Maybe we can post here some pictures about the currently made tracks.
Btw sorry for my bad english. :-\
I would like to see what everyone is working on.
This is the track created for the example, previewed in map viewer.
I love how just the example track looks amazing.
Wow the track looks just amazing ! good work and forward to test it in alpha1 ! thanks to all the persons who work on this game !!
And sorry for my bad english :)
Thats what i'm talking about! all respect goes to the MXB trackmakers! ;D
I´ve been trying to get this track in Map viewer for awhile now, and with the help of Geofanatec I could finally get the map.bat file to work right. Today I´ve been trying to get masks to work, and this is the result (Note that the textures are being made fast and aren't good at all).
http://gyazo.com/d6ba1658014420c7ccb4d706b13f1baf
http://gyazo.com/49344e2d078fb3920524b3abbccfea70
http://gyazo.com/02a070db72e2ecf6ccb93f7cdd3c0945
EDIT
Sunny
http://gyazo.com/534d329ade424c3660d2ba7f2a7106d0
Cloudy
http://gyazo.com/8096fb442d663fd89bf0559d1b44cea0
Rainy
http://gyazo.com/14018d3682e9fe0717caffe5908b3d64
Nice little layout I like it. Keep up the work!
Here is the one I am working on:
http://gyazo.com/dca67f367f52da4beb7adb2862926034 (http://gyazo.com/dca67f367f52da4beb7adb2862926034)
Thanks to Barrington for the 1:1.25 scale heightmap (hopefully this scale works well or I will have some work to do haha).
Quote from: bearded4glory on April 22, 2014, 01:37:17 AM
Here is the one I am working on:
http://gyazo.com/dca67f367f52da4beb7adb2862926034 (http://gyazo.com/dca67f367f52da4beb7adb2862926034)
Thanks to Barrington for the 1:1.25 scale heightmap (hopefully this scale works well or I will have some work to do haha).
Why do you have to always to make us feel bad with how sick your tracks look Jason. Goddamnit I envy you. 2013 Sam Boyd stadium?
Quote from: MX181 on April 22, 2014, 01:43:11 AM
Quote from: bearded4glory on April 22, 2014, 01:37:17 AM
Here is the one I am working on:
http://gyazo.com/dca67f367f52da4beb7adb2862926034 (http://gyazo.com/dca67f367f52da4beb7adb2862926034)
Thanks to Barrington for the 1:1.25 scale heightmap (hopefully this scale works well or I will have some work to do haha).
Why do you have to always to make us feel bad with how sick your tracks look Jason. Goddamnit I envy you. 2013 Sam Boyd stadium?
2014 son, what do you think we are working in the past? Come on haha. Object placement/importing is awesome in this vs. MXS (I know I know stop talking about it) because we can place everything in max. Also, everything is safe unless there is a edf2fbx converter I dont know about so no one can access any of the source files. Should help to kill ripping before it even starts.
Ahhh. So happy to see an sx track. Hopefully you have it finished in time for the release.
Loving it dude. That triple looks fun as hell.
I made a quick stadium model for my AX track, I can't figure out how to get it on my track though.
--Edit
Thanks to bearded4glory I got it on my track properly.
http://i.gyazo.com/5bf8308bea9bebf8c4c70dc24d56f70a.png
Also got some tuffblocks on my track.
http://gyazo.com/a078e4a564a9bef294a3b0d7db7a126d
Looks awesome. One question though. Where are you going to put the pits?
Quote from: onlyonetone on April 23, 2014, 12:25:26 AM
Looks awesome. One question though. Where are you going to put the pits?
That's a good question, I've thought about it but I'm still not sure where I can place it. Probably behind the starting gate, there's some room left.
You already figured out how to put in a stadium and I can't even figure out how to texture. Ha. I don't understand the masks and what not.
Added some more objects, I need to figure out how to export the tuffblocks with a diffuse map though, since it didn't work this time. A normal diffuse colour works fine, but a diffuse map doesn't show up for some reason.
(http://i.gyazo.com/9161b0ee977a8707ad687ff14cf46d74.png)
(http://i.gyazo.com/a33638954071431e4fb265f1f77eb773.png)
(http://i.gyazo.com/30cd050dbe6d662dd2b204fc2202d831.png)
Quote from: Sandbiter on April 23, 2014, 01:17:22 PM
a diffuse map doesn't show up for some reason.
Weird, do you get any warning or errors when exporting the scenery edf?
Textures power of 2? Textures are tgas?
Quote from: Snappe on April 23, 2014, 02:51:23 PM
Quote from: Sandbiter on April 23, 2014, 01:17:22 PM
a diffuse map doesn't show up for some reason.
Weird, do you get any warning or errors when exporting the scenery edf?
Textures power of 2? Textures are tgas?
First of all, I'm not 100% sure if I add textures the right way, so let me explain that real quick.
In 3ds max I use a 'Standard' material and add a diffuse map, reflect map and bump map on it (diffuse with the texture, reflection with a speculation map, and bump with a normal map).
If I export it as an FBX and have the diffuse, reflect and bump on it, it HAS to be in the FIRST material slot, otherwise I get an error that it the material won't export. Then after I exported it as an FBX I can export it as an EDF without any problems.
--Edit
The diffuse, reflection and bump maps I use are PNG. I'll try it out with a TGA file extension.
Yep that was the problem, pretty dumb I didn't think of that :-X
(http://i.gyazo.com/d48170821700fe979f0aa4f6f57032a9.png)
(http://i.gyazo.com/59ef52f29f81659480bb2c4b660839dc.png)
Dude. That looks so sick. I can see where you're putting the pits. Are you going to remodel the stadium?
Quote from: onlyonetone on April 23, 2014, 08:30:06 PM
Dude. That looks so sick. I can see where you're putting the pits. Are you going to remodel the stadium?
Thanks. Yes I'll try to find time and finish up or redo the whole stadium.
How did you scale down the outside part of the track? My track is just setting in a huge field. Where's the parameters for that?
EDIT- You could probably send what you have to Piboso and snappe so they can have a little ax testing. If they want to/have time to that is.
Quote from: onlyonetone on April 23, 2014, 09:16:45 PM
How did you scale down the outside part of the track? My track is just setting in a huge field. Where's the parameters for that?
EDIT- You could probably send what you have to Piboso and snappe so they can have a little ax testing. If they want to/have time to that is.
I'm not sure what you're talking about, but I guess it's just how big you scale your track on the heightmap, not sure if that's what you mean though.
I'd love that, and I'm sure it'll help them out. If they want it, then I guess I'll get a PM from them. ;D
BTW.
Loving the newest TrackTools update Snappe! I'm glad you got the Splitfire kawi in the game for me aswell!
(http://gyazo.com/039ecb9bea291056b6ee717580b612f2.png)
(http://i.gyazo.com/9a72837e699a0fcffb32210c537bd6de.png)
i've got this far but i havent figured out how to delete the old track objects just yet.
Looks fun. What's up with the white lines thought?
Quote from: MotoX745 on April 24, 2014, 07:06:13 AM
(http://i.gyazo.com/9a72837e699a0fcffb32210c537bd6de.png)
i've got this far but i havent figured out how to delete the old track objects just yet.
Remove the scenery lines from the .tht then redo the map.bat.
thanks man will try that.
looks like you used the mask as a texture. but nice disp!
To delete the track objects of the example track you need to do this.
-Delete the last code lines in the .hmf file.
-Delete scene0.edf out of your folder.
These are the last code lines in the .hmf file.
scene0
{
name = scene0.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}
Looking good dude.
Nice man! Kudos
Looks very nice! Makes me so exited for the game :D
Replica geo?
(http://i.gyazo.com/e7ab21d088fb0526c46f83fb5d688d04.png)
its getting there i fixed the masks so that looks a lot better now, i added some objects thanks to sandbiter for the help (switching from bales to cones) and if anyone knows how to texture objects that would be a lot of help and how to create a SHD?
Quote from: MotoX745 on April 28, 2014, 07:58:30 PM
(http://i.gyazo.com/e7ab21d088fb0526c46f83fb5d688d04.png)
its getting there i fixed the masks so that looks a lot better now, i added some objects thanks to sandbiter for the help (switching from bales to cones) and if anyone knows how to texture objects that would be a lot of help and how to create a SHD?
This looks great man!
First try with mapview.
Thanks Sandhapper and Bearded4glory for the help and Rafagas for the track
http://gyazo.com/3af4e3cd90715d6ba6e5d3142e9685ab
http://gyazo.com/534ec03e3a63021d9bc7d5c43dc44af5
Quote from: robinf36 on April 29, 2014, 11:33:48 AM
First try with mapview. Got rafagas's mx simulator track working into mapview.
Thanks Sandhapper and Bearded4glory for the help
http://gyazo.com/ce99f8e4b534574e3bec13ce320ae91a
http://gyazo.com/555d12d5654ed8cd13cf0c8f4b03c8aa
http://gyazo.com/4bf7af31379fa0e6557b29f3cbaa7c24
Looks good, but did you ask Rafagas for permission to show this?
Quote from: Sandbiter on April 29, 2014, 11:40:41 AM
Quote from: robinf36 on April 29, 2014, 11:33:48 AM
First try with mapview. Got rafagas's mx simulator track working into mapview.
Thanks Sandhapper and Bearded4glory for the help
http://gyazo.com/ce99f8e4b534574e3bec13ce320ae91a
http://gyazo.com/555d12d5654ed8cd13cf0c8f4b03c8aa
http://gyazo.com/4bf7af31379fa0e6557b29f3cbaa7c24
Looks good, but did you ask Rafagas for permission to show this?
No, not yet, his track folder was open so i think it is no problem
Don't think you should have done that, but he will be here soon I assume
Definitely not a good idea ..I know I wouldn't want that unless I was asked.. The folders are left open to use the objects and decals not the disp
Wow, didn't realize it was a stolen heightmap. You should delete it or ask for permission to use it. Do no release it without permission.
I can use it aslong as i give him credit when i release it.
I've been trying to recreate some of the 2011 sx tracks. I'm using the same layout. Just making a height map by looking at the track in a top down view. Does anyone know who made the 2011 sx tracks? I shall give credit for their original layout.
jlv
Ah well... That's awkward. Ha
You can probably find the official track maps from Dirt Werkz. JLVs tracks are scaled kinda funny to ride correctly in MXS IMO.
I scale it differently. I just like the layout. But I didn't want to rip his work. If that's even considered ripping. I imagine his layout is pretty close to the official layout.
Yer if you creating you own versions of the 2011 tracks, why does that have anything to do with jlv?
Quote from: robinf36 on April 29, 2014, 09:36:00 PM
I can use it aslong as i give him credit when i release it.
No you can't, do that to a mb track and see what happens. Even if you did it to one of my sim tracks I would feel honoured you want to use it but asking would have been nice
Quote from: MX181 on April 30, 2014, 02:25:20 AM
Yer if you creating you own versions of the 2011 tracks, why does that have anything to do with jlv?
Because I'm basically replicating his layout.
Quote from: onlyonetone on April 30, 2014, 03:51:34 AM
Quote from: MX181 on April 30, 2014, 02:25:20 AM
Yer if you creating you own versions of the 2011 tracks, why does that have anything to do with jlv?
Because I'm basically replicating his layout.
But the layout has the strange scaling already. I am not talking about jump heights, I am talking about lane widths and overall track scaling.
Quote from: onlyonetone on April 30, 2014, 03:51:34 AM
Quote from: MX181 on April 30, 2014, 02:25:20 AM
Yer if you creating you own versions of the 2011 tracks, why does that have anything to do with jlv?
Because I'm basically replicating his layout.
it isn't his layout though. unless your using his heightmap i would say it is perfectly fine, aslong as its yours not jlv's 2011 sx track heightmap. by the way the layout is the same as real life if you didn't know and that's were jlv got it from
(http://i.gyazo.com/f1230126ecda602ccb55290a43492474.png)
testing out a displacement map with ruts i added to it.
Damn dude. You're miles ahead of me in creating tracks. Those whoops look brutal.
That looks sick Cameron!
Thanks guys, i have no idea how the rutted version will run and ive finished the normal one already so this will be a good test.
What scale values did you use?
LOVE the looks of the gates. looks great keep up the hard work!
EDIT: Like literally i may not even start just so i can stare at those gates
Quote from: geofanatec on May 02, 2014, 02:13:50 AM
Slowly coming along here.
Need to add cross-bracing still, but coming along.
Just an update 8)
(https://lh4.googleusercontent.com/-Xa8Rrqaya9I/U2Ljl9lC_GI/AAAAAAAAGU0/5iIiG2SDoVI/w1597-h827-no/Screenshot+%252830%2529.png)
Dude that looks amazing! Great start!
Little update on my AX track. I still need to make a better stadium and add other bales etc. I also might add some new rut texture.
(http://gyazo.com/61b59897dc5ca7ca3621156cc3f4b3cc.png)
Track looks awesome. I am confused though, isn't the track backwards? If you follow the track around it looks like you would be hitting the finish line jump backwards.
Quote from: acr21 on May 02, 2014, 06:47:43 PM
Track looks awesome. I am confused though, isn't the track backwards? If you follow the track around it looks like you would be hitting the finish line jump backwards.
Thank you. Nono, it's all right, someone else got confused too awhile back. Check out this video and you will understand it.
https://www.youtube.com/watch?v=CK9HbE6nqsk
Ahh, it all makes sense now. Thanks. Looks great.
oh my god, that super geo. Making me want to out some of my heightmaps in haha
wow realy nice looking track!
how did u startet? just with the wiki from piboso?
my last track also was mcm2
my website from 2002 :D
http://home.arcor.de/teamsad/
and the website from my mcm2 team mate
http://www.stromnet.de/frames.htm
How did u get treess because when i try to use tree models it crashes the fbx2edf thing
You guys are doing an awesome job. After the game drops and you get everything working in game one of you all should do a full tutorial.
Sweeeet. Make sure you noob it up. Ha. I can't get textures to work for life of me.
Any track updates guys? With the development updates crawling (I understand piboso and snappe are busy) its nice to see the track updates.
Quote from: onlyonetone on May 07, 2014, 03:59:49 PM
Any track updates guys? With the development updates crawling (I understand piboso and snappe are busy) its nice to see the track updates.
I've stopped for a moment. I want the release before I will improve my track, if I don't like the game or if my track doesn't play out as planned I did everything for nothing. I also have exams in a bit and I need to finish a 3d model project for a friend of mine.
(http://i.gyazo.com/d1c0aed56116a2147d2c4a2da48c509c.png)
meanwhile i got textures for trees to work in map view now, still working on the fence textures and the cones with the odd distortion.
(also heightmap wont be eroded as in the image, it was just a test)
That's awesome dude! Are making all your textures from scratch?
the fence and cone were made by my friend and he base textured them a little, but im updating it, as for the trees those are pre-made textures that came with them. I'll eventually make custom textures for everything but not motivated to do that right now until i know how the game runs and everything. so just the basics for now.
I'm not very good at making custom textures. You can find a lot of really good ones online though.
Quote from: geofanatec on May 07, 2014, 04:39:45 PM
Quote from: Sandbiter on May 07, 2014, 04:07:19 PM
Quote from: onlyonetone on May 07, 2014, 03:59:49 PM
Any track updates guys? With the development updates crawling (I understand piboso and snappe are busy) its nice to see the track updates.
if I don't like the game or if my track doesn't play out as planned I did everything for nothing.
