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Birmingham Triple Threat 2018 1.0.0


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About This File

Now you have no excuse not to execute those perfect moonwalks ūüĎĆ. Really like how this one came out, only took like 4 days to make, enjoy!

Credits:

Me- Pad, wall textures, other textures

@RockCrwlr- Car textures

@maxdman- Some texturees and models

Idk who made the stadium model, can't find it




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Your tracks look great, but one thing I've noticed on a few of them is an unnecessary amount of verts on certain faces.  The dumpsters on this track only need to be 14 AT MOST and yours are double or triple that, and the long walls could be one single face with four verts where you have them as 18 verts and multiple faces.  Also not sure what you were trying to do with the cars but im not sure why the corners have been subdivided like they have been.  Also I understand what you're trying to do with the small square Monster Jam Triple Threat banner on top of the safety holds because I've done the same thing on many tracks, but there is no reason they need to be 8 verts and have four sides and a back.  If you make it one face and position it close enough to the top of the stands then no one will ever see the invisible side.  The biggest thing is the hybrid obstacle, it looks like you subdivided it numerous times which creates some lag for certain computers. Next track you work on try and go through and remove any unnecessary verts or make the same shape a singular face.

Don't take this like I'm sh!tting on your track because I'm not, you continue to prove yourself in my opinion as the best track maker still on this site and you're improving fast.  I'm just trying to give you tips and guidance to make your tracks better and more user friendly for those of us with terrible computers 

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2 hours ago, maxdman said:

Your tracks look great, but one thing I've noticed on a few of them is an unnecessary amount of verts on certain faces.  The dumpsters on this track only need to be 14 AT MOST and yours are double or triple that, and the long walls could be one single face with four verts where you have them as 18 verts and multiple faces.  Also not sure what you were trying to do with the cars but im not sure why the corners have been subdivided like they have been.  Also I understand what you're trying to do with the small square Monster Jam Triple Threat banner on top of the safety holds because I've done the same thing on many tracks, but there is no reason they need to be 8 verts and have four sides and a back.  If you make it one face and position it close enough to the top of the stands then no one will ever see the invisible side.  The biggest thing is the hybrid obstacle, it looks like you subdivided it numerous times which creates some lag for certain computers. Next track you work on try and go through and remove any unnecessary verts or make the same shape a singular face.

Don't take this like I'm sh!tting on your track because I'm not, you continue to prove yourself in my opinion as the best track maker still on this site and you're improving fast.  I'm just trying to give you tips and guidance to make your tracks better and more user friendly for those of us with terrible computers 

Yeah, I really need to stop doing that lol. I think the problem is that I really like separating meshes and what not in blender into thirds and fourths, rather than just creating new verts. This leaves an unnecessary amount of verts that I just incorporate into other parts (that's why some pad ramps have so many). I will try and fix this habit in later tracks.

Also, if anyone is getting an unusual amount of lag, let me know and I'll work to create a better version

*With the cars, I was trying to make them have softer edges like they do in real life, and not boxy like they typically are in game

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Overall great track and is a ton of fun to play on. I dont have the absolute BEST computer and i dont have the top of the line ones, so I got somewhere from 40-60 fps which is perfectly fine. Im not a blender wizard but what you guys were talking about above might help with Vegas... I know it might be a pain to "redo" racing or whatever but if it can be done somewhat easily and is not time consuming, it might be worth it to fix the "verts" im hearing about, for those with lesser computers.

Also another thing ive found with this track is that the stadium (crowd, top of banners, etc. Although this does not include the floor of the "pits" in the back.) have that glue like property. Meaning, if you touch your truck anywhere on the side it will get stuck. I can try to mess around with the .odef file but its just a word of warning. Overall its a joy to play on, and i love to see your progress over time.

Edited by monsterjam16'

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On 1/19/2018 at 5:43 PM, monsterjam16' said:

Overall great track and is a ton of fun to play on. I dont have the absolute BEST computer and i dont have the top of the line ones, so I got somewhere from 40-60 fps which is perfectly fine. Im not a blender wizard but what you guys were talking about above might help with Vegas... I know it might be a pain to "redo" racing or whatever but if it can be done somewhat easily and is not time consuming, it might be worth it to fix the "verts" im hearing about, for those with lesser computers.

Also another thing ive found with this track is that the stadium (crowd, top of banners, etc. Although this does not include the floor of the "pits" in the back.) have that glue like property. Meaning, if you touch your truck anywhere on the side it will get stuck. I can try to mess around with the .odef file but its just a word of warning. Overall its a joy to play on, and i love to see your progress over time.

Why would you even be hitting the crowd in the first place? And for the wall just don't hit the top...(you'd be done irl anyways, so just drive realistic I guess).

sorry the track isn't working out for everyone

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