the moon. I think it would look much better that way and is the easiest solution by far. However if you want to keep it, I'd do a few things to the surface. First, I see you used a 256x256 stone texture. I think you should go with something larger, at least 512 by 512 and maybe make some craters with a separate texture (I know that will be more difficult and I personally wouldn't do that.) The current texture is also under scaled, what I mean by that you can see a very strong repetition pattern of the texture. Repetition is often unavoidable, but it can be made less noticeable. Scaling it up by a large factor will help.

Another thing that would help, but I'm not sure is possible in MarioKart at the moment (I don't have 3ds max for one thing, but I know you do) is blending textures. http://www.google.com/search?q=blending+textures+in+3ds+max. You could do some really neat terrain that way if you blend a dark crater-filled texture with a lighter rocky texture. Speaking of that, the moon texture isn't that great. Try looking for a better one or making one yourself. http://www.google.com/search?q=seamless+moon+surface+texture If you don't know how to make seamless textures, it's actually not that difficult in photoshop. First choose an image that has pretty much the same brightness throughout the image (shadows are harder to deal with.) Use the offset filter to move the image so that seams touch. Then use the clone stamp and healing brush tools to remove the seams.

Lastly, the track takes a long time to drive. I know that was part of the original, but it takes even longer in mkwhee. Unfortunately I don't have a really good solution. You might try scaling it down by 10-25%, but that might make the roads too narrow. You could try widening the roads in sketchup then scaling down, but that would be a lot of extra work and would probably trash your uv mapping. --Jefe 20:06, 30 October 2011 (CET)

I was the one to tell BigOto about the game-breaking respawn! Look at my video! www.youtube.com/watch?v=viTkq3yHK_s Pokemongeof 11:33, 16 April 2012 (UTC)Pokemongeof

And in my video, I showed how to replicate it. www.youtube.com/watch?v=M99pfPiiKNw --Digital Monster, Guilmon35249vr 11:40, 16 April 2012 (UTC)

I thinks that Nintendo based their remake in Mariokart 8 on your track:The division of sections is same.So,good work! CustomArio 14:44,16 June 2014 (UTC+8)

I'm 100% sure that this is not the case. --Quajeek99 (talk) 10:48, 16 June 2014 (UTC)
The first few boost panels, the first jump, the (not working) section cuts are approximately in the same place in both version--CustomArio (talk) 11:08, 7 July 2014 (UTC)