Not really. Somewhere toward end of my object video you can see how easy it can be to scale it right. Think around 1:15 mark (last 15 or 20 min of it I think).
EDIT: Its starts at the 1:08 mark
I know buddy, I figured out a lot myself. It's just the heightmap scaling, maybe we have to make weird jumps shapes or different spacing between jumps etc.
From testing the example track in mxs you can see that everything will need to be scaled down a little for mxb. At least that's my theory. So if it works in mxs nicely just scale it down some.
Quote from: onlyonetone on May 07, 2014, 07:21:54 PM
From testing the example track in mxs you can see that everything will need to be scaled down a little for mxb. At least that's my theory. So if it works in mxs nicely just scale it down some.
That's true, but we don't know how the suspension works, and what the physics can handle or ride the best on. Maybe we need a whole different kind of sx jumps than the ones that I used.
This is true. Especially with your ax track.
Looks great man! You're mask work is awesome.
Quote from: geofanatec on May 16, 2014, 03:53:19 AM
Very slowly coming along..............took all objects out for now, entirely new terrain! Same layout and stuff, just more natural looking terrain.
Got textures looking better (although still amateur I am sure).
Track is still smooth and not rutted. Waiting for game to decide how best to do that ;)
Still.......................come on, been since MCM2 days 8) lol
(https://lh4.googleusercontent.com/-Y6NgjIfNYb8/U3VuvNi6LcI/AAAAAAAAGbA/75R7Y7Kaf30/w1598-h864-no/screen02.png)
(https://lh6.googleusercontent.com/-DwKKWz4iJ6o/U3VuvPbqy3I/AAAAAAAAGa8/RXJmBdCcw5E/w1598-h864-no/screen03.png)
This looks beutiful. Can't wait to see some objects on it
Quote from: geofanatec on May 17, 2014, 09:59:15 PM
Here it is with some trees. Still gotta get fencing, some tuff blocks, etc...all in there.
This adds a ton of depth with trees though.
(https://lh5.googleusercontent.com/-okbaRKMMnD8/U3e-7ch5uBI/AAAAAAAAGcw/JMt66F-uQz0/w1598-h830-no/screen00.png)
(https://lh5.googleusercontent.com/-X5hoOcGG4rg/U3e-7UhBI5I/AAAAAAAAGcs/KakKlcEN_9o/w1598-h830-no/screen02.png)
(https://lh4.googleusercontent.com/AuDEVAuN5AUtxUr1SfXxMKAve8PlKQ-NWHUXw6Xt3O8=w1598-h830-no)
So sick! Thanks for the updates man!
looks amazing geo, cant wait to rip on her. good job man
Looks fun, I've some critism though, tell me if you want to hear it.
Quote from: geofanatec on May 17, 2014, 11:44:58 PM
Quote from: Sandbiter on May 17, 2014, 11:06:54 PM
Looks fun, I've some critism though, tell me if you want to hear it.
Doesn't matter to me. I know it's not perfect, lol :P
Edit: I'll just argue your wrong ;)
You're*
Anyways, the trees don't match the whole track IMO, they also look a bit cartoony IMO. The grass texture could be better too, it's too bright and hasn't gotten much of a pattern in it as far as I can see. The ontrack textures are way different than the offtrack textures, which makes it look really weird because you can clairly see the edge which isn't 'awesome' IMO.
nice work geo!
will be interesting to see how these non lod objects run in game!!! my last track I made had for reflex had over 1200 models, all with lods, my last one for mxs had 670 billboards and 530 models all with lods. this mxs track will be my first mxb track. ill transfer it over from mxs. https://www.youtube.com/watch?v=w_vvpbptiFA (https://www.youtube.com/watch?v=w_vvpbptiFA) hope it runs smooth.
Dude, your track is looking real good. I'm excited to see it in game. Have a name for it yet?
Especially when you're on a phone lol
Wow geo, thanks a lot for that dude. Really does it justice in the video.. Plus the bit when your wife is shouting lol "f'ing wives"lol good times! Anyway keep it up! I'm tempted to convert an mxsim track I made but never released. How would I go about doing that do ya think?
Very nice walkthrough, looking forward to trying out. I haven't made anything since mcm2 either I know what you mean. Who were you from those days? Still geo? Or a different name
Looks fun!
You can add a smoothing group on the whole tree to make it smoother. I don't think you've got normal maps to work on your objects yet, just like jason and me, but that'll make it look even better.
And being 16 isn't an excuse buddy :D
Quote from: gdubmx on May 20, 2014, 09:01:10 AM
Wow geo, thanks a lot for that dude. Really does it justice in the video.. Plus the bit when your wife is shouting lol "f'ing wives"lol good times! Anyway keep it up! I'm tempted to convert an mxsim track I made but never released. How would I go about doing that do ya think?
start off by getting these files http://forum.mx-bikes.com/index.php?topic=89.0 (http://forum.mx-bikes.com/index.php?topic=89.0)
then read the track creation guide by piboso
first id convert the heightmap to RAW format.(do this in photoshop)
then take your terrain HF data from mxs and apply it to the track.hmf file. remember mxs is in feet and mx bikes is in meters. so if you have a scale of 1 in mxs on a 2049x2049 map, the width and height will be 2049 feet. you need to convert it to meters. (multiply by 0.3048 to go from feet to meters so 2049x 0.30408 = 623.05m)
and the sight is the same, take the max height - min height then convert to meters
I just modify the example track files using notepad++.
If you figured out how to get the normal maps working on objects, could you tell me? Me and Jason have been searching and tried our asses off to get it working, nothing worked tho. I've asked a few times if there is a bug or if we're doing something majorly wrong, but I didn't get an answer, so I assume it's a bug which they'll have to fix.
(http://s3.postimg.org/c2c3o0r0y/screen00.jpg)
so this is what i have, a basic track to get use to PS track creation. the track appears alot lot smoother in Earthsculptor than it does in mapview,so i guess i'll have to scale stuff down alot more and smooth alot more.
Tracks are looking good but how can you make a track without feeling how the game performs in the first place. Like how do you know that you have positioned your jumps im a suitable place for the rider to be able to clear it and stuff like that?
Quote from: JT43 on June 01, 2014, 10:07:45 PM
Tracks are looking good but how can you make a track without feeling how the game performs in the first place. Like how do you know that you have positioned your jumps im a suitable place for the rider to be able to clear it and stuff like that?
I made all the jumps in PS with seperate layers, I can easily change the height, steepness and space so I don't think it'll be a major problem for me.
Quote from: Sandbiter on June 01, 2014, 10:13:41 PM
Quote from: JT43 on June 01, 2014, 10:07:45 PM
Tracks are looking good but how can you make a track without feeling how the game performs in the first place. Like how do you know that you have positioned your jumps im a suitable place for the rider to be able to clear it and stuff like that?
I made all the jumps in PS with seperate layers, I can easily change the height, steepness and space so I don't think it'll be a major problem for me.
Clever Thinking
Object normal maps anyone? 8)
(http://gyazo.com/68d358bcbc6d30fd1b22c12dd0f23b0f.png)
(http://gyazo.com/89450e2483fa8507bc9e739555483a8f.png)
Tuffblocks are made by DDMX from Mx Simulator a while back. Tent is made by bearded4glory (as far as I know, please correct me if I'm wrong). I'll make my own objects soon.
I still need to figure out how the alpha-ing works, I can't get the tents to look as good as they should look.
Looking so damn good man.
Simply fantastic
Not bad :)
Yea the tents I made for the RF Nationals. I have some tough blocks you can use if you want, I have multiple norms for them so they can look a bit more random.
As promised, I started to work on some outdoor objects. I want to make a huge pack with a lot of different objects which the community can use on their tracks. I started on the big object behind the MXGP start, there's still some stuff to do eg. duplicate some things since the engine that was used to make this game doesn't support 2 sided planes and fix some of the modelling.
All the seperate unwrapped parts:
http://gyazo.com/5b420ac83758776d8a2bbda89b3474db
Whole object:
http://gyazo.com/6caac94e1efc827ff3376c4a3047777e
http://gyazo.com/13c7d5e6de5661bdccbcd6da3d6885d0
Podium:
http://gyazo.com/a7b016a097e5c762a1ccfb72eed504b4
In map viewer:
http://gyazo.com/a2040282ff7638a900ba2e9db5b0a1da
http://gyazo.com/0ad77aefe75874a4177e28f9400becd1
I choose not to use the img tag because I don't like to page rape.
Quote from: Sandbiter on July 20, 2014, 04:07:28 PM
As promised, I started to work on some outdoor objects. I want to make a huge pack with a lot of different objects which the community can use on their tracks. I started on the big object behind the MXGP start, there's still some stuff to do eg. duplicate some things since the engine that was used to make this game doesn't support 2 sided planes and fix some of the modelling.
All the seperate unwrapped parts:
http://gyazo.com/5b420ac83758776d8a2bbda89b3474db
Whole object:
http://gyazo.com/6caac94e1efc827ff3376c4a3047777e
http://gyazo.com/13c7d5e6de5661bdccbcd6da3d6885d0
Podium:
http://gyazo.com/a7b016a097e5c762a1ccfb72eed504b4
In map viewer:
http://gyazo.com/a2040282ff7638a900ba2e9db5b0a1da
http://gyazo.com/0ad77aefe75874a4177e28f9400becd1
I choose not to use the img tag because I don't like to page rape.
Looks amazing!
Quote from: Sandbiter on July 20, 2014, 04:07:28 PM
As promised, I started to work on some outdoor objects. I want to make a huge pack with a lot of different objects which the community can use on their tracks. I started on the big object behind the MXGP start, there's still some stuff to do eg. duplicate some things since the engine that was used to make this game doesn't support 2 sided planes and fix some of the modelling.
All the seperate unwrapped parts:
http://gyazo.com/5b420ac83758776d8a2bbda89b3474db
Whole object:
http://gyazo.com/6caac94e1efc827ff3376c4a3047777e
http://gyazo.com/13c7d5e6de5661bdccbcd6da3d6885d0
Podium:
http://gyazo.com/a7b016a097e5c762a1ccfb72eed504b4
In map viewer:
http://gyazo.com/a2040282ff7638a900ba2e9db5b0a1da
http://gyazo.com/0ad77aefe75874a4177e28f9400becd1
I choose not to use the img tag because I don't like to page rape.
These will look amazing!
Thanks guys! :)
once again those gates are looking prime.
(http://i.gyazo.com/dff81c898680413537c79c2535228936.png)
(http://i.gyazo.com/fb388f376a4424c20a352bd89d0a5a8f.png)
(http://i.gyazo.com/435ea296b10c2e1af884f7cfeda3a370.png)
(http://i.gyazo.com/e0c02f0b1f4df8895b81b45336dcdc51.png)
Work in Progress, not a real track just had the idea in my head and haven't made anything in a while.
Quote from: MX181 on September 30, 2014, 05:09:00 PM
who is going to be first to release some stuff???????
Quote from: MX181 on September 30, 2014, 05:09:28 PM
Quote from: MX181 on September 30, 2014, 05:09:00 PM
who is going to be first to release some stuff???????
i'm going to convert and release a few tracks i did for mxsim:
- redbud
- thunder valley
- unadilla
- maggiora
- lierop (never released)
but don't ask for release dates, i still have to download the game..too much work lately :D
Hey Sandbiter, plan on releasing the AX track? I'm curious how those jumps will work in game.
Quote from: onlyonetone on October 01, 2014, 10:05:07 PM
Hey Sandbiter, plan on releasing the AX track? I'm curious how those jumps will work in game.
I'd love to, but I'm not home from 7am to 7pm, 4 days a week. I haven't gotten much time to figure everything out, but I'd love to get it ingame.
Quote from: onlyonetone on October 01, 2014, 10:05:07 PM
Hey Sandbiter, plan on releasing the AX track? I'm curious how those jumps will work in game.
I tried some SX yesterday, it is rough. I need to make a big terrain with like 10 variations on scale and height to find the best one and then I will release it.
Can anyone guess what track this is?
(http://imagizer.imageshack.us/v2/1000x750q90/746/DDruk0.jpg)
Quote from: Sandbiter on October 09, 2014, 01:34:59 PM
Can anyone guess what track this is?
(http://imagizer.imageshack.us/v2/1000x750q90/746/DDruk0.jpg)
rv compound?
Quote from: pulse on October 09, 2014, 01:48:09 PM
Quote from: Sandbiter on October 09, 2014, 01:34:59 PM
Can anyone guess what track this is?
(http://imagizer.imageshack.us/v2/1000x750q90/746/DDruk0.jpg)
rv compound?
I can tell you what track it isn't. Its not the Red Bull straight rhythm track
It's Archview Mx park!
Quote from: 1Twelve on October 09, 2014, 01:59:44 PM
It's Archview Mx park!
Correct!
An older version though. '137' made it for Mx Simulator, and I really enjoyed that version. I didn't take anything from his track though. except the textures which I still edited a lot.
You gonna keep that really rutted corner? That'd be fun in this game, as long as your front tire doesn't go over one of the ruts.. ;D
Quote from: 1Twelve on October 09, 2014, 02:44:45 PM
You gonna keep that really rutted corner? That'd be fun in this game, as long as your front tire doesn't go over one of the ruts.. ;D
What rutted corner do you mean?
I made this whole track to be easy and fun to play. The only things that are hard atm are the rollers.
Quote from: Sandbiter on October 09, 2014, 01:34:59 PM
Can anyone guess what track this is?
(http://imagizer.imageshack.us/v2/1000x750q90/746/DDruk0.jpg)
How do you whip to make sense fall?
Quote from: Sandbiter on October 09, 2014, 01:34:59 PM
Can anyone guess what track this is?
(http://imagizer.imageshack.us/v2/1000x750q90/746/DDruk0.jpg)
Can you release your supercross track please? =D 8)
Quote from: thisisdef on October 10, 2014, 07:08:58 AM
Can you release your supercross track please? =D 8)
The stadium isn't done at all yet. I might just make it an outdoor track though, much easier to do.
--Edit
I couldn't get the track to work properly, but I put the heightmap on my working track and it isn't worth a release until the physics have improved.
(http://oi59.tinypic.com/jzdt6t.jpg)
Coming soon ;D
Damn this game is pretty! Is it an enduro track or something? Can't wait to play on something new
nah man more like an old local mx track 8)
Dont have objects yet..
My favorite section so far.. sorry about the framerate!
http://www.youtube.com/v/sGkTiG-bT9o?rel=0
http://www.youtube.com/v/sGkTiG-bT9o?rel=0
Quote from: TheFatController on October 10, 2014, 10:16:14 PMDont have objects yet..
Do you mean you work on objects currently or you need someone to make your objects?
Quote from: kamloops on October 12, 2014, 11:27:10 AM
Quote from: TheFatController on October 10, 2014, 10:16:14 PMDont have objects yet..
Do you mean you work on objects currently or you need someone to make your objects?
