Right guys, we need some volunteers who can commit do some hard work over the next few months.
Me and Damien are creating the entire roster of AMA Nationals besides Glen Helen, Washougal and Budds Creek.redbud and Southwick
So far we have done,nearly finished and WIP
Southwick 2016 - Sandbiter - DONE
Budds Creek 2013/14 - Piboso/Snappe - DONE
Glen Helen 2015 - Vortex_Damien,TFC,GDUBMX - DONE
Washougal 2016? - Piboso/Snappe -DONE
RedBud National 2016 - TFC - DONE
Highpoint Raceway 2017 - GDUBMX,Vortex_Damien,Sandbiter - DONE
Muddy Creek Raceway 2016 - Vortex_Damien,GDUBMX,Phillian- 99%
Spring Creek MX 2017 - Vortex_Damien,GDUBMX - 99%
Unadilla MX 2017 -TFC - 90%
Hangtown MX 2017 - Vortex_Damien,GDUBMX - 0%
Thunder Valley 2017 - Vortex_Damien,GDUBMX - 0%
Ironman National 2017 - Vortex_Damien,GDUBMX - 0%
Currently we have it setup where i get the initial geo location and heightmap data going then Damo starts the track layout and textures, we are both tweaking the textures though between us as we live in UK and USA, when i go to bed he does tweaks then packs it up ready for me, when he goes to bed i make tweaks and do the same.
All tracks will have proper deformation layers and be rough as hell, we are trying to break away from the smooth carpet covered tracks we have gotten used too.
We need somebody like you Sands :) to get a generic national object pack going with fences/banners, sponge bobs,track markers etc. that can be used on all the tracks.
If you think you can bring something else to this project to speed it up then by all means please help out, it would be awesome for us to have a full national series to race and to have a full cycle on a server!
Please let us know your thoughts and ideas and jump on board this project, we have always talked about it for a long time. lets make it happen!!
Sounds really cool guys! I'll definitely help out with objects :)
Quote from: GDUBMX on April 17, 2017, 10:48:26 AM
Me and Damien are creating the entire roster of AMA Nationals besides Glen Helen, Washougal and Budds Creek.
So you're remaking Southwick? :-[
This project is awesome! Would be kind of cool to have a practice version and race version of the track, not that the track itself has to change but we could have the race version with crowds of people filling the hills or is that even possible?
I'd already volunteered to do Unadilla.. Please put my name up for that one 8)
Also, hopefully the 'Track Assets (http://forum.mx-bikes.com/index.php?topic=1712.0)' thread will fill up with content, or could be used as a base to get universal track objects from ;)
Quote from: Sandbiter on April 17, 2017, 11:02:10 AM
Sounds really cool guys! I'll definitely help out with objects :)
Quote from: GDUBMX on April 17, 2017, 10:48:26 AM
Me and Damien are creating the entire roster of AMA Nationals besides Glen Helen, Washougal and Budds Creek.
So you're remaking Southwick? :-[
No cheers for the edit reminder though mate.. Haha
Awesome Sands, feel free to start whatever you need to do and request what ever you need from us mate.
Fats, nice mate! Is that a full solo effort or do you want assistance? How close is redbud mate?
Just about to start objects for Red Bud. Probably a week or so maybe longer but I don't get a lot of free time anymore :( Solo effort for nationals :)
Quote from: TFC on April 17, 2017, 12:06:42 PM
Just about to start objects for Red Bud. Probably a week or so maybe longer but I don't get a lot of free time anymore :( Solo effort for nationals :)
ok mate sounds awesome! look forward to it and nice job on the assets thread bud
Quote from: GDUBMX on April 17, 2017, 11:54:08 AM
Quote from: Sandbiter on April 17, 2017, 11:02:10 AM
Sounds really cool guys! I'll definitely help out with objects :)
Quote from: GDUBMX on April 17, 2017, 10:48:26 AM
Me and Damien are creating the entire roster of AMA Nationals besides Glen Helen, Washougal and Budds Creek.
So you're remaking Southwick? :-[
Awesome Sands, feel free to start whatever you need to do and request what ever you need from us mate.
