NixxxoN
(Banned)
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- Barcelona
Far cry has nothing to do with GT6.Have you ever seen Far Cry 4's map editor? We can do anything , we can create the slightest bump on the map , or even huge mountains. Why couldn't PD do that?
Far cry has nothing to do with GT6.Have you ever seen Far Cry 4's map editor? We can do anything , we can create the slightest bump on the map , or even huge mountains. Why couldn't PD do that?
Of course it doesn't, but it still matters. There's a reason why there is any environment graphics outside of the track at all, even though all it does from a pure racing perspective is to eat up graphical resources.I voted top three. The rest of them does not change the driving experience. 👍
Also, PD has enough stress just to get it working apparently. 👎
Haha, this is what I was thinking. I mean honestly, does having a green tree or a spaceship sitting behind your track boundaries really change how the track feels? And how your car reacts to the terrain?
NO!
Far cry has nothing to do with GT6.
No im not running out of arguments.The map editor has.
You're just running out of arguments.
No im not running out of arguments.
Its a lot more complex to create a track editor for a driving simulator, with all the consequences, rather than creating a terrain just to walk in
Because if so, you can't really make a layout as you wish. Only you can make it pass through the streets and avenues it would have, therefore I see it as pointless for two reasons, because of very limited editing margin, and because a city takes a lot of time to model.
Remember the Course Maker in GT5, how some tracks had framerate issues and other glitches? They sometimes happened in sections of track which weren't particularly cluttered. When a map is generated it's never as efficient as one built from scratch. And keep in mind that the Far Cry map maker isn't generating a level from suggestions fed in from basic parameters, which Course Maker II could be again.From what I have seen of course creators from other games on PS1/PS2 & PS3, CM2 should be a Walk in the Park to implement for PD with all the features they say will be in and nothing to do with PS3 resources.
Do I really need to explain? Whats more complex, physics of walking, that are basically non-existent (just moving into any direction) and without the need to carry anything with the visuals (only a guy with a weapon) or an advanced driving physics that would interact with the terrain depending on how is it along with a highly detailed car model being visualized?Why exactly?
Thats it, all the problems the PS3 has, if we get something similar to the Modnation game editor, keep in mind that game was an arcade, therefore much more simple in physics than GT6.I'd listen to NixxxoN for words of wisdom. I'll explain.
Map making tools work differently for different games and different systems. The map tools in games like Far Cry 4 are seriously advanced and detailed, but the system they're working in, today's gaming PCs, smoke PS3 badly. Most graphics cards have much more ram than PS3 has, never mind system ram.
Remember the Course Maker in GT5, how some tracks had framerate issues and other glitches? They sometimes happened in sections of track which weren't particularly cluttered. When a map is generated it's never as efficient as one built from scratch. And keep in mind that the Far Cry map maker isn't generating a level from suggestions fed in from basic parameters, which Course Maker II could be again.
There are games which track and map makers work well. One which is mentioned periodically is the Track Maker in ModNation Racers. This may actually be a tool which is similar to the one the developers use in the game, because you can recreate any track in the game with it. But again, this is a tool in which you dig into the terrain and place objects by hand. It's not a map generator.
With all the work put into CM II so far, and as good as Sierra looks, I expect that CM II is going to be a fair improvement over CM I. But I wouldn't get too many lofty ideas about being able to replicate Midfield from scratch. Something like it, maybe, and if we can, I am SO going to be getting the details worked out of a few dozen real world tracks, and some of Gran Turismo's legacy track locations.
Now, one thing about city locations. The yaysayers are right on about that. Keep in mind that Kaz either said or we inferred from remarks he made about Course Maker II that it would include city locations, and Rondo was mentioned as one of them. Being able to connect roads into a course, even to including a route that went out into the plains or forest area, would be epical. And as has been said, a number of city locations could have their routes opened up to allow us to draw out something truly grand. Some of the most fun I've had is racing headlong through the narrow roads of Citta di Aria or Costa di Amalfi, with the route so narrow, I doubt I could open a car door. Sure, this would only work for Rally or Rallycross, but some of the best races are held in city locales.
Whatever comes of Course Maker, I look forward to it. I just hope it works with an Event Maker, Race Mod and a basic Livery Editor at some point, so we can completely design our own races.