Not sure yet lol.. Problem is L3DT isn't letting me export the heightmap into a 3ds. If I could find something to convert then I could probably do objects in sketchup OK.. trying to figure it out at the moment in between work which is busy so not a lot of free time
While waiting on getting objects working on my first track, I thought I'd try and release something that didn't need objects, so I'm doing like a quarry run style track. Nearly done! ;D
(http://i61.tinypic.com/fko6jd.jpg)
(http://i58.tinypic.com/wvx5c9.jpg)
(http://i58.tinypic.com/vxg6k7.jpg)
(http://i61.tinypic.com/mtmtsy.jpg)
Ahh yeah! Man that looks sick!
Holy crap that looks fun. What do you make your tracks in Fat?
Quote from: onlyonetone on October 15, 2014, 01:31:20 PM
Holy crap that looks fun. What do you make your tracks in Fat?
L3DT so far. Start in paint shop do the layout and hills then all jumps and terrain in L3DT
Quote from: TheFatController on October 15, 2014, 02:42:05 PM
Quote from: onlyonetone on October 15, 2014, 01:31:20 PM
Holy crap that looks fun. What do you make your tracks in Fat?
L3DT so far. Start in paint shop do the layout and hills then all jumps and terrain in L3DT
Wait so you make your jumps in L3DT?
Quote from: LOGANYZ125 on October 22, 2014, 05:12:39 PM
Quote from: TheFatController on October 15, 2014, 02:42:05 PM
Quote from: onlyonetone on October 15, 2014, 01:31:20 PM
Holy crap that looks fun. What do you make your tracks in Fat?
L3DT so far. Start in paint shop do the layout and hills then all jumps and terrain in L3DT
Wait so you make your jumps in L3DT?
yup?
Quote from: Sandbiter on October 09, 2014, 01:34:59 PM
Can anyone guess what track this is?
(http://imagizer.imageshack.us/v2/1000x750q90/746/DDruk0.jpg)
Are we expecting a release anytime soon? 8)
A track for us to rutt up over the xmas period while drunk and stuffed full of turkey maybe :P
I'd love to release it, but I've trouble with my checkpoints I guess. I'll try to fix it tomorrow.
I plan to release it as a beta, it's not perfect at all. I just want to release it, since I won't finish anything anytime, I'm a perfectionist. :D
Thanks for the fast reply.
Just to make everything clear. My laps aren't counting, neither do I get a pitboard anytime, except when I got over the berm right after the first checkpoint.
Yes, my checkpoints are on both sides over the actual trackpath, I made them a little wider to now cause any trouble when you get a huckabuck and get out of the track.
I also auto generated the splits, should I make then manual?
Try riding the track backwards and see if the timing works.
Quote from: Phathry25 on December 16, 2014, 12:17:03 AM
Try riding the track backwards and see if the timing works.
Thanks for the idea, but that doesn't work either.
To further on my suggestion make sure your timing lines are setup facing the right direction. I set mine up backwards. I would get splits but at the end of the lap my time wouldn't register. Not sure if you need a speed trap for MX Bikes but it was necessary for GP bikes.
Thanks for all the help guys. I guess I got it now... nothing was wrong, I just didn't ride enough laps. I forgot the game is one lap too late with showing the pitboard.
(http://gyazo.com/39b7c8a44b8d94fa5da36bf02ddf17a7.png)
Working a bit more on the environment in 3ds max. Not sure how this'll run. I'll probably have to delete some trees.
That's a lot of trees. Lol. It looks amazing though. Good job man.
Latest track, not replica but fantasy, kind of a very generic Californian desert type track like Pala (Not Pala! I know some of you want a replica)
Couldn't be bothered in going to all the effort of re-making something that already exists, this is fun enough! Nearly done :D
Oh and the fake pits on the side - Seems like everyone drives either a white pickup or a white van, and rides Kawis and Suzukis lol. Does the job though!
(http://i58.tinypic.com/25z2p86.jpg)
(http://i58.tinypic.com/554d9j.jpg)
(http://i59.tinypic.com/2rzdg7m.jpg)
(http://i61.tinypic.com/2qcp6cz.jpg)
Fats wtf!! Seriously man you constantly raise the game, mate link me a beta version on steam so I can play :) amazing!!
Will do after the kids are in bed.
lovely stuff! That big step-up looks fun :)
WOW, GG mate
Anyone working on something for b4? ;D
I´ve got 2 new tracks, Club_Mx (will change the name xD)
(http://i.picpar.com/erxb.jpg)
Rancho Castillo.
(http://i.picpar.com/si3b.jpg)
Club Mx is ready, waiting for B4 (B3 is too frustrating on this track :o) except for the goddamn centerline to reset the rider
Rancho Castillo is based on Hangtown 2012 layout, it has not much in common tho, i still have the same issue that i have in clubmx :'(
Waiting for B4 folks! ;D
Great to see Mace, lets hope B4 brings what's needed.
(http://oi58.tinypic.com/y0yn4.jpg)
Incredible! Great work days!
Yeeeeees! ;D ;D ;D
Looking sweeeet fats, really cant wait for that one :o
Those trees look new, nice :)
(http://i62.tinypic.com/dy7zwj.jpg)
Working on some models for one of my tracks in Mx simulator. I think I'll convert that track to Mx Bikes, should work.
I'll definitly release this barrier once I'm happy with it.
(http://www.mediafire.com/convkey/2e81/himku7do76k0d8ezg.jpg)
(http://www.mediafire.com/convkey/31ec/8za9ezcrn3me7hezg.jpg)
(http://www.mediafire.com/convkey/c486/3qxg49qspn9ir6tzg.jpg)
This is the high poly model^ Working on the low poly model now.
first sx track ;D
(http://i.picpar.com/FR9b.jpg)
Precision SX
(http://i223.photobucket.com/albums/dd320/crusher_test_dummy/screen008_zpsli7diuyz.jpg)
Hopefully I'll have this done before NewYears.
Still not sure if it's gonna' be an indoor or outdoor theme though.
Looking sweeeet! :)
Digging that turn into a drop to triple 8)
Here's a track I'm workin' on. High Speed Jumps, a few tech sections, and some rolling hills to carve up.
Alternating Off-Camber Rhythm Section
(http://i223.photobucket.com/albums/dd320/crusher_test_dummy/MUD%20Track%20002%20-%201_zpsn0htqhzj.jpg)
To get an idea of the scale that take-off is 22.5 feet tall, and the landing is another 22.5 feet higher
(http://i223.photobucket.com/albums/dd320/crusher_test_dummy/MUD%20Track%20002%20-%202_zpsk9np2iyz.jpg)
Step-up jumpline, flowing hills, and another step up
(http://i223.photobucket.com/albums/dd320/crusher_test_dummy/MUD%20Track%20002%20-%203_zpsij1onq5k.jpg)
On Track is about 90% done, and about 3km in length
I was thinking about putting the supercross track I posted above on the same map and building a compound.
New circuits in buildings?
I like to start but I look for tutorials?
Thanks to the people doing the tutorials, I finally took the excuse of having to learn photoshop for work anyway to start building.
Trying to get the workflow down before doing the actual Heightmap. Aiming for "standardized" elements to increase building rates in other similar track. Bonus points if you find what track this is (and a PM when I release the beta... someday ;) ).
(https://i.gyazo.com/22c180fdc7b9be70aa752082b0c4ad4e.png)
You know you're having a good night when you got three on the go at once... :(
(http://i66.tinypic.com/4tskkp.jpg)
Either that or I have no life.. Not sure which one haha..
Almost there. Tuffblock placement is a bitch.
(https://i.gyazo.com/3bde1076b1f784fb032634c0ff5d4e39.png)
Especially when you realize 2h laters you somehow exported all your terrain like 30% too high...
Hey Fats.. threesomes can be fun, but not knowing who the third party is?
I find it more alarming that he has a rubber duck and the american flag at the same time on his desktop.
Ahah... Err.. I can explain.. :D
Asdrael.. btw your track is looking good!
Trying to make fancy looking objects. Folded effect on toughblocks, while keeping it a single texture on a square for low CPU/GPU usage:
(https://i.gyazo.com/53b3b7303fe551f7372eeb4488e1db96.png)
It's subtle, but I'm learning a lot. Objects for the same track, just building my own "track kit" to go fast next time and try a 24h = 1 track marathon.
(Disregard the black borders, this is in Sketchup with edge enhanced).
Not to bad! one thing that will help is bevel the edges for a bit of a smoother transition so its not so sharp. idk if sketchup allows you to.
Bevel the cube in 3D or give a bevel effect on the textures you mean? I am trying to keep the poly count very low to get this racable with 22 on the grid. I will see about a 3D bevel and the framerate hit though, thanks.
You can use the 'follow me' tool to make beveled edges (youtube for tutorial) and if you use say an arc made of 3 segments you can then select your whole bale at the end, make it a component and turn on normal smoothing and turn it right up to 180, and soften colplanar, but I forget which menu this is, I've docked it under my materials window on the right.
Quote from: Asdrael on June 07, 2016, 06:57:35 PM
Bevel the cube in 3D or give a bevel effect on the textures you mean? I am trying to keep the poly count very low to get this racable with 22 on the grid. I will see about a 3D bevel and the framerate hit though, thanks.
Don't worry man, a couple of bevels in the edges are not going to overcharge the game and the framerate would be fine. Amazing work mate.
Thanks for the tips. I'll look into it.
Edit: well that was easy. I ll finish the track and try both versions then, thanks again.
In the meanwhile, I tried the bevels on the blocks and I like my stuff square. Take that!
On another note...
(https://i.gyazo.com/366c49cc6806946d6fecf1d09420a3a4.png)
It's block placement time.
You can use that track texture directly on your mesh if you want..
Move the texture above your mesh so it clears it, explode the texture and right click, make sure 'texture: projected' is ticked.
Then explode your heightmap mesh, pick your texture directly from the texture object above and paint bucket your heightmap mesh.
Then just make it a group or component again.
Might not help dramatically here, but really does when you have a hilly national ;)
That's good to know, thanks.
I have my routine down with the help of your plugin recommandation - I lay down the stuff on the 2D map, check alignement with the 3D mesh, and blam plugin drop everything on the mesh. Works wonders. Thanks again for that :)
Tomorrow.
(https://gyazo.com/d146c2ecb6b877f29b9038cf636a5954.png)
Aaaaaw yissss! ;D
Looking good man! :)
Started this 2 hours ago.
Learned myself a new technique for making base terrains. The best thing I ever learned myself! So quick and so accurate!
(https://gyazo.com/32cf60cbd3892c14f901ed0cebfbb738.png)
(https://gyazo.com/3b2824a479f4137a2c55271102d4a663.png)
Looking good sandy :)
Quote from: geofanatec on July 29, 2016, 10:24:40 PM
Really u just now learned that!
Man u need to stick around!!
Google is all so powerful :)
My local track actually shows up on Google in 3D and I have been tinkering to get it right.
Shhhhhh........it's a secret. But a totally revamped OMSC
You're talking about real height data?
I've used real height data for years already, but on 99% of the tracks it sucks, just like on Southwick.
I didn't use google at all actually. I just got the stupid idea to make a trackpath in 3ds max and it worked beautifully!
I used the real height data as a reference, but modelled the track path in with 3ds max.
https://gyazo.com/391b2e0078f584c1d042d9123668ec2c
I looked a lot at videos and photo's to get the same elevation as in real life. The track path looked good, so I rendered it. Then the photoshop part. I duplicated the track path I rendered a couple of times, did some blurs and I got the offtrack which is about 80% correct just after some blurring from the trackpath.
Real height data from the interwebs:
(https://gyazo.com/11419be7c04e449c238dcf530946c2da.png)
My terrain now:
(https://gyazo.com/db00f5486d1c37f6ee2005af43c780ab.png)
Oh sorry.
Yes that's true. The image definitly helped me a lot!
That wasn't the thing what was new for me though. I've used that for years now.
I think it depends how old the height data is, unless it's all one entity I'm guessing they update it on a similar frequency to how often they update the image.
Google earth data seems a lot more accurate / high quality but unfortunately that's still not available I don't think :(
Quote from: geofanatec on July 29, 2016, 10:24:40 PM
Really u just now learned that!
Man u need to stick around!!
Google is all so powerful :)
My local track actually shows up on Google in 3D and I have been tinkering to get it right.
Shhhhhh........it's a secret. But a totally revamped OMSC
Not trying to throw you to the wolves here, but are you making the supermoto track too? ;D
is anyone interested in watching me make southwick? I'll put up a stream if people want it.
Oh I watched a vid earlier where the sm track had some dirt.. But you know, I'm not interested in the sm track, just seems like a nice little complex :D
Trees will be redone. Textures are not final. Terrain is not final.
(https://i.gyazo.com/ef6c9c728f771435d738b3b7e596b981.png)
(https://gyazo.com/4cae8657de547d22ee4c65b508fdb233.png)
(https://i.gyazo.com/2d494d55f819ef65484449f58d48fd99.png)
(https://gyazo.com/cc9ebf9247ddfa6fb6dff286e848d6fc.png)
Its looking Awesome!
Quote from: Braap570 on August 06, 2016, 04:20:13 AM
Its looking Awesome!
Thanks! I love working on it!
If you see anything that seems 'off' to you, please tell me. I'll then have a look at it and possible change it. The terrain is made in such way that I can delete every single bump and rut if noone likes it.
Looking good Biter, I think it would all look better if you took the people out. I mean unless they are 3d animated models like a triple a title they generally look crap in games. Of course it's just my opinion and you certainly have the right to tell me to go f myself haha. Looking good none the less
Thanks for the feedback!
They'll get updated, that's for sure. I don't think I'll leave them out though, because I like some crowd on an AMA track. If done right it can look very cool and feel a lot more realistic than without any crowd.
If you don't like them, you could just turn of the 3d grass in your games settings and you won't see them. :)
Some more work on objects. I'll release all objects which I used once the track is finished.
(https://gyazo.com/7a632dc63c0b8c4b46dfd1afda944efd.png)
Looking good.. I do agree with gdub about the people though.
But as you know, I prefer the idea of having an 'open to the public' version of a track over an AMA style one.
Keep it up! Let me know how you get on with the trees.. I'll be posting my DDS settings once I've had a bit more time to experiment. Remember, they look fine in mapview, it's in game that the artifacts start to pop out..
I hate texturing.
(https://gyazo.com/ae098ac1ec3ea00ce07e55e9c791a0c8.png)
why? looks awesome!
Quote from: philiaN on September 18, 2016, 10:43:14 PM
why? looks awesome!
Thanks! Could be better tho :/ Still getting used to using masks for texturing.
Exactly! haha
After getting some feedback from a beta I send around I know what to do next. The main problem is that the trackpath is hard to see. I already darkened the ontrack textures but it's still hard to see where to go. I have some other ideas on how to make it better though! :)
When that's done I have to finish up the textures and objects and it's done, I guess.
Quote from: Sandbiter on September 18, 2016, 10:40:35 PM
I hate texturing.
I still think it's the single most rewarding thing you can do when building, as you see the effects directly (always check it out with the skydome and correct lightning, I found these to have a huge influence on the outcome). And your pic looks great !
Layering for deformation though... ouch.
And regarding the path: try to add some grass around maybe, it is surprisingly helpful.
Thanks Asdrael!