Southwick could maybe use a deformation update or wet textures. Not sure if wet textures work, and not sure how deformation works on the track (didn't really mind looking into it at the time).
Could you send me the heightmap? Has to be finished before I'll start putting banners on though.
I have a pretty"advanced" idea for deformation. If it works out, I will make a tutorial for it but it could be nice for Nationals. Semi natural breaking bumps etc.
Quote from: Asdrael on April 17, 2017, 04:16:04 PM
I have a pretty"advanced" idea for deformation. If it works out, I will make a tutorial for it but it could be nice for Nationals. Semi natural breaking bumps etc.
What do you need from us mate to do this? :) Sands is on objects as we speak
I had an idea for deformation as well. Not sure if it'll work though.
Remember my suggestion in the suggestions thread about deformation softness maps? Maybe this is possible already by having multiple layers of thickness in the THT file.
We all use it like this now:
sand
thickness 1.0
soil
thickness 0.2
What if we'll do:
sand
thickness 1.0
mask = thickness1.png
sand
thickness 0.5
mask = thickness2.png
We can then have some sort of thickness map. The deformation will make it's own braking bumps, since we can 'preset' where the bumps will be with the different amount of thickness in our thickness masks.
I hope I'm clear enough. If not, i'll draw some examples in PS.
I had the same idea Sandy. Playing with masks, thickness and mats.
Edit: It would require building the "roughness" map separately from the base trackmap. That's about it.
Quote from: Asdrael on April 17, 2017, 05:06:09 PM
I had the same idea Sandy. Playing with masks, thickness and mats.
Edit: It would require building the "roughness" map separately from the base trackmap. That's about it.
Awesome. Would be cool to try this out on Highpoint IMO. I'm pretty sure Damien still has a 'clean' heightmap.
(https://i.gyazo.com/e8edee4b9111eaf8966c20941606e198.jpg)
https://www.youtube.com/v/LLsWETozdV0
So the tracks will start rough and can't be 'groomed'? I thought that's what deformation is for? "Rough as hell" doesn't sound overly exciting, especcially if you can never ride a 'first practice' style track.
The deformation technique asdrael and i talked about will be forming braking bumps etc. It could also be used for ruts. Highpoint will be rough though.
Quote from: Sandbiter on April 18, 2017, 09:01:53 AM
The deformation technique asdrael and i talked about will be forming braking bumps etc. It could also be used for ruts. Highpoint will be rough though.
Before I start - did you try anything or not yet?
And yes, if this deformation "idea" works, you can start with a perfectly groomed track and end up with roughness how you want it. The only downside is that it will always be by removing dirt, never by building up mounds.
Quote from: Asdrael on April 18, 2017, 11:43:18 AM
Quote from: Sandbiter on April 18, 2017, 09:01:53 AM
The deformation technique asdrael and i talked about will be forming braking bumps etc. It could also be used for ruts. Highpoint will be rough though.
Before I start - did you try anything or not yet?
And yes, if this deformation "idea" works, you can start with a perfectly groomed track and end up with roughness how you want it. The only downside is that it will always be by removing dirt, never by building up mounds.
Didn't try anything yet. But I'm fairly sure it'll work great.
Nope, won't be building up any. I hope Piboso will add this to deformation at a later stage.
Ill at home. Time to do some more work on the track.
(https://gyazo.com/ba1189390b2fb56769937d794ed7dacf.png)
(https://gyazo.com/71562766b339a9c88b9134af9a5dd4b3.png)
Sandy I think you should upload all your people textures to the asset thread mate ;)
Quote from: TFC on April 18, 2017, 02:06:57 PM
Sandy I think you should upload all your people textures to the asset thread mate ;)
Not sure if I can. Got them from Maxim Tison. The brain behind MXSGP series (mx simulator).
Still waiting for a MonsterGirl model.
Quote from: Asdrael on April 18, 2017, 02:16:06 PM
Still waiting for a MonsterGirl model.
Missed this?
http://forum.mx-bikes.com/index.php?topic=95.msg21395#msg21395
I did miss it.