Do I really need to explain? Whats more complex, physics of walking, that are basically non-existent (just moving into any direction) and without the need to carry anything with the visuals (only a guy with a weapon) or an advanced driving physics that would interact with the terrain depending on how is it along with a highly detailed car model being visualized?
Whats more complex, physics of walking, that are basically non-existent (just moving into any direction) and without the need to carry anything with the visuals (only a guy with a weapon)
or an advanced driving physics that would interact with the terrain depending on how is it along with a highly detailed car model being visualized?
FC4 is not a racing simulator with 16 cars running simultaneously, with all that represents.You can drive in FC4 , and it reacts well to the enviroment , to the little objects and bumps. Why can't PD do that? Are they an inferior studio compared to Ubisoft?
What has the graphical detailed have to do with the course maker itself? Absolutly nothing.
And FC4 has all that on the PS3 aswell , so i don't see why PD can't do that , you tell me why.
What does that represent? Are those sixteen cars going to be driving on the track while you are creating it?FC4 is not a racing simulator with 16 cars running simultaneously, with all that represents.
FC4 is not a racing simulator with 16 cars running simultaneously, with all that represents.
That's another reason why it is more complicated than it seems. Find a driving line for AI and make the AI raceWith Course Maker obviously I'd also like to race AI on them for fun but how would it work? Don't the AI just follow basically the driving line? If so does that mean the creator has to make the line or will it be generated to that is if the course maker can even do that.
With Course Maker obviously I'd also like to race AI on them for fun but how would it work? Don't the AI just follow basically the driving line? If so does that mean the creator has to make the line or will it be generated to that is if the course maker can even do that.
Why can't we use the controller like a mouse and draw a circuit or place pieces like a scalectrix track? A 3-D preview so we can see the course before we "confirm".
These would be brilliant. Just not on PS3. I can almost bet my dead Supra that nothing like those two examples are possible on PS3, at least not in satisfactory quality. Any track maker like them would have to generate a lot of terrain features, which means hundreds of millions of polygons stitched together in the software before even a tree, guard rail or spectator stand is placed. And then they would have to be placed, and the track adjust itself to accommodate them. And appropriate textures generated over them. And do all this efficiently so it runs online with at least 12 cars on track at once with a reasonable framerate.What Gran Turismo needs is something like this:
(YouTube snippy)
The graphics aren't brilliant but it serves a purpose in my post.
Ah Longford. Gone but never forgotten.I would like the course creator to include a library of features which you could choose from - by this I mean that you could select bridges, buildings, water towers, trees, telegraph poles and other roadside furniture - it would then be possible to create copies of real life historic tracks such as Longford, Tasmania. The photos below show what I mean by a library of features:
Below railway viaduct feature with a nice angled approach / S bend.
View attachment 406949
View attachment 406950
Above the track map, one of two wooden river bridges at Longford - this being the longer one with a curving exit.
Yes yes yes. A to B races are a much needed feature.Voted for first three. Feature I want most is the ability to make sprint courses (A to b races). Wasn't the area said to be 10km x 10km? Leaves a lot of room for editing a course. Being able fo controll road conditions would be nice too. Creator could be a stand alone app that would insert the tracks inttp GT6. Railroad crossings would be an interesting obsticle too.
Voted for first three. Feature I want most is the ability to make sprint courses (A to b races). Wasn't the area said to be 10km x 10km? Leaves a lot of room for editing a course. Being able fo controll road conditions would be nice too. Creator could be a stand alone app that would insert the tracks inttp GT6. Railroad crossings would be an interesting obsticle too.
I don't expect to be able to create tracks out of real life cities, at least not on the PS3, but how complicated would it be to be able to create a generic city course with a random, generic city environment around it? They wouldn't even have to model anything new; SSR5 alone has enough buildings already modeled and in the game. How hard would it be to have these items spawn around a generated track? It's not like the cars would be interacting with any of it, it's just background.
I don't expect to be able to create tracks out of real life cities, at least not on the PS3, but how complicated would it be to be able to create a generic city course with a random, generic city environment around it? They wouldn't even have to model anything new; SSR5 alone has enough buildings already modeled and in the game. How hard would it be to have these items spawn around a generated track? It's not like the cars would be interacting with any of it, it's just background.
At this stage, I'd settle for what we had in GT5. That'd be better than what we have now. It's lowering my expectations to a whole new level but I had over 20 tracks all worked out last time & it changed up the variety of the game.