I hate texturing, but I love it to bits as well. When you finally get something good it feels soooo great. Even though that requires hours of hard work (well... for me it does). I always use one file in PS with just plain dirt colors which match my in game dirt. I use masks on every dirt layer inside photoshop. That way I can easily see how good my textures look from the top view. Still, you can get a very different effect in Mx bikes because of lighting, slightly different colors etc.
I liked making the heightmap much more than the textures so far. First time actually making a great heightmap in my opinion.
Hum. I don't want to derail too much but don't forget that tiling in the HMF (how many times you reproduce your texture tile on your map) has a big influence, that you might overlook tiling in photoshop.
In case it helps, as a rule of thumb, in PS I normally modify contrast and brightness of one layer to build the others, and aim for at least a "20" difference. So either +20 brightness +0 contrast, +10 - +10, etc. Enough to distinguish, not enough to feel out of place (I think). Actually, I think 90% of my textures are the base "dirt" texture with different image settings and/or tiling ;) (and don't forget to change the tiling values in you texture folders to match the HMF too... happened to me more than once).
Thanks for the tips.
Actually using the brightness and contrast as well for Southwick. I have 4 the exact same dirt layers, but just a little bit darker or lighter. Actually way more than the +20 you're talking about. I think I even used 100 on one.. Don't know how, but doesn't look too weird to me haha :)
The last thing I'll do before releasing the track is checking everything 10 times. Just like what you're talking about, that's such an easy thing to forget! :)
Quote from: geofanatec on September 19, 2016, 01:18:06 AM
Ya well release it and maybe (most definitely) it will take place of archview on next series :)
That's great! Never liked how archview rides.
I LOVE this berm!
(https://s16.postimg.io/lufet4iat/screen012.png)
(https://s16.postimg.io/etrf0cgit/screen014.png)
Looking nice Sandy :)
Looks good, sorry I missed your 50 steam messages! Was asleep on the sofa lol
I tried the beta you sent, will pm you later when I get a minute.
Thanks guys!
Sorry for the spam Fats ;D ;D
Working on some buildings for Southwick.
(https://gyazo.com/609588e7668ae6430acae8ecfc449ae8.png)
Looking good!
nice Ruben :D
Quote from: Sandbiter on August 06, 2016, 05:42:01 PM
I'll release all objects which I used once the track is finished.
Awesome! Maybe your released objects will help me trouble shoot some issues I have
Thanks guys!
I hope it will help you BadStar! My objects aren't the best ever though. Almost all UV maps are pretty bad. I really want to finish up this track and release it. If I'll make everything perfect it will never be done. It still looks OK tho, and I don't think anyone will notice any problems.
You should see the uv maps for some of the objects on the js7 comp. As long as they look good in game who cares!
Exactly Fats!
I've never finished anything because I want everything to be 100% perfect. But if I see other people's work (mostly in mx simulator) where they even get lots of money from... Their work isn't perfect at all! I kinda learned the last few months that nothing can be perfect and that I just should release more stuff.
(https://gyazo.com/b2e0210beb1c9b74d15fa64cfefdc91b.png)
Exporting FBX now. Then .map again and see how it looks. Still need to make some other objects like a tunnel, start doghouse, some more fencing, uv unwrap some fences and I need to improve the textures a little bit. Ohh, and I shouldn't forget marshalls and cameras etc.
release a beta tonight mate, we'll stick in on a gtx and ride it tonight!
You mean a public beta? I might do that. The .map might not even be done tonight haha.
any beta mate, as long as its playable :D
There won't be a beta tonight guys. I want to fix some stuff first.
Anyway.. found a new way of putting objects like trees, bushes, rocks etc on my tracks. Made this in like 5 sec:
(https://gyazo.com/45b89fcad8227d64d62207da19a2d496.png)
Remember PiBoSo also said something like 'if the trees look good in mapview but not in game, they will look better in beta 5'.
I don't know if that's still on the table, but it would be worth waiting for. Js7 took using .dds texture format, and doubling up by duplicating and rotating not inverting normals, then duplicating the entire tree so 2 occupy the same spot to get the alpha problem to disappear.
I remember that. Not sure if I'll wait for beta 5 tho. We don't know how long until it's released and I know this community wants another track. I surely hope I don't disappoint anyone with this track. I'm trying to make this track looks awesome, but also ride awesome. I'm not happy with any of my objects tbh, but oh well. They're decent, but not anything like dirt rally or something haha.
Looking sweet man! ;D
it´s nice to see more trees and stuff in tracks :)
Thanks Mace! I love forests. You might see some more forest tracks from me in the future :)
(https://i.gyazo.com/b56df10b0b458958987ec504a1547592.png)
(https://i.gyazo.com/6e2f53cd5faf013a77a6a1300783a53c.png)
(https://i.gyazo.com/9a2607777ad08f2672123bde54823cc5.png)
This track looks awesome! cant wait to ride it.
Looks awesome Sandbiter. I bet it's really immersive. Can't wait to ride it!
Looks great man :)
Awesome, looking forward to riding a 125 on this baby. Is there a way you can add a real nice sand traction and roost or is it the same as the beta I have mate? Either way it's a great build mate.
Thanks a lot guys! I still feel like some spots are really plain looking.. :/ There's still some objects left tho, so that might improve it just a little bit! :)
Quote from: gdubmx on October 03, 2016, 11:49:20 PM
Awesome, looking forward to riding a 125 on this baby. Is there a way you can add a real nice sand traction and roost or is it the same as the beta I have mate? Either way it's a great build mate.
The beta you rode actually had sand traction already. Could be that I made a mistake, but I think it was all working correctly. I'll have a look at it again.
What program do you use for adding objects to your heightmap, sketchup or?
Quote from: BadStar on October 04, 2016, 11:52:22 PM
What program do you use for adding objects to your heightmap, sketchup or?
I use 3D Studio Max.
Textures have been started :)
(https://i.gyazo.com/921657ff0a037541d62ed6ef4ed10cbc.png)
(https://i.gyazo.com/259a2307a11b83713072b2c8bd0d20b0.png)
(https://i.gyazo.com/231a04908ef0450d960f7dd21de5cb1b.png)
(https://i.gyazo.com/c19b7bc299572e05d60a3e197ed7dd5f.png)
Looking really good so far!
I love the design.
Looks really great. Is it a replica and if so, did you extract google earth data? Or is the roughness around the track (not on it) "randomization"?
Looking good dude!
I made that height map from scratch, it's all my own design. Thinking of adding a enduro section on the top part of the hill where the woods will be .
Quote from: Vortex_Damien on October 07, 2016, 07:45:36 PM
I made that height map from scratch, it's all my own design.
Looks epic! How long does it take to complete a lap? :O
Quote from: Snappe on October 07, 2016, 07:55:11 PM
Quote from: Vortex_Damien on October 07, 2016, 07:45:36 PM
I made that height map from scratch, it's all my own design.
Looks epic! How long does it take to complete a lap? :O
Well, that demotivates me. Snappe didn't comment on my tracks.
I must admit that that heightmap looks great tho. I'll try to beat you tho! haha
Some last touches on the textures.
(https://gyazo.com/0e4d7dbf087fae2bebd010393b55c3d2.png)
Looks awesome.
I see you are running 4k maps. I'm guessing the heightmap is also 4k. I'm not sure how it is running, but on the JS7 compound we had to downsize everything to 2k to avoid an excessive occurence of core.exe and just stutterring.
Thanks!
I'm aware of this. I started this texture template at 4k but when saving everything I downscale everything to 2k. Heightmap has always been 2k. Thanks for telling me though! There's always stuff I do wrong :-[
Looks great man, so release now? Would be good to play this tonight ;D
Quote from: Sandbiter on October 09, 2016, 05:42:04 PM
Thanks!
I'm aware of this. I started this texture template at 4k but when saving everything I downscale everything to 2k. Heightmap has always been 2k. Thanks for telling me though! There's always stuff I do wrong :-[
Also I might have expressed myself badly - I meant we have texture maps at 2k. For the textures themselves, everything is tiled. No idea how actual high res textures work. Looks mighty fine this far tho!
Quote from: TheFatController on October 09, 2016, 05:46:03 PM
Looks great man, so release now? Would be good to play this tonight ;D
Thanks!
There's still some stuff that needs to be fixed. Still waiting on the bleachers and I can't seem to get my wet textures working.
Quote from: Asdrael on October 09, 2016, 05:46:49 PM
Also I might have expressed myself badly - I meant we have texture maps at 2k. For the textures themselves, everything is tiled. No idea how actual high res textures work. Looks mighty fine this far tho!
My textures, texture masks and heightmap are all 2k. I have 8 texture layers tho. How much did you have on the JS7 compound? I feel like 8 is quite much :/
9 texture layers, 5 material layers. I started at 15 and streamlined it :p
Alright great. That won't be a problem then! haha
Looks awesome Sand... you can release it now! I won't be using the bleachers anyway!
Quote from: Vortex_Damien on October 07, 2016, 07:45:36 PM
Thinking of adding a enduro section on the top part of the hill where the woods will be .
ehhh.. PLEASE!
I just love to tease you guys.
Cloudy looks the best IMO.
(https://gyazo.com/953a7c96ae9199881c6041a289f6d888.png)
#Endthetease haha but seriously tho, gimme! ;D
Quote from: Midbeck on October 10, 2016, 07:17:20 PM
#Endthetease haha but seriously tho, gimme! ;D
Currently trying to fix 2 objects. I hope I won't have to unwrap them again and skin them properly. It'll perhaps take another week if I have to.
New replica in the making.
This one will take some time I guess. This is my local track (Emmen, netherlands). In the middle of the track is a car speedway section. On the offtrack is a small supercross track and an extreme enduro track. The mx track also has a minibike track. Next to the mx track is a kart track (not part of the mx track, just next to it).
I'm thinking of making this track available for Mx Bikes (including motocross (and the short layout), supercross, endurocross, minitrack and I'll connect the mx track to the kart track to form a supermoto track), KRP and WRS.
(https://gyazo.com/cdb5bb39cb65616de481442ec3052f8d.png)
That would be awesome.. A big project but would definitely be worth it!
Pretty awesome man!!
I hate making jumps.
Loved to make southwick, since it doesn't have any jumps. This track only has jumps and no elevation.
if you have a layout i can make the jumps for ya. :)
Seing southwick and where you come from I will only ask this:
WHERE THE HELL IS VALKENSWAARD! ;)
Quote from: Asdrael on October 14, 2016, 05:19:05 PM
WHERE THE HELL IS VALKENSWAARD! ;)
Et toi fais Lille !!! :P
Quote from: Mace-x on October 14, 2016, 05:11:19 PM
if you have a layout i can make the jumps for ya. :)
I'll do another try. If I'm not happy with it I'll send it to you after I've made the whole base terrain if you're okay with that.
Quote from: Asdrael on October 14, 2016, 05:19:05 PM
Seing southwick and where you come from I will only ask this:
WHERE THE HELL IS VALKENSWAARD! ;)
Not right now. Maybe sometime later.
Quote from: StoneRider on October 14, 2016, 06:37:19 PM
Quote from: Asdrael on October 14, 2016, 05:19:05 PM
WHERE THE HELL IS VALKENSWAARD! ;)
Et toi fais Lille !!! :P
What about Monster Energy cup?
Lille is too narrow of a track usually to be fun in the current state of the game. I thought about doing the monster energy cup track, even if it looks quite boring this year, buy frankly the stadium that comes with it is already giving me nightmares.
Quote from: Asdrael on October 14, 2016, 06:59:00 PM
Lille is too narrow of a track usually to be fun in the current state of the game. I thought about doing the monster energy cup track, even if it looks quite boring this year, buy frankly the stadium that comes with it is already giving me nightmares.
Kamloops made me a very sick stadium years ago. I might still have it. If not he might still have it.
What ever happened to piboso releasing Las Vegas superclass Supercross for beta 4/5?
EDIT: Shit phone
(https://gyazo.com/7a54f5457d0d426f7fc3dfdcede99766.png)
The idea is a small enduro course through a dutch forest. I'll not make big bumps/ruts as I want the deformation to do it's work. I also added logs and tires for some Endurocross type stuff (it doesn't work in MXB yet, but it might work after a few updates). There's also a farm land, which is a typical dutch enduro thing.
(https://i.gyazo.com/ed529e88bf91b0e751cb10f634fb2384.png)
(https://i.gyazo.com/2aa07143e497d7dae5fce4fd4455a2f0.png)
(https://i.gyazo.com/36b8814b2536905abc71e66ba058b3b4.png)
Tractor model isn't mine.
Looks awesome sand!!
Just brainstorming, if you made the trees/logs out off the "terrain" and just textured them to look legit..would that work for temp until pibs adds rubber/tree traction?
Quote from: BadStar on October 30, 2016, 10:20:03 PM
Looks awesome sand!!
Thanks!
Quote from: BadStar on October 30, 2016, 10:20:03 PM
Just brainstorming, if you made the trees/logs out off the "terrain" and just textured them to look legit..would that work for temp until pibs adds rubber/tree traction?
Thanks for thinking with me! Sadly I don't think that'd really work well either. I currently have the traction on the logs, rocks and tires set to SOIL. Soil works way better than concrete but it still acts weird. Making the logs etc out of the terrain would probably give somewhat the same effect since the terrain has soil traction as well.
One of the main reasons why this is not working at the moment, is the actual bike/rider physics. I feel like it's quite hard to bring the front wheel up, by that I mean start a wheelie (compared to real life). The back end slides too much when trying to wheelie (this is also noticable at the start of a race, irl you rocket out of the gate trying to to wheelie, currently in MXB you just slide a lot until you get traction. Once you've traction the front wheel still doesn't go up at all.).
The logs also shoot me 100 meters into the air when going a little too fast over them for some reason.
Trying out a whole lot of different things. Here's another 'track' of mine. The idea is to make it super easy to make tracks with these files. It'll all have the same objects and scaling. But everyone can create their own heightmap and ontrack textures. I hope we'll see more tracks in the community with this project. I know there are several guys that can't get their objects to work, or don't want to spend hours modelling, texturing and creating a whole track. This'll allow people to create their own track, fairly easy! :)
(https://gyazo.com/b8fe84b915d2b862d0487d5fbe5827a3.png)
Nice Sandy, very helpful and I'm sure would be useful.
Quote from: Sandbiter on October 30, 2016, 09:30:00 PM
The idea is a small enduro course through a dutch forest. I'll not make big bumps/ruts as I want the deformation to do it's work. I also added logs and tires for some Endurocross type stuff (it doesn't work in MXB yet, but it might work after a few updates). There's also a farm land, which is a typical dutch enduro thing.
(https://i.gyazo.com/ed529e88bf91b0e751cb10f634fb2384.png)
(https://i.gyazo.com/2aa07143e497d7dae5fce4fd4455a2f0.png)
(https://i.gyazo.com/36b8814b2536905abc71e66ba058b3b4.png)
Tractor model isn't mine.
When will this be available? i was born in holland so would be amazing to ride :)
I'll see if I can improve it a little bit. Still doesn't really feel like a dutch forest IMO. Neither is it much fun. I think the fun will come once online and deformation are fixed.
Quote from: Sandbiter on November 06, 2016, 01:22:43 PMStill doesn't really feel like a dutch forest IMO.