Needs bigger polys tho LOL
Quote from: Asdrael on April 18, 2017, 02:20:27 PM
I did miss it.
Needs bigger polys tho LOL
Tried to keep her very low poly so it wouldn't hurt too much on slow PCs. This one is actually made from all the other human models I have which were made for crowd models. They still need textures though.
Because of the low poly count it's hard to make big 'polys' hahahah
I was just talking about Polytities.
I know.
Still wanted to clarify why it was low poly.
More seriously, for Nationals, crowd "panels" are more than sufficient. I don't think polys will bring much really.
As a rough guide, at least for me, the Stewart Compound objects come to 160,000 tri's give or take.
Think about it like this: Most bike models are pushing 200 sometimes more with LOD versions that are just copies of the main model, and riding on js7 with 8 people doesn't lag.
My guess is that you could probably push close to 300,000 tri's for track objects before you started to notice performance hits. I made a test track for WRS that's a 3d road loop on a 1k heightmap, that was probably well over 400k tri's and it ran smooth locally.
However, that's assuming you can squeeze your 300k tri's through fbx2edf ;D
Best off splitting the objects into different scenes in the hmf and tht. Still, giving Miss Monster Energy some double D polys would probably not even make a dent.. Except maybe in Asdraels pants lol..
Quote from: TFC on April 18, 2017, 03:50:53 PM
As a rough guide, at least for me, the Stewart Compound objects come to 160,000 tri's give or take.
Think about it like this: Most bike models are pushing 200 sometimes more with LOD versions that are just copies of the main model, and riding on js7 with 8 people doesn't lag.
My guess is that you could probably push close to 300,000 tri's for track objects before you started to notice performance hits. I made a test track for WRS that's a 3d road loop on a 1k heightmap, that was probably well over 400k tri's and it ran smooth locally.
However, that's assuming you can squeeze your 300k tri's through fbx2edf ;D
Best off splitting the objects into different scenes in the hmf and tht. Still, giving Miss Monster Energy some double D polys would probably not even make a dent.. Except maybe in Asdraels pants lol..
Hahahaha. I might update her some time.
Highpoint's objects is around 30k tris. So I could add a whole lot more if I'd like haha
(https://i.gyazo.com/0a9254ac2aabdee05f8a474fc7cfd063.jpg)
pure class to see this teamwork come together.. Who wants to do race data? :)
D*mn. I thought the tents worked. I see it has some alpha problems. Will try to fix that ASAP.
I can do the rdf if Geo does the cameras.
how can i download?
That's a good question.. How can we DOWNLOAD? ;D
(https://i.gyazo.com/31c16e3474eba7e8dc1c46b5e30bd56c.jpg)
::)
Download for highpoint will be ready soon for non testers, fats I'm sure i pm'd you a copy? Unless you are referring to my attempt at click bait Hahah.
Looking good Phil!
It was the click bait thing yes lol ;D
I quickly made some changes to Southwick. It has 6 texture layers instead of 9 now. The track has no bumps and ruts, but I added a thickness mask. This mask will probably make the track form waves and braking bumps on it's own. Not sure how well it works though. I didn't want to ride 100 laps just to check it if worked 100%. Track will be released in a few mins probably.
Would be cool if we could get around 10 people online tonight and try it. Who wants to race?
You can always turn the deform multiplier up to test ;)
Good stuff though :)
Sand, since you are at it - what's the thickness of the top sand layer on Southwick? For some reason, I have always found it very extreme compared to the other sand sections (the one I made are 1 thick).
Quote from: TFC on April 19, 2017, 02:15:02 PM
You can always turn the deform multiplier up to test ;)
Good stuff though :)
Did that, but that'll have a different effect than a 40 man 20 min moto. Pretty sure it'll work though.
Quote from: Asdrael on April 19, 2017, 02:20:09 PM
Sand, since you are at it - what's the thickness of the top sand layer on Southwick? For some reason, I have always found it very extreme compared to the other sand sections (the one I made are 1 thick).
The current released one doesn't have any thickness tbh. Didn't mess with deformation at all back then.
This is the THT for the clean version I'm working on now.
num_material_layers = 4
material_layer0
{
material = sand
}
material_layer1
{
material = sand
thickness = 1.0
mask = deformation/waves.tga
}
material_layer2
{
material = sand
thickness = 0.2
mask = deformation/brakingbumps.tga
}
material_layer3
{
material = gravel
mask = textures/asphalt_mask.tga
}
Would be interested to see the masks for all your layers.. Black and white of course not transparent if you're willing to upload pics.
I feel like sand standard has a thickness of .5 or something already. So to get the waves you'll have to dig through the .5 standard thickness and after that the waves will start to form..
If i remove the 1st layer (the one without mask). Then what will the traction be? I assume soil is standard if there isn't anything set, am I right?
These are my 2 deformation masks. First one is waves.tga. Second is brakingbumps.tga
(https://gyazo.com/14a4723a8084a80e52b48319fe888b74.png)
(https://gyazo.com/a955f5c762f3415a67a3d5d26d0de667.png)
Sand, I think not putting any thickness on the main layer gives some traction issues. If you have some extra time, I think you should try a version with no thickness on top(or more precisely the current one) and one with a thickness of 1 all over. Just to see if it handles differently.
Quote from: Asdrael on April 19, 2017, 03:02:08 PM
Sand, I think not putting any thickness on the main layer gives some traction issues. If you have some extra time, I think you should try a version with no thickness on top(or more precisely the current one) and one with a thickness of 1 all over. Just to see if it handles differently.
Didn't know this.
Gave it a thickness of 0.1 but didn't feel any difference. It's hard to test this mask deformation thing on my own. Surely I can put deformation multiplier at 10 but then I won't be able to ride through the same rut twice.
Should I just release this and have someone set it up a server so we can test with more people?
But 0.1 is not the same as 0..
Quote from: TFC on April 19, 2017, 05:32:32 PM
But 0.1 is not the same as 0..
That was the goal right?
Try with 0 and try with 1.0. I actually tried with 0 and 0.1 because if there was a problem with 0 thickness it'd be gone with anything about 0.
Ah ok.. Who knows.. It takes so long to test this stuff with one bike it's still mostly all a mystery to me with a few basic rules ???
Just do like I do, best way ever.
(Meaning: pretend you know wtf you are talking about and bullshit your way through).
Here it is. Just a test before I'll put it in the actual Southwick thread. Could anyone put this on a server to test with multiple people?
http://www.mediafire.com/file/jj7cdgkan9c29pd/southwick16clean.pkz
Quote from: Sandbiter on April 19, 2017, 06:55:58 PM
Here it is. Just a test before I'll put it in the actual Southwick thread. Could anyone put this on a server to test with multiple people?
http://www.mediafire.com/file/jj7cdgkan9c29pd/southwick16clean.pkz
Is up :)
Awesome!
Thanks Teeds.
Anyone willing to race tomorrow? Track is a lot easier and more fun now! We'll make it rough though.
just did a few laps with Teeds....bit difficult to see where to go, but once you get your bearings a bit the track rides quite nicely..... :)
Quote from: stevo on April 19, 2017, 10:59:21 PM
just did a few laps with Teeds....bit difficult to see where to go, but once you get your bearings a bit the track rides quite nicely..... :)
Waittt a second. This is the version without objects, isn't it?
Good I'm ill at home, or else I would've distroyed some business already! :-[
Well, at least we can still try the deformation out.
Yea no track furniture. I've put deform on 1 so it was digging up pretty quickly with 2 of us.
Current state of Red Bud.
Adding objects, trees nearly done, pipes done, next is wooden rails around the tops of some rollers then fences, buildings, pit stuff, stands.. Loads left to do lol
Will be releasing these trees in a pack shortly. I've got it down now, can make a tree with miminal to no alpha bleeding issues. Although they're only 2d X trees, they look good enough for off track, each texture is 2049 and they are 16 tri's per tree.