It's difficult making the "Kaassouffle" smell in a videogame ;) Then again, the only experiences I have with dutch "forest" is the Haagse Bos and around Madurodam :p
Quote from: Asdrael on November 06, 2016, 01:50:34 PM
Quote from: Sandbiter on November 06, 2016, 01:22:43 PMStill doesn't really feel like a dutch forest IMO.
It's difficult making the "Kaassouffle" smell in a videogame ;) Then again, the only experiences I have with dutch "forest" is the Haagse Bos and around Madurodam :p
Hahaha
Indeed it's difficult! I can get sounds from people eating Kaassouffle if you really want it ;D
I prefer the wonderful sound of tourists biting into a Vleeskroket right out of the frying oil and burning themselves with no clue what's going on. And having a helpful dutchman pass by and say in perfect english "Yes, you need mustard with that".
Quote from: Asdrael on November 06, 2016, 02:20:42 PM
I prefer the wonderful sound of tourists biting into a Vleeskroket right out of the frying oil and burning themselves with no clue what's going on. And having a helpful dutchman pass by and say in perfect english "Yes, you need mustard with that".
Hahahahaha I'll what I can do! ;)
It'll probably look a lot different than the previous pictures. But this is the dutch forest enduro so far.
(https://i.gyazo.com/d899f6b7efafb80298bd83f756d39fd5.png)
(https://i.gyazo.com/066ab96200e8bed28b3489cfe93b2e63.png)
(https://i.gyazo.com/f77cb2219f569ffbedb3a18c3911acae.png)
Really neat Sand!! I'm excited!
Can you release an xr450 or wr450.. exc? lol
(https://i.gyazo.com/0cb28959327ca65a67be618b3bf7cb24.png)
(https://i.gyazo.com/76d632f5ee19748e6b28a775e58a76b6.png)
(https://i.gyazo.com/f5d919fc2eac793fbf8041becb52c666.png)
Any suggestions for the track?
Would love to see more, like a video for example, but it does look a bit dark to me. Might just be my phone though..
Quote from: BadStar on November 06, 2016, 08:19:17 PM
Really neat Sand!! I'm excited!
Thanks!
Quote from: TheFatController on November 06, 2016, 08:42:50 PM
Would love to see more, like a video for example, but it does look a bit dark to me. Might just be my phone though..
The sunny weather is too dark yes. Cloudy is good tho. I'll see if I can change some settings.
I don't think I can change the shadow strenght, can I? Sunny weather looks great, but it's hard to see where to go when you don't know the path. In cloudy weather it's easier to see where to go. Track is note done though. I'll still add some tape and arrows. Also having some problems with some trees.. Some trees's norms are inverted, not every tree tho.. probably like 5-10 maybe. Finding these 10 trees with 1187 trees isn't going to work. Normal modidier with the 'unify' setting doesn't seem to do anything. Any ideas?
Having a LOT of fun with the cloudy weather tho! Would be awesome to ride online with collisions.
Little comparison, sunny (1st) vs cloudy (2nd). The rest are all cloudy:
(https://gyazo.com/19d7c5b922951ffb0d27b5d51dcdbf02.png)
(https://gyazo.com/3a595485e78528502548c475ea6cd48c.png)
(https://gyazo.com/4b518f9dd33897667f5d5dfa37322b55.png)
(https://gyazo.com/cca3662e692ee4d62d7efcd5f502505e.png)
Looks like great fun.
It's realistic too - sunny riding in woods that are semi-dense is hell, you get blinded all the time and it's very difficult to anticipate and see terrain coming up. It's much easier when it's cloudy.
Thanks!
You're actually right about that. Didn't even think about it until now. I'll keep it like this.
I'll try and finish the track today.
Looks awesome Sand. Cool to see ppl with so much Effort to increase this game with awesome Content! 👌
I'm sure it's fine.. I used some very high poly 3d trees on Tnmx that I used on an unreleased track and riding underneath a dense bit of forest was great as the sun really broke through the leaves.. But I guess you don't get that so much with 2d X trees.
Quote from: TheFatController on November 07, 2016, 11:39:35 AM
I'm sure it's fine.. I used some very high poly 3d trees on Tnmx that I used on an unreleased track and riding underneath a dense bit of forest was great as the sun really broke through the leaves.. But I guess you don't get that so much with 2d X trees.
Ye these trees are pretty simple. 6 planes with the tree textures. I have a 3d modelled bark tho haha. I'm sure having some better trees like your look awesome. I'm too lazy to model them tho, and it'll take years to get those exported once you've almost 2000 of them.
I'll see if I can change up the alpha mapping a bit. Maybe I can get some sun breaking through the leaves.
Well the ones I used were very heavy.. By that I mean they were from the sketchup warehouse. MXB hates SU models, maybe because they use double sided planes, either way the trees on Tnmx were the limit. When I added one more it crashed fbx2edf lol.. X shape are far better
Quote from: Sandbiter on November 07, 2016, 01:18:16 AM
I don't think I can change the shadow strenght, can I? Sunny weather looks great, but it's hard to see where to go when you don't know the path. In cloudy weather it's easier to see where to go. Track is note done though. I'll still add some tape and arrows. Also having some problems with some trees.. Some trees's norms are inverted, not every tree tho.. probably like 5-10 maybe. Finding these 10 trees with 1187 trees isn't going to work. Normal modidier with the 'unify' setting doesn't seem to do anything. Any ideas?
Having a LOT of fun with the cloudy weather tho! Would be awesome to ride online with collisions.
Little comparison, sunny (1st) vs cloudy (2nd). The rest are all cloudy:
(https://gyazo.com/19d7c5b922951ffb0d27b5d51dcdbf02.png)
(https://gyazo.com/3a595485e78528502548c475ea6cd48c.png)
(https://gyazo.com/4b518f9dd33897667f5d5dfa37322b55.png)
Beautiful!!!
(https://gyazo.com/cca3662e692ee4d62d7efcd5f502505e.png)
Thanks Badstar!
I think you messed up your quote tho! haha
btw Sandbiter, just throwing it out there: if you plan on using heavy deformation, be very carerful with the maps for textures and materials. Having too big of a transition (from 100 to 0 for your different surfaces) can look ugly and feel unnatural. You're better off making the surface transitions sharp, even when sand is involved.
Thanks Asdrael.
I know I said my plan was to let the deformation do it's work, but I've ridden some tracks with deformation and I changed my mind. Also my track is rough enough already haha
I've added some small ruts in a couple of corners, but not many at all.
Also the track is lagging already.. and I don't even have all the objects placed yet :/ I've deleted one texture, I don't really need it anyway. I'll see if that changed it, otherwise I'm kinda screwed haha.
(https://i.gyazo.com/9a2af702eedcd5aee04dc5107c4e52ba.png)
Can't believe I made 99% of this in two days. Today was a lot of trial and error with ruts, and object placement.
I don't know if I made myself clear - the texture and material map is a transparency map as you know. I meant that having too many pixels in between 0 and 100% opacity (so having the sand "drag on" for too long on dirt for example) gives wierd textures layering effects.
And on the lag - I found that 4k heightmaps are a game destroyer. I'd say anything above 2k is useless too in terms on 3D détails for the game atm.
Ohh I think I get you know. Thanks! Will look into it.
I've actually never used a 4k heightmap in Mx Bikes. I've tried 4k texture maps on Southwick but changed them to 1k and 2k maps eventually. Everything on my enduro track is 2k, heightmap and textures.
Really diggin it! maybe a bit more elevation? seems a bit flat.. cant wait to shred it! ( i will be making my crf a enduro version now )
Quotemaybe a bit more elevation? seems a bit flat.
Welcome to the Netherlands ;D
Quote from: Asdrael on November 08, 2016, 01:19:39 AM
Quotemaybe a bit more elevation? seems a bit flat.
Welcome to the Netherlands ;D
I Live in florida and i feel like we have more elevation xD.. but on a real note the track does look really good!
Quote from: Vortex_Damien on November 08, 2016, 12:54:45 AM
Really diggin it! maybe a bit more elevation? seems a bit flat.. cant wait to shred it! ( i will be making my crf a enduro version now )
Thanks! Can't wait for the CRF either :)
To be honest with you, it doesn't really feel like a Dutch enduro anymore cuz of the elevation already :-\
If anyone is interested I could possibly make a tutorial on how to make such an enduro track. Most of the track was done in one day. It really isn't hard to make a track once you know good techniques.
So, who's interested?
I'll help out Laurents first with getting terrain working on his WRS tracks tho! :)
Would be nice to see some more tutorials out there.. great to see other people's workflow
Yes, the more tutorials the better really, especially if you have a unique way of doing something ;)
I just thought about the fact that I'm using 3ds max and the other 90% of the creators Blender or something else. It might still help tho. Maybe I'm doing things people never thought of. Then they can try that in Blender or whatever program they use.
Tutorials are always welcome. I know I only started doing tracks because of the tutorials available. I would however try to not emphasize on 3Dmax too much as it is expensive, while free options are available. The workflow and solution building is always interesting though.
Right, as long as the principals are transferable it should be fine. You're not teaching people to model in max, saying you assume people following the tutorial need a basic understanding of a 3d package should be enough.
I wanted to make a sort of tutorial of my enduro track making techniques. Unfortunately I couldn't find free screen recorder software which worked properly.. Instead I wanted to see how fast I could make another enduro course.
Took me around 2 hours. Object placement is bad. Trees in the middle of the tracks, trees and logs floating.. Still, 2 hours is impressive, isn't it?
(https://gyazo.com/abf15a5e534abe3baffd90f309d27b29.png)
(https://gyazo.com/db96c5d52ffae600470bf91658a33fd5.png)
(https://gyazo.com/2d9e37677433a4c82309e1a2fc3fac6b.png)
(https://gyazo.com/d86fcbe7432faea480bb2a743d19226e.png)
2 fucking hours? gosh!
Nice one man, looks great ;D
Wow, Very nice!
When you get it all organized, make a sandbiter tutorial thread!
(https://gyazo.com/3c346e90d3be03e8bf7521b0c3fa9fae.png)
(https://gyazo.com/6d6d837c4af6cefba732f7980a2d6f12.png)
British farm lands.
I'll probably be making a rally course for WRS and an Enduro course for MXB. Textures will take some time though and I'll have to figure out how to create some good looking roads.
hey people!
i'm finally back!
got a new gaming pc and i'm back with mxbikes and some modding.
been working on and off for a couple of days now, but i guess you all know which track is this.
there's still tons of work to do, but i'll do my best to release it as soon as possible
(http://i.imgur.com/jFKxII6.png)
p.s. is there by any chance a collection of already made assets like fences, trees, objects and stuff?
you know just to save me some time modeling stuff that maybe has already been made and released by someone else..
cheers
Looking good Sandy and Gio, and I don't know, what track is that Gio?
No assets have been made yet, I guess so far we have people using SketchUp, Blender and Max.. I think some trees would be useful but they are a hassle right now due to the alpha problem.. If you want to make some though? ;D
I always like to make bespoke objects for each track, feel it gives a higher quality so I don't really have anything to share. But maybe we should start building a stockpile for new track makers, what do you guys all think?
it's the Maggiora Mx Park with the Mxon layout.
well i won't have any problem sharing my objects, it's just that it will take a while since i don't have much free time now.
i think creating and sharing with other creators a library of said objects would be super useful for anyone and would save a lot of time..there's no need to model an excavator if there are already 3 different available..
Looking really good Gio! I miss your tracks in Mx Sim.
Quote from: TFC on December 06, 2016, 09:57:14 AM
What track is that Gio?
Goon. U stupid? ;D ;D
I've started to make an objects pack awhile ago. I'll have to put everything in one file and have the correct diffuse and normal maps in a folder. I'll perhaps even include the templates.
The objects will be lowpoly trees, shrubs and most objects from Southwick. I don't really have any fences since I place them all in one piece on my tracks.
Nice to see you back Gio, looking Dope! ;D
Kickass Gio! My favorite track outside of the USA.
Nice to see you back Gio, I though you had left for good! :)
(https://gyazo.com/59ae3d759dc73f10f318bbe142731acf.png)
(https://gyazo.com/80c2ff4e731e6c8c6b44066b2310f97c.png)
(https://gyazo.com/8ae1d0160b49af590666bef925f1ff00.png)
loving the track with forests, as this game has actual shadows they are awesome.
Thanks sandy, cant wait!
Quote from: Mace-x on December 27, 2016, 06:03:07 PM
loving the track with forests, as this game has actual shadows they are awesome.
Thanks sandy, cant wait!
Same! Washougal with it's shadows is awesome too.
I'm always disappointed once I see my track with objects in game.. It looks so much cooler in 3ds max haha
Looking good Sandy. So what track is it? Replica, fantasy, secret?
Thanks.
It's some sort of replica fantasy. I saw a video of mx ranch or something.. I actually started to make that but it didn't work out well so I decided to start over again and add some fantasy stuff. There's not a whole lot left of mx ranch though, almost everything is fantasy.
Valkenswaard or bust ;)
Not really a picture of a track, but it is part of the track.
(https://gyazo.com/22e033088fd6013e02bf81fda87cb688.png)
(https://gyazo.com/741d3531dba931940f9bc89fc8af155d.png)
This'll replace the original 30sec.edf. The 30 sec board is the same height on all tracks, as far as I know, so this should just work fine on all tracks.
I could also do this with a pitboard guy, but the problem is that track creators can set the pitboard height on their own. Some tracks have higher pitboards than others. If I change the original pitboard.edf with a lowpoly mechanic guy model it might float or be under the map if not the same height values are used by all track creators.
It'll have to be textured now. And I just saw that her legs are quite long IMO. Might change that as well.
I love Nicole Cesa <3
(https://s30.postimg.org/j9uk7db29/screen009.jpg)
(https://s27.postimg.org/mjrykz7s3/screen010.jpg)
Looking fresh man! Can't t wait to rip that
Looking good paco, are the bales a bit on the large side or is that a perspective trick?
looking nice, thanks mate!
Quote from: TFC on January 10, 2017, 07:37:33 PM
Looking good paco, are the bales a bit on the large side or is that a perspective trick?
Yes, maybe they are too big. I have to change the textures in some parts, too much white.
Looks good paco! :D
I think we all need to test that track for you... tonight!
(https://s27.postimg.org/q7biubu8j/screen014.jpg)
Thanks Paco :D
Quote from: gdubmx on January 10, 2017, 11:14:24 PM
(https://s27.postimg.org/q7biubu8j/screen014.jpg)
Thanks Paco :D
::) ::) ??? ??? :( :( :( >:( >:( >:( :'( :'( :'( :'( ;)
all good! You better give some good feedback
Goofing around last night in an attempt to make a replica of a local track here in Alabama @ "The Ridge Outdoor Resort" in Springville, Alabama.
The Ridge has many trails, a couple mx tracks/sx etc etc.. this is just one of the MX tracks.
Some trees and all tree lines are place holder... mainly just showing off the terrain/track
I am actually surprised at how well the track it self (bumps/ruts/terrain) has turned out especially with deformation!
Ill work on tree's objects next.
Thx to fats tutorial on geographical data the terrain is very accurate (ridden there irl)
@Newbs - It's well worth the hardships in track creation attempts.. only a couple hours of boredom and I get to ride a track I have ridden before!
To save space on the forum.. go here and check it out! -------->>>>> http://imgur.com/a/waN9y
(http://i.imgur.com/u9F34PD.jpg)
Nice job Badstar, looks really cool. :)
That's awesome BadStar. Posts like this make me happy! Wish others would get on board too.
amazing badstar !!! good job ! :D
Still working on the arena...
(https://s24.postimg.org/jvraxqkd1/screen024.png)
Looking dope paco! ;D
New arena, trying to improve my poor skills...
(https://s24.postimg.org/4bzy13ijp/screen025.jpg)
(https://s24.postimg.org/reqh09k11/screen026.jpg)
(https://s24.postimg.org/5gu06h50l/screen028.jpg)
Looks awesome mate
It does look awesome, great work on the objects and ambiance!
paco the update is amazing very good quality stuffs
Awesome Paco.. as always mate :)
Thank you guys, trying to do my best. It's not finished but almost. I will release that track as a Sneak peek of the Pastor's arenacross series presented by Aeeeeeeerial!
Lol paco, what is aerial mate? In Britain it's a washing powder LOL Ariel
Lol gdub.. I often think the same thing ;D
I could see why they went with it, I don't think Lenor Racing has the same vibe about it haha..
He should have gone with this:
(https://www.biltong2u.co.uk/image/cache/data/cat9/omopowder-500x500.jpg)
hahahaha,you made me laugh so much! Aerial it's a fictional Mx wear brand created by StoneRider for MX games and the "official sponsor" of the AX series.
Aerial will be providing the top 3 finishers prizes of their gear!
Quote from: PizzaChet on January 30, 2017, 08:43:49 PM
Aerial will be providing the top 3 finishers prizes of their gear!
Yeah a complete set of the most expensive wear you ever could dream, hahaha.
my first track preview
(http://img15.hostingpics.net/pics/467635screen.png) (http://www.hostingpics.net/viewer.php?id=467635screen.png)
If your tracks are at the same quality as your skins I'm excited ;D
Quote from: TFC on February 06, 2017, 09:40:22 PM
If your tracks are at the same quality as your skins I'm excited ;D
nope
WORK IN PROGRESS
(http://img15.hostingpics.net/pics/411206screen149.jpg) (http://www.hostingpics.net/viewer.php?id=411206screen149.jpg)
(http://img15.hostingpics.net/pics/911597screen150.jpg) (http://www.hostingpics.net/viewer.php?id=911597screen150.jpg)
(http://img15.hostingpics.net/pics/919198screen152.jpg) (http://www.hostingpics.net/viewer.php?id=919198screen152.jpg)
Looks nice. Is it some kind of MX/SX hybrid ?
Quote from: Asdrael on February 08, 2017, 09:15:30 PM
Looks nice. Is it some kind of MX/SX hybrid ?
disons que vu que c'est le premier je teste toutes les idées qui me vienne voir quoi garder quoi oublier :)
work in progress...............
(http://img11.hostingpics.net/pics/155573screen153.jpg) (http://www.hostingpics.net/viewer.php?id=155573screen153.jpg)
(http://img11.hostingpics.net/pics/133478screen154.jpg) (http://www.hostingpics.net/viewer.php?id=133478screen154.jpg)
(http://img11.hostingpics.net/pics/123663screen155.jpg) (http://www.hostingpics.net/viewer.php?id=123663screen155.jpg)
(http://img11.hostingpics.net/pics/608842screen156.jpg) (http://www.hostingpics.net/viewer.php?id=608842screen156.jpg)
(http://img11.hostingpics.net/pics/226874screen157.jpg) (http://www.hostingpics.net/viewer.php?id=226874screen157.jpg)
(http://img11.hostingpics.net/pics/585005screen158.jpg) (http://www.hostingpics.net/viewer.php?id=585005screen158.jpg)
(http://img11.hostingpics.net/pics/925502screen159.jpg) (http://www.hostingpics.net/viewer.php?id=925502screen159.jpg)
(http://img11.hostingpics.net/pics/906201screen160.jpg) (http://www.hostingpics.net/viewer.php?id=906201screen160.jpg)
(http://img11.hostingpics.net/pics/251954screen161.jpg) (http://www.hostingpics.net/viewer.php?id=251954screen161.jpg)
(http://img11.hostingpics.net/pics/864167screen162.jpg) (http://www.hostingpics.net/viewer.php?id=864167screen162.jpg)
Nice, looks sx'ey
Your grass distribution looks like a 16yo trying to grow a beard :p
Looking good tho! Still, careful with those jumps (especially the triples) - you have to make the landing less steep than the takeoff (and usually half to 2/3 of the height). Otherwise, it's a timing nightmare when riding.
Quote from: Asdrael on February 10, 2017, 12:44:13 PM
Your grass distribution looks like a 16yo trying to grow a beard :p
Looking good tho! Still, careful with those jumps (especially the triples) - you have to make the landing less steep than the takeoff (and usually half to 2/3 of the height). Otherwise, it's a timing nightmare when riding.
Thank you guys I already modified the triples but I took the screen just before :) the texture off track is not the definitive and the grass is not set yet;)
Wait, steep landings are fun! <3 ;D
looking good mate! be carefull with the tiling, it´s too noticeable :P
Concept
Once you get the hang of the process and being a graphics guy, I can see you being one of the top track texture artist around here.
LITTLE UPDATE "SX PRIVATE TRACK" WORK IN PROGRESS FOR THE NEW VERSION
(http://img11.hostingpics.net/pics/238725aeb84315b48d7d90a9ab451ce4de91d0.jpg) (http://www.hostingpics.net/viewer.php?id=238725aeb84315b48d7d90a9ab451ce4de91d0.jpg)
beta 1.1 work in progress..........
(http://img11.hostingpics.net/pics/403042e5b8e3b1f6e74efeaaba56e991e17225.jpg) (http://www.hostingpics.net/viewer.php?id=403042e5b8e3b1f6e74efeaaba56e991e17225.jpg)
Decided Sunday was Blender day.
(https://gyazo.com/9fc8ee0e867e418e66d735da1dfb0ca7.png)
Florida 8)
The terrain is close to being ready to add bumps and ruts... But no textures, no objects, no anything so far haha Hopefully Sandbiter will do all of that for me ;D ;D ;D ;D ;D
(https://www.mediafire.com/convkey/4de2/l4zzgkfugbsc2vb6g.jpg)
(https://www.mediafire.com/convkey/8b03/458ekhaie8a1owp6g.jpg)
(https://www.mediafire.com/convkey/b207/rxevp4r91pmblnn6g.jpg)
Quote from: rafagas on March 03, 2017, 07:45:42 PM
The terrain is close to being ready to add bumps and ruts... But no textures, no objects, no anything so far haha Hopefully Sandbiter will do all of that for me ;D ;D ;D ;D ;D
(https://www.mediafire.com/convkey/4de2/l4zzgkfugbs
c2vb6g.jpg)
(https://www.mediafire.com/convkey/8b03/458ekhaie8a1owp6g.jpg)
(https://www.mediafire.com/convkey/b207/rxevp4r91pmblnn6g.jpg)
So amazing track rafagas !!!!!!
Looks fun! Nice job mate
Very fun looking Rafagas! I'll see what I can do. ;)
Awesome!
Those shapes looks like mx simulator track editor? ;D
Looking great!
Quote from: Mace-x on March 03, 2017, 10:38:39 PM
Awesome!
Those shapes looks like mx simulator track editor? ;D
Looking great!
Yep. Too lazy to learn new stuff haha
All the texturing stuff looks very interesting for this game but I have very few hours per week and it would take me months to learn how to make proper terrain textures. I will most likely focus on building terrains and let other people do the rest if someone is up to it.
(https://i.gyazo.com/e14d861cf7fb7c861401d3ee6be686e7.png)
i know its "jagged" looking but i think it will ride really well :).. goal of this track is to make a "local" style outdoor track that every other month or so the layout will change :)... inspiration ;)
(http://www.wwmotox.com/wp-content/uploads/2015/07/cropped-cropped-wwheaderimage02.jpg)
Another update
(https://i.gyazo.com/d487cb3330fe0412c7953c9190f00966.png)
(https://i.gyazo.com/5d48941d5190a698d75d9518d7a4f632.png)
Very cool idea damo..
You will have to work to a standard to keep it the same quality each time but I think that's the only real challenge.
I thought about doing something similar since you mentioned it, but for a UK based track. It could have seasonal changes too such as leaves on the trees, different skyboxes, maybe a new layout every quarter.
Definitely interesting and your layout is looking very nice ;)
(https://gyazo.com/1d9d404688683f707bb81f0ff494f629.jpg)
Alt-D Alt-D Alt-D Alt-D
(https://gyazo.com/7e1b39d6d09f1ee45d0eb4fade4dbc19.png)
Awesome! Is this a new series coming..? ;)
Looking good ;D
Isn't it totally worth learning Blender!
Quote from: TFC on March 09, 2017, 10:51:18 AM
Looking good ;D
Isn't it totally worth learning Blender!
It's probably the most counter-intuitive piece of software I have ever used. Once you grasp the logic behind it, it becomes okay because it's very flexible but the user interface and accessibility is piss poor. Hell, I found MatLab way more intuitive and I had to learn it alone, without tutorial and with a deadline ;D I have all the objects I need in and my "technique" down now so I can go fast enough. Just a matter of doing, doing and doing now...
Quote from: GDUBMXAwesome! Is this a new series coming..?
We'll see. Wanted to see how fast I could go. Not 100% happy with it so I'll change a few things, but learned a lot (again) so when I do the next ones it'll hopefully be faster and better.
new beta sx track coming soon
(http://img4.hostingpics.net/pics/406943screen223.jpg) (http://www.hostingpics.net/viewer.php?id=406943screen223.jpg)
(http://img4.hostingpics.net/pics/786382screen224.jpg) (http://www.hostingpics.net/viewer.php?id=786382screen224.jpg)
(http://img4.hostingpics.net/pics/347281screen225.jpg) (http://www.hostingpics.net/viewer.php?id=347281screen225.jpg)
Looks cool man! But.... Hahaha Imo the only thing that needs changing with this and your other track is those shiny textures you have mate, they look cool but after riding them, I couldn't really tell where different lines were supposed to be and stuff. I found the track just kinda blended into one texture and has no definition. Sorry dude, I know how hard it is to so what you are doing. I still have the task of doing highpoint once fats has finished with the height map..haha eh fats
(https://gyazo.com/31e8be0080349f457da496e0aed67ad0.jpg)
Ready for next beta / TFC stadium ;)
Wow, that looks awesome Asdrael!
All right all right ;D.. I've been busy but will finish Angel Stadium soon ;)
Heightmap almost complete.. going to ruff up the jumps and stuff more.. going to be super rough!
(https://i.gyazo.com/4a71f73ad2de84c672cf296eb8f12136.png)
Awesome, can't wait for this! Hahaha I still got the 2015 beta you gave me mate ;)
(https://i.gyazo.com/7f48645a3454730b4b693dc3d54d4e92.png)
(https://i.gyazo.com/534b239fd81bf8c6ee56e9ee23b1bb0d.png)
(https://i.gyazo.com/22216f909d5c9dfb3204e29c81bc1a23.png)
(https://i.gyazo.com/a1139540e1bdf4d75819fb4a6ea6beec.png)
Almost complete.. going for a rough feel :).. ive added "main" lines that i want deformation to really effect.. but i do think i may need to tone it down after we do some testing haha
Man that looks fun
So after testing my daytona out i quickly realized i need to learn sx,i think figured out the correct jump faces i need to make a really good sx track for mxb and the general flow of things should go. this is track 1 of 2 that i will be doing on this heightmap.. the track will also have a few "free ride" hits to thow some fat whips :) dont mind the fps thing i didnt know fraps was up
(https://i.gyazo.com/69785a54481e99e45b9100c8d7637d9e.png)
(https://i.gyazo.com/80cbb9a3e6bce76f8fd4b945874c7613.png)
That looks good! The jump faces do indeed look better than Daytona ;)
One thing I learned the hard way tho - it's better to "dig" slightly in the middle of a table than add too high of a lip. This way, you don't make the line using the backof the table as a landing too hard.
Back at it again with the sandy forests.
Not much, just a little teaser.
(https://gyazo.com/70632766a92f020fdc9865efe15f52ba.png)
Quote from: Sandbiter on March 25, 2017, 02:47:58 PM
Back at it again with the sandy forests.
Not much, just a little teaser.
(https://gyazo.com/70632766a92f020fdc9865efe15f52ba.png)
..............beautiful man :O
Sand.. awesome!
Did you ever get around to sharing the tree's as you mentioned? no worrries, just curious bc they nice
Thanks guys! :)
I've tried to make them use able in trackED (easier to place objects, cuz you don't need blender etc.). But trackED doesn't seem to like backfaces on models. I'm really curious if Piboso has anything to say about that to be honest.
I know I've said I'd release my objects, but it's so much.. It's hard to get a good, clean pack ready for release. I'll try though!
Looks nice! Sand looks a bit light tho ;)
Did I say Valkenswaard recently? I don't remember...
Quote from: Asdrael on March 25, 2017, 07:42:31 PM
Looks nice! Sand looks a bit light tho ;)
Haha ye! Just placing objects now :)
Quote from: Asdrael on March 25, 2017, 07:42:31 PM
Did I say Valkenswaard recently? I don't remember...
I actually almost made it for Mx Simulator's EMF GP series, because at first it looked like EMF couldn't use Haggqvist and Rafagas's track bases. They actually can use their tracks to build off of now, so I'm not needed anymore. I'm now just the objects guy for them.
Now that you mentioned me... Did you even try the track that I sent you like... A month ago??? Haha My guess is that you tried it but the track is so bad that I don't even deserve a comment from you hahaha
Just joking ;D
Quote from: rafagas on March 25, 2017, 09:36:14 PM
Now that you mentioned me... Did you even try the track that I sent you like... A month ago??? Haha My guess is that you tried it but the track is so bad that I don't even deserve a comment from you hahaha
Just joking ;D
The one you sent me over Facebook?
I've tried that one! Loved it! Did I really not comment back? :-[ :-[
---
Just saw it. New version! Totally forgot about it! Will try now mate. ;)
(https://i.gyazo.com/11d15c533df54e517a801335f0792365.png)
(https://i.gyazo.com/20683b3ea928a8e3202a579fc492e2a6.jpg)
update braaap sx school :)
https://gyazo.com/da82be6377e32d208e1dbd33a1bad97a (https://gyazo.com/da82be6377e32d208e1dbd33a1bad97a)
Looking way better David, nice work mate!
Quote from: Sandbiter on March 25, 2017, 09:16:29 PM
Quote from: Asdrael on March 25, 2017, 07:42:31 PM
Looks nice! Sand looks a bit light tho ;)
Haha ye! Just placing objects now :)
Quote from: Asdrael on March 25, 2017, 07:42:31 PM
Did I say Valkenswaard recently? I don't remember...