(https://i.gyazo.com/c64c6b300991ac8d5a0bc03ede4d6724.jpg)
8)
(http://i.imgur.com/7lZwLKc.jpg)
Also gone for the fresh groomed track look. The deformation does the work. Looks amazing deformed and the ruts hook you good and proper ;)
I'll be trying out Sandy's updated Southwick tonight, but if deformation works as it should, it'll be a fairly easy way to get more roughness "naturally" - and I think trackmakers will have to consider it properly ;)
If it works, it wouldn't take 10 minutes to add to Bud.
Quote from: Asdrael on April 20, 2017, 05:24:39 PM
I'll be trying out Sandy's updated Southwick tonight, but if deformation works as it should, it'll be a fairly easy way to get more roughness "naturally" - and I think trackmakers will have to consider it properly ;)
When will you be on? I'll try to come online as well.
Unfortunately the deformation doesn't add up any dirt for berms etc. (yet?). So having some small berms like Fats has on RedBud will be better than nothing at the moment.
put redbull to download :D :D :D
[/b]
I'll try after diner, like 9pm ish. Hop on Discord and I can post when I'm getting on if you want.
put to download today ;D ;D ;D ;D ;D
Quote from: Asdrael on April 20, 2017, 05:41:10 PM
I'll try after diner, like 9pm ish. Hop on Discord and I can post when I'm getting on if you want.
Alright will do.
Just did around 10 laps on my own. I really feel like this is working great. Can't wait for a better netcode and a 40 man 20 minute race! Dreams.. :P
Maybe I'm missing something here but how is your 'softness' map approach supposed to build up berms? I thought it was only for waves, braking bumps etc..
Surely you'd have to make berms part of it, and even then nobody would be able to see them un-deformed so the right lines in corners would be missed?
Quote from: TFC on April 20, 2017, 07:28:25 PM
Maybe I'm missing something here but how is your 'softness' map approach supposed to build up berms? I thought it was only for waves, braking bumps etc..
Surely you'd have to make berms part of it, and even then nobody would be able to see them un-deformed so the right lines in corners would be missed?
It doesn't build up berms no. Only for waves and braking bumps like you said.
Having some small berms like you have on RedBud is currently the best way to get some nice deformed berms/ruts going.
Ah, just went back and re read.. Sorry, wasn't paying attention lol.
Haha no problem.
Was on a heater on Southwick with deformation on.. Fuel empty. Ima go cry now.
Please join so we can test the deformation.
Teeds, if you happen to read this - I think the southwick test server went down. Could you restart it please?
(PS: Southwick clean is freaking awesome. If you think you can powerslide, come and show us).
If anyone needs a beta tester, I'm willing ;D
Quote from: NorCal 986 on April 20, 2017, 09:02:26 PM
If anyone needs a beta tester, I'm willing ;D
Southwick clean version is in this topic somewhere. Tried something new with deformation. It should form it's own braking bumps and sand waves. Feel free to give it a try. You'll need to do quite a few laps before it really starts to form waves though.
(https://gyazo.com/71a0fce5ccec7f830ac55276c53b24c2.png)
Some more detail on Highpoint.
Want those yellow stakes Fats? Lets trade them. You'll get me some good working tents, and I'll send over those yellow stakes. ;D
Thanks Sandy, but everything on red bud is going to be bespoke. I don't have any tents made or you could have them, but I will be releasing a few packs from what I make for Red Bud. Trees, pit objects, track objects :)
Well Muddy creek and spring creek heightmaps are pretty much finshed ( muddy creek is , springcreek isnt)
Quote from: TFC on April 20, 2017, 09:48:59 PM
Thanks Sandy, but everything on red bud is going to be bespoke. I don't have any tents made or you could have them, but I will be releasing a few packs from what I make for Red Bud. Trees, pit objects, track objects :)
meh :(
Couldn't find any good ones on internet either. Highpoint needs tents though, for the pitlane.
Quote from: Vortex_Damien on April 20, 2017, 10:55:01 PM
Well Muddy creek and spring creek heightmaps are pretty much finshed ( muddy creek is , springcreek isnt)
Awesome! Send it over. I'll see when I have time to put objects on.