I actually almost made it for Mx Simulator's EMF GP series, because at first it looked like EMF couldn't use Haggqvist and Rafagas's track bases. They actually can use their tracks to build off of now, so I'm not needed anymore. I'm now just the objects guy for them.
i wasn't even aware you were making Valken for us ???
if the convert is simple and works great in mxb, you might see some (or all?) of our GP tracks, except Valkenswaard and Agueda which are Hagg & Rafagas bases, all others tracks from this year irl serie will be done for mxs by EMF trackmaking crews. We are following the irl calendar so already Losail, Pangkalpinang, Neuquen and Leon are done and i'm close to leave mxs (last year on this game for me) so ... we'll have to talk about that, i'll be full-time on MxBike after hosting the MXS of Nations (mid of october)
Might've talked to Smedley about that. Or it was a dream.
work in progress update BRAAAP SX SCHOOL track :)
(http://img4.hostingpics.net/pics/987702screen244.jpg) (http://www.hostingpics.net/viewer.php?id=987702screen244.jpg)
(http://img4.hostingpics.net/pics/324950screen242.jpg) (http://www.hostingpics.net/viewer.php?id=324950screen242.jpg)
(http://img4.hostingpics.net/pics/994706screen241.jpg) (http://www.hostingpics.net/viewer.php?id=994706screen241.jpg)
(http://img4.hostingpics.net/pics/492644screen240.jpg) (http://www.hostingpics.net/viewer.php?id=492644screen240.jpg)
(http://img4.hostingpics.net/pics/925181screen239.jpg) (http://www.hostingpics.net/viewer.php?id=925181screen239.jpg)
holy shit that looks amazing man! awesome!
Quote from: Braap570 on March 30, 2017, 02:16:17 PM
holy shit that looks amazing man! awesome!
thanks :)
more progress :D we are getting there.. track is so fun! rough but super fun! prob going to redo trees
(https://i.gyazo.com/ea355e2f178aeb4b6f9d639d4517f294.jpg)
(https://i.gyazo.com/a7260474cd398cccc65574e0c5c5a0b6.jpg)
Wow Damo, killed it man! Is this the beta track I have? Looks completely different haha
Yup! still alot to do!
Looking good man! Can't wait to give it a good rutting lol ;D
Quote from: TFC on April 03, 2017, 12:52:04 PM
Looking good man! Can't wait to give it a good rutting lol ;D
Lmao classic
cant wait to ride those tracks guys! awesome :)
Just a little test, nothing most of you will get excited from, but I see some very very cool possibilties here.
https://www.youtube.com/v/UkNVtvPjPPM
The water is just a plane under the actual heightmap.
We can use this method to make some very cool and realistic things like roots and rocks in enduro. This could even be used on supercross track for the plywood they use. If the ruts gets too deep we'll be riding on the ply wood, just like you see in SX sometimes.
Why is the vid unavailable?
Quote from: TFC on April 08, 2017, 05:33:39 PM
Why is the vid unavailable?
For some reason it was set on private.
Should work now! ;)
Ah cool ;)
It's a real shame that we can't make custom surfaces with their own particle effects.. That is pretty neat.
The next best thing would be to use sand. It gives a lighter spray effect but of course won't ever simulate riding through a foot of water :(
What resolution is this? My RAM just had a heart attack.
That'd help me so much with getting base textures done. Looks good.
Looks awesome geo
Quote from: geofanatec on April 12, 2017, 06:59:05 PM
2048 textures and only 2 of them. 3d grass cranked though for fun
So are they tiled? Doesn't look like it, that's why I was wondering.
I apparently need to go update my WC2 and see whats new!
helping out gdub :)
(https://i.gyazo.com/6d07dbdea4b13269020754b80ae8e552.jpg)
(https://i.gyazo.com/c868a9e0329356584cd9480e73f78097.jpg)
back half :)
(https://i.gyazo.com/69b976c7246b46a9166a49de0e7f9b62.png)
(https://i.gyazo.com/35acf10a2c54a2e1000ae92dcf0080d9.jpg)
Looking good!
Sorry gdub, know I said I would help ages ago.. I've changed my sig now, in the hope that it will help me stick to what I'm working on. Had way too many unfinished things floating about :(
Can't wait to get my hands on the final track :)
going for a new type of feel on the track, going to try to make the surface feel as real as i can, so i made bumps and ruts and all that in all over :) really rough but super fun! also textures are coming along
(https://i.gyazo.com/fc95b064203ed872baaa472319959782.png)
(https://i.gyazo.com/ccac4f8b77132a0e4bd50cfaf3c12ff4.png)
Quote from: Vortex_Damien on April 16, 2017, 12:15:22 AM
going for a new type of feel on the track, going to try to make the surface feel as real as i can, so i made bumps and ruts and all that in all over :) really rough but super fun! also textures are coming along
Our goal is to make it super rough and bumpy, so the technical riding doesnt come from hitting a rhythm the right way or a certain line combo, its from picking your way through using the smoothest lines, hopping certain ruts to get to the desired rut etc. Damien took my original real data heightmap and totally re done the jumps,ruts etc. My original focus for this project was to bring a full national event with all the banners and bales etc :). A big undertaking but we are determined to make it work.
We wanna get the textures just perfect where you can clearly pick out the different lines and ruts, a big problem we see alot is those hidden inside ruts which you dont really know are there until you hit it and crash, we want to focus on picking them out to keep battles on the track alive.
Looks incredible guys.
I could help with objects if you guys want. Especially with banners, that's my speciality.
I can help with deformation-things if you want. But it does look great right now.
Sands that would be cool mate. Do you have the 2016 highpoint banners already? I think we are 99%done on the heightmap.
Asdrael my man, what do you mean my deformation things Haa? Could always use extra help. So far I've been sat in my fat arse while Damo does everything, I'm just doing the rut and jumps textures as we speak though :)
So while Highpoint gets objects done and finalized i started on the next track :) muddy creek
(https://i.gyazo.com/dc30aeb8a88022b277b626c4f481a662.png)
(https://i.gyazo.com/19dc72fefa385a24ddf3f09da1dd2e5b.jpg)
(https://i.gyazo.com/f737a0d9ee384433537a724eafa6d5a5.png)
(https://i.gyazo.com/fd23f79880a2a73ea897ae106c9564b9.jpg)
(https://i.gyazo.com/d8d13e28d394ff27f64cc847f1dcd3f6.png)
Quote from: GDUBMX on April 16, 2017, 11:22:35 AM
Quote from: Vortex_Damien on April 16, 2017, 12:15:22 AM
going for a new type of feel on the track, going to try to make the surface feel as real as i can, so i made bumps and ruts and all that in all over :) really rough but super fun! also textures are coming along
Our goal is to make it super rough and bumpy, so the technical riding doesnt come from hitting a rhythm the right way or a certain line combo, its from picking your way through using the smoothest lines, hopping certain ruts to get to the desired rut etc. Damien took my original real data heightmap and totally re done the jumps,ruts etc. My original focus for this project was to bring a full national event with all the banners and bales etc :). A big undertaking but we are determined to make it work.
We wanna get the textures just perfect where you can clearly pick out the different lines and ruts, a big problem we see alot is those hidden inside ruts which you dont really know are there until you hit it and crash, we want to focus on picking them out to keep battles on the track alive.
I've taken a similar approach to Red Bud. I wasn't happy with the idea of spoonfeeding people lines as with heightmaps you end up with inside 'berms' not inside 'ruts'.
I constantly see people reviewing MX sim tracks referring to berms as ruts and I always find it odd lol..
What I've done with Red Bud, is make really low inside berms with no real curve or height (in some places probably the equivelent to 6 - 8 inches tall). At first they feel more like guides as where to ride, but after a few laps you get a real nice natural rut develop as the outer edge of the berm stays in tact the inside just gets deeper. Really easy to let your bike snap in to the rut and feels more amazing the deeper it gets :D
Quote from: TFC on April 17, 2017, 12:42:52 PM
Quote from: GDUBMX on April 16, 2017, 11:22:35 AM
Quote from: Vortex_Damien on April 16, 2017, 12:15:22 AM
going for a new type of feel on the track, going to try to make the surface feel as real as i can, so i made bumps and ruts and all that in all over :) really rough but super fun! also textures are coming along
Our goal is to make it super rough and bumpy, so the technical riding doesnt come from hitting a rhythm the right way or a certain line combo, its from picking your way through using the smoothest lines, hopping certain ruts to get to the desired rut etc. Damien took my original real data heightmap and totally re done the jumps,ruts etc. My original focus for this project was to bring a full national event with all the banners and bales etc :). A big undertaking but we are determined to make it work.
We wanna get the textures just perfect where you can clearly pick out the different lines and ruts, a big problem we see alot is those hidden inside ruts which you dont really know are there until you hit it and crash, we want to focus on picking them out to keep battles on the track alive.
I've taken a similar approach to Red Bud. I wasn't happy with the idea of spoonfeeding people lines as with heightmaps you end up with inside 'berms' not inside 'ruts'.
I constantly see people reviewing MX sim tracks referring to berms as ruts and I always find it odd lol..
What I've done with Red Bud, is make really low inside berms with no real curve or height (in some places probably the equivelent to 6 - 8 inches tall). At first they feel more like guides as where to ride, but after a few laps you get a real nice natural rut develop as the outer edge of the berm stays in tact the inside just gets deeper. Really easy to let your bike snap in to the rut and feels more amazing the deeper it gets :D
sounds awesome mate.. would love an updated beta haha ;)
By deformation things I meant guidelines to have deformation work and look ok on national type tracks. I don't think I can be useful with anything else beside testing sadly
or I can do the .rdf...
Those are some serious textures geo lol.. Have you played around with deform yet or given thought to how that might work?
Side note, Red Bud is coming along nicely 8)
(https://i.gyazo.com/c64c6b300991ac8d5a0bc03ede4d6724.jpg)
Holy guacamolee! Looks awesome!! Cant wait to test the new tracks guys!
(Hopefully im back skinning a few paints in the next week... We have to move to an other house atm, so i have to work a lot atm.... )
It looks amazing indeed... do you plan on having the yellow posts trackside? I have a fetish for those.
Lol.. Yes, there will be track markers.. and I'll put your name on one so everyone else knows not to go near it haha ;D
Probably pushing 50 laps of deformation and can still make Laroccos Leap ;D
(https://i.gyazo.com/f7bc59b35b4f52092743e1f8dd6c9c9f.jpg)
(https://i.gyazo.com/9e4df83b45dca3bac93b230199435d93.jpg)
(https://i.gyazo.com/c3c0dd9a048ca7cbc558db5352cfccd4.jpg)
(https://i.gyazo.com/034611b1d0bb4565a2a269da4eb7f94b.jpg)
(https://i.gyazo.com/fbfc4e37ee65d3ff324b5c618a98b776.jpg)
How to politely say "FU man stop playing and just put object already so we can help you "test" deformation!"
... wups just did ;)
OK one more lol, then I gotta go to work :(
(https://i.gyazo.com/d22d7506bb1a132b7dbdf9f9ace06924.jpg)
Damn TFC the Redbud track is looking awesome. Can't wait, keep up the good work everyone. ;D
graphics are all on low but man those ruts got gnarly
(https://s12.postimg.org/ncedp64r1/image.png)
(https://s17.postimg.org/3s2z9amin/image.png)
(https://s22.postimg.org/9yb678fup/image.png)
(https://s2.postimg.org/8ymzwthm1/image.png)
(https://s11.postimg.org/q7m37rvcz/image.png)
Quote from: Alex on April 21, 2017, 11:16:51 PM
graphics are all on low but man those ruts got gnarly
Haha yep they did!
Still some tweaking to do. But it's a lot of fun already.
Latest update on the objects..
(https://i.gyazo.com/957889c27c1c36c0b62ea9b133ce300f.jpg)
DAMN
We are going to have such a flood of new tracks in the upcoming week(s) :P
Quote from: Asdrael on April 22, 2017, 03:16:42 PM
DAMN
We are going to have such a flood of new tracks in the upcoming week(s) :P
8)
(https://i.gyazo.com/6f5339ead3682049cc7d4828d90383bb.png)
Wow! Very nice.
looking great damo! ;D
amazing :o
I see you added bumps and ruts again.
What about Asdrael's and my deformation maps?
(https://img.memesuper.com/5f7aaf62ae00c3e30a754d0c69dbb2ae_meme-crying-face-cute-image-memes-cry_264-348.png)
Looks sick though!
no bumps really and super small ruts to help guide :D im still going to do deform maps :D
Q. Would a higher rate of deform on all tracks be better?
I know in a perfect world with a full grid + 30min race, the default is fine..but do we expect that to be the case for the norm? Would be cool to see deform a little faster for the typical race/practice sessions.
Not usre this belongs here but like the discussion.
See I'd say either the opposite I.e deform slower in practice or stay the same would be best. Generally races recently have been on a fresh track so the deform rate has been spot on, but sometimes practices are voted consecutively 3 - 4 times in a row maybe more, if the deform was any faster it would get out of hand pretty quickly!
yea.. didn't think about the practice servers not being refreshed
Red Buuuuuuud! 8) Nearly done.. Still haven't reset the deformation since updating the heightmap, must be 100+ laps in now ;D
(https://i.gyazo.com/be1c239efcb4b98542211a2b1f8b8c44.jpg)
Looking good!
... but missing half the yellow dicks :p
looks awesome!!!
any change to release today? :o
Finishing touches dude.. Sometime this week.
Yellow markers mostly done, got bored lol.. Still need to make some spongebobs and will be adding a few easter eggs for fun ;D
Nice work looking great. Can't wait to try it out. ;D
Very tasty TFC :)
Okay well not sure if i can post this really but me and ruben working on some stuff.. here is the base for the outdoor track (WIP)
(https://i.gyazo.com/05b67cc362205d105b48771948b90b8a.png)
(https://i.gyazo.com/91af951bc708e172e8a15821f329be19.png)
(https://i.gyazo.com/d45725a58ed712cdc257132b94f05441.png)
(https://i.gyazo.com/67b098bd22fa5d1d2006977f2d8d8ae0.jpg)
(https://i.gyazo.com/1c8c4ebf61b89e20a51cb919ffd1597e.png)
Looks nice vortex
Looks nice! Fantasy or replica?
(please dont make it ultra rough ;) )
Quote from: Asdrael on October 20, 2017, 10:29:45 AM
Looks nice! Fantasy or replica?
(please dont make it ultra rough ;) )
It's a mix kind of. The overlay image you see here was custom made, but based on the environment of a real life track. The whole heightmap is custom though.
Once Damien is done with the heightmap I'll start working on an enduro trail going through the forest and over the grass tracks. I've told Damien to make the base terrain without any bumps or ruts, so it shouldn't be too rough. I'll probably add bumps and some small ruts in it myself, but I'm a fan of letting deformation do it's thing. Unfortunately the deformation doesn't build up yet though.
Sounds promising! Are you building an SX track and some free ride booters too?
Quote from: Asdrael on October 20, 2017, 11:30:38 AM
Sounds promising! Are you building an SX track and some free ride booters too?
We've talked about a supercross track yes, but I'm not sure if we're still going to do it.
Nice work guys, looking good :)
(https://i.gyazo.com/46990ad7891b903c677b97d3394d0c6b.png)
(https://i.gyazo.com/98cc1f41d8a4f2393c48c88a47fbc235.png)
(https://i.gyazo.com/65f7216996e126cd01c874f9d51c2b72.png)
Unadilla 2017 WIP..