Just had a massive session on Southwick "clean". Holy shit it was awesome. Some issues with Sand still, especially when deformation is heavy but extremely enjoyable. ( http://forum.mx-bikes.com/index.php?topic=1718.0 )
Quote from: Asdrael on April 20, 2017, 11:17:48 PM
Just had a massive session on Southwick "clean". Holy shit it was awesome. Some issues with Sand still, especially when deformation is heavy but extremely enjoyable. ( http://forum.mx-bikes.com/index.php?topic=1718.0 )
That was amezing! Will fix some stuff and release a new version.
RedBud National released today??
No arthur. If you read my posts you'll have an idea of the status ;)
Sorry, but i don't speak english very well
Did some updates this morning before someone got mad at me (not maxim tison ::)). Now trying to reinstall windows but before I did that I decided to upload this real quick. I'll redo some objects for the final 'clean' version.
http://www.mediafire.com/file/jj7cdgkan9c29pd/southwick16clean.pkz
Teeds, could you host this on the server?
Can do when I get home.
I'll be on to try this out in 30mins or so for a few hours. If anyone wants to join me making ruts and powersliding (un)controlably... ;)
Any new version we could try out tonight Sandy HINTHINT
Nope sorry. Been busy all day doing real life stuff.
http://forum.mx-bikes.com/index.php?topic=1725.0
Quote from: GDUBMX on April 22, 2017, 10:47:21 PM
http://forum.mx-bikes.com/index.php?topic=1725.0
(https://i.gyazo.com/7e4fc74eb96557421d06b9c950f15131.png)
:'( :'( :'(
Very nearly finished Red Bud! Should have it released over the next week. But I have a request..
Can anyone find reference pictures of the buildings at the top of the track? Can't find any.. Looking for any pics of the top, so around the start, finish line, on the hill to the left of the finish table. I think there's a green shed, a control tower, a tall add tower etc..
Thanks :)
Thanks to Yamaha285 for some ref pics :) Waiting to see if he can get some more just wanted to say thanks. Still need some if anyone has some..
No problem. My buddy might be able to head there this weekend but he was not 100% sure. I told him its his home track better make it a priority!
Hopefully you are able to improvise from what i sent you and what you had already. I cant seem to find anymore good pics of the needed items. The earliest Taylor can head over there is the weekend. And i am not holding my breath lol...
No problem mate, I've done the buildings I wanted to now, finished them last night! Just a couple more that I do have pictures of already and it's done. Thanks!
excited for the coming tracks!
The anticipation for Red Bud is killing me.
(https://i.imgur.com/crLSHMx.jpg)
Millville textures well underway...
https://www.youtube.com/v/xvv6wXCnyeM
Awesome! Looking forward to this track. :)
Soooo....
Who's wanting to take one for the team and do some objects for Millville? :) It needs track markers, trees and maybe some odd tough blocks and buildings.. pretty please
well Millville is pretty much done heightmap/texture wise but i guess we are gonna have to cancel the release until we kind find an object guy. All the ones we were working with have other commitments now. Hopefully NikoMouk will come through with his GP tracks and Snappe comes through with some new tracks including Unadilla. :D Sorry guys
Quote from: GDUBMX on July 02, 2017, 12:04:18 PM
well Millville is pretty much done heightmap/texture wise but i guess we are gonna have to cancel the release until we kind find an object guy. All the ones we were working with have other commitments now. Hopefully NikoMouk will come through with his GP tracks and Snappe comes through with some new tracks including Unadilla. :D Sorry guys
Almost done with the stuff I need to get done.
I have to fix Southwick up for GTX coming saturday. I need to finish my internship report this week and I'm working on a mobile game atm.
Send me the heightmap and .hmf file and I'll get it done for you ASAP. :)
What do you want? AMA style track or local?
Thanks Sand, thats kind of you man. Be cool for us to have yet another track to play on. I was thinking track markers, and the millville layout with buildings,trees etc. JUst no sponsor banners like before. Think of TFCs Redbud style.