(https://i.gyazo.com/6c04a1e7831d728837024029061e8410.jpg)
(https://i.gyazo.com/d81bde06c10d3d72ce44cd1106bcd70a.jpg)
Looks good TFC!
Looks great, and nearly deep enough ruts there :D
How well do 4k terrains and masks work these days? I remember they didn't work well online, did they?
Too much of a strain on PC. Would not recommend above 2k heightmaps and 1k masks.
Well, that's a bummer..
How many texture layers in total?
If I remember correctly, I routinely had around 10 layers working (textures with their masks).
Aight. Well, at least that's good then. I'm at 8 now but heightmap and masks are all 4k atm.
4k always worked fine for me. I can't remember having online issues but we weren't playing online much at the time.
We thought the 4k textures might have contributed to the problems we had in the GTX championship, but we had the same problems on tracks with 2k textures.
On the 4k heightmap front, I don't think it should matter. Gdub had a problem with replays or something but PiBoSo said they were supported so should work. Once the netcode is fixes we can check properly.
On the 4k textures front, I won't bother doing them again unless the track is huge. Personally I much prefer the look of a deformed track with well set up deform layers than one with painted ruts. Again I don't think it should matter too much once the netcode is fixed.
For the record, MXBC Compound has 4k textures and so does Paleta v2.
Good to know.
I think Damien and I will go for a 2k heightmap and try the 4k masks. We could make another version with 2k or even 1k masks as well though, but we're really trying to make our track look stunning.
Today I did a lot of texture work, and I also added ruts. As you said though, it's probably better to set the texture layers up correctly and start with a groomed track to begin with. We'll try some things out ;)
4k textures don't necesarily mean more tiling. Just more detail overall. Though, I don't think 4k textures are worth having either. 4K masks however are far superior over 1k if you ask me.
The current masks I'm making have bulldozer marks, which look decent in 4k. If I make my mask 1k, it'll just look like one dark line.
But isnt that more like a problem of downscaling ? :D If you had started the mask project with 1k it should be fine ?
This is 4k. Imagine this being 1k. Doubt it'll work.
(https://gyazo.com/f6e701f129dcb153ea14192abb8fac8f.png)
Yeah sorry I wasn't clear. Anytime I said 4k textures I was referring to masks.
The only reason I ever used 4k masks was for ruts.
Quote from: ℊℯℴ on October 27, 2017, 11:01:50 PM
I seriously doubt the mask putting a drain on performance (even online).
If thats the case I'm going to start making 8k maps. 8)
nothing much to show about Lierop..
basic terrain is done, i just have to add a shitload of bumps and then objects!
they're driving me crazy, as you can see they're placed in blender and they also appear in game scaled and placed correctly, but with no texture and not double faced as they should (fences are just a plane connecting 2 posts. i can see them, but the faces are visible only on one side, no matter what i do i can't make them work..an then the textures..)
anyone can help me please?
(https://i.imgur.com/x34AwcI.jpg)
looking great!
Sadly no, i cant help, havent learned object placing yet hahaha
Good luck Gio! ;D
It has to do with the game not handling double faces I think. You need to fiddle in Blender to double your faces and tecture (or is it an export option?)
And regarding roughness -less is more. Do it lightly on the base layer, game deformation will do the rest. In particular if you include extra roughness in the deformation layer.
Blender doesn't really do two sided planes. From the 3d viewport press 'N', then scroll down that right hand side toolbar and enable 'backface culling'. That will then show you the one side that really exists.
Also, if your banner face is on the wrong side, you can try recalculating normals with the object selected press 'ctrl + n' or you can 'invert normals' from the bottom left menu.
Also, you might have unwrapped and mapped your texture, but make sure you actually apply the material to the object in the materials and texture menus on the right.
Hope that helps :)
Oh man that track's gonna be so good! :D
aaand it works!
it's so frustrating when after 2 days of trial and error (or error and error) you realize textures weren't exported to the .edf because in a different folder..
anyway, super quick update on lierop
(https://i.imgur.com/rjQX2Ro.jpg)
(https://media.giphy.com/media/vWku8YNwyy5vq/giphy.gif)
nice work Gio, cant wait to shred!! i just hope beta 7 brings that super deep sand traction feeling, at the moment every surface just feels like ice
Quote from: GDUBMX on October 29, 2017, 09:27:33 AMi just hope beta 7 brings that super deep sand traction feeling
well Lierop and Mantova has basically the same exact soil so..
Looking good gio. Have you done any trees yet?
Also if those barriers use alpha, make sure they have the ck prefix for sorting. Right now it looks like the one behind is in front.
yep, i see the glitch and i was actually just trying to make them work in game i didn't even bothered to check the naming, but thanks for the remainder!
Np dude, looks great can't wait to ride it!
me too actually :D
and no didn't do any tree yet but i plan to make something low poly similar to what sandbiter did to keep the poly count as low as possible since there will be tons of trees here, and maybe a couple different treewalls to cover big areas
edit:
last update for today.
planting some trees and more stuff.
i know those hay bales looks like wooden boxes now, they'll be better!
and i also fixed the CK_ prefix for the glitching alphas!
(https://i.imgur.com/L4dT8G4.jpg)
(https://i.imgur.com/3zE0eE5.jpg)
looking great Gio! ;D
Yeah looks good man. Did you get any white halos around the trees?
Quote from: тғc on October 29, 2017, 06:44:28 PM
Did you get any white halos around the trees?
just a tiny bit if you really get close..otherwise all the alphas are working correctly!
how useful would it be to make objects collidable?
(https://i.imgur.com/XZWaV9Q.jpg)
Ah man Gio, so refreshing to see some new content creators again.. its giving me the fire to start up some projects again. Those track texture quite possibly look some of the nicest ive seen! super hi def
I would suggest making everything colidable, except the white ribbons around the track. It looks awesome by the way!
(I have tomorrow and Wednesday off, let me know if you need a hand or some testing. You can find me on the Discord channel starting tonight).
That looks sick Gio! Awesome work. :o
Quote from: GDUBMX on October 30, 2017, 10:29:09 AMits giving me the fire to start up some projects again. Those track texture quite possibly look some of the nicest ive seen! super hi def
c'mon do it! :D
those textures are the ones i used back in mxsim days..if i remember correctly.
Quote from: Asdrael on October 30, 2017, 10:53:50 AM
I would suggest making everything colidable, except the white ribbons around the track. It looks awesome by the way!
(I have tomorrow and Wednesday off, let me know if you need a hand or some testing. You can find me on the Discord channel starting tonight).
everything is collidable now, except trees (i don't want people to be trapped) and the ribbons.
no testing needed yet, i'm still placing objects.
as soon as i'm done with them i'll be on the dispmap and will definitely need help with that and traction and deformation :D
btw, when should i stop placing trees?
right now they're all using the same texture but i plan to use 3 in total..but they won't be 3 times as many.
is there any limit before performance drop or is what i read that dosn't matter how many polys, performance decrease with too many textures?
edit: trees are as low poly as possible, two planes for the trunk and 3 for the leaves..does they look good enough? texture looks crap i know, i'll try to fix it!
(https://i.imgur.com/GXoLl7H.jpg)
(https://i.imgur.com/Rs9MR3X.jpg)
(https://i.imgur.com/8Kx5bhl.jpg)
Honestly no idea. I'm thinking trees are fine - textures should be loaded only once per model, and I guess they are either 2 planes, 4 planes, or 4 planes and a 4 sided trunk? That's negligeable compared to terrain and bikes.
They were the halos I was talking about around your cutout. It's annoying because it shouldn't be a problem, and doesn't happen from every angle, but for the most part looks awful.
This thread might help http://forum.piboso.com/index.php?topic=4890.msg74465#msg74465
That looks really good Gio! Love seeing Lierop in game. I've never been there IRL, but for some reason it's just one of my favourite tracks. Bummer it got closed down. >:(
I know you said you're not done with the trees yet, however I just want to point this out before it's too late.
Those trees you have at the moment don't really look like trees that I've even seen here in The Netherlands. I think lierop has a mix of pine and oak trees, with the pine trees being in the majority.
If I were you I wouldn't worry about performance too much. This game can handle a lot. It's way better performance wise than Mx Simulator.
Not sure if you know, but I have actually released my trees and shrubs. Feel free to use them! :)
http://forum.mx-bikes.com/index.php?topic=1712.0
I still want to upload more of my track objects. All objects are thrown into lots of different folders though. It's a mess and it's a pain to sort everything out...
Honestly Sand, I think the trees are fine. They more or less look like the "high thin" pine trees there often are behind the dunes. Anyhow, Gio - we are nitpicking about tree essences, that should tell you your track looks great ;)
Quote from: Asdrael on October 31, 2017, 03:53:24 PM
Honestly Sand, I think the trees are fine. They more or less look like the "high thin" pine trees there often are behind the dunes. Anyhow, Gio - we are nitpicking about tree essences, that should tell you your track looks great ;)
Shush. :P
They do more of less look like the "high thin" pine tress yes, but they also look like palm trees to me. Not trying to bash Gio here in any way. He did a great job so far!
Palm tree.
(http://www.pngall.com/wp-content/uploads/2016/04/Palm-Tree-PNG.png)
Pine tree, sand version.
(http://c8.alamy.com/comp/EEFW7R/pine-trees-on-the-veluwe-outside-of-loenen-the-netherlands-EEFW7R.jpg)
Sandbiter next to a dutch forest
(http://i.dailymail.co.uk/i/pix/2012/10/11/article-2216322-1575443D000005DC-183_634x539.jpg)
Lol :D
(https://i.imgflip.com/59d2e.jpg)
almost done with tree placement, found the correct pine tree and almost solved the alpha glitch (found a decent cut out and checked tfc suggestion)
next placing the remaining object then off with fixing the heightmap (adding bumps and fixing some details here and there), traction and deformation!
(https://i.imgur.com/Bmhj1e4.jpg)
Looks awesome, and I think Sandy is glad about the pine trees.
Don't go overboard with the bumps and roughness though please :p Make it subtle - see it as planting seeds roughness will grow from - and let the in game deformation rough it up. It works well and on sand, it'll be deep enough :p
Edit: one suggestion out of the track building experience I have. Make the pit area (where the bikes are when you load up the game and start from) flat/horizontal as much as possible and make the pit surface either compact soil or even asphalt. The reason is that otherwise it will deform and dig a hole on your rear tire, making each pit stop worse and making it impossible to setup your bike sag.
Ahah I wasn't happy about those trees either..
Anyway it won't be proper roughness, just those long waves and maybe some breaking bump, maybe.
No ruts or sharp bumps, don't worry, it would be an almost pepped track
That looks gorgeous, absolutely stunning.
Those trees definitely look better. ;)
I agree with Asdrael. The game's deformation will make the track rough enough. Though, it is Lierop so it definitely needs to get very rough. If you want any help with deformation, pm me. I've made Southwick and we've been testing the track online a couple of times to try a technique I like to call 'deformation maps'.
I have edited my post but will repost it here anyway, as I feel it's important - even more so on soft terrain:
One suggestion out of the track building experience I have. Make the pit area (where the bikes are when you load up the game and start from) flat/horizontal as much as possible and make the pit surface either compact soil or even asphalt. The reason is that otherwise it will deform and dig a hole on your rear tire, making each pit stop worse and making it impossible to setup your bike sag.
Wow looking good man! Really looking forward to this. Here's hoping the next beta has a better online experience as we have some great tracks coming along!
Good suggestion on the pits Asdrael ;)
(https://i.gyazo.com/86031fe246d85f2443d62e40fc8659b4.jpg)
looking dope fats! :)
man, thats amazing! well done
hell yeah tfc
Fingers crossed I'll be releasing Unadilla this evening 8)
please do it!!! :D
oh.. they are crossed buddy! ;)
Sorry something's come up.. Hopefully can get back to it tomorrow.
Quote from: тғc on November 18, 2017, 10:30:00 PM
Sorry something's come up.. Hopefully can get back to it tomorrow.
How's the creation going mate? I hope the thing that come up wasn't too far into a distant galaxy.. Lol
(https://s33.postimg.org/9ltji4han/unadilla1.png)
slowly back to Lierop, sorry guys i'm buried with work lately..
anyway, here's the stock bumpiness of the track plus ruts formed after 3 laps.
hopefully Sandbiter will help with his deformation map thing to make it as much realistic as possible.
(https://i.imgur.com/gMqpikz.jpg?1)
(https://i.imgur.com/zRx2Oqt.jpg?1)
(https://i.imgur.com/I2nbSe3.jpg?1)
(https://i.imgur.com/9njvWE5.jpg?1)
(https://i.imgur.com/AEn1f0T.jpg?1)
Looking good!
For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.
So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.
So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Quote from: Asdrael on November 26, 2017, 03:37:56 PM
Looking good!
For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.
So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.
So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Asdrael is right. That's how the deformation maps are done.
Quote from: Asdrael on November 26, 2017, 03:37:56 PM
Looking good!
For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.
So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.
So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Doesn't sound that complicated afterall.. But is there any documentation about it?
So I don't have to go by trial and error or keep asking questions..
Quote from: giopanda on November 26, 2017, 11:26:31 PMDoesn't sound that complicated afterall.. But is there any documentation about it?
So I don't have to go by trial and error or keep asking questions..
I AM THE DOCUMENTATION
More seriously, nop, no extensive documentation - at least not when it comes to tricks for making "good" tracks. Just have to do trial and error, and sometimes compile what you've learned in tutorials ;)
Quote from: giopanda on November 26, 2017, 11:26:31 PM
Quote from: Asdrael on November 26, 2017, 03:37:56 PM
Looking good!
For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.
So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.
So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Doesn't sound that complicated afterall.. But is there any documentation about it?
So I don't have to go by trial and error or keep asking questions..
This might give you an idea of what we mean. This documentation is for MvA Reflex tracks though, and doesn't apply in Mx Bikes. However how the softness maps looks is how it should look in Mx Bikes as well, but only done with the alpha channel.
http://twisteddirt.com/wiki/SoftnessMapTexture
So.. Do people like collidable or non collidable bales in Supercross? 8)
(https://i.gyazo.com/c7a695602073f52b8d8e4c6600fc879c.jpg)
non collidable.....
Quote from: тғc on February 11, 2018, 11:02:28 PM
So.. Do people like collidable or non collidable bales in Supercross? 8)
(https://i.gyazo.com/c7a695602073f52b8d8e4c6600fc879c.jpg)
Wow! the looks very nice! tbh when i play supercross i feel like i would like them non collidable but, it doesn't effect me that MUCH so i'm down with the rest of the community.
Ahhhhh yes awesome fats!! This looks amazing mate
Looks great TFC, i'd go for collidable like the real thing :)
I am definitely edging toward collideable..
So anyone else want to make some stadiums?
Looks really good!
I'd say do both a non collidable version for people to train on and a collidable one for people to race on.
Quote from: Asdrael on February 12, 2018, 12:23:08 PM
Looks really good!
I'd say do both a collidable version for people to train on and a collidable one for people to race on.
do you mean non-collidable and collidable versions? I think it will be a great option.
Yeah wups, corrected.
(Need the GRE - "Good Riding Edition" back, like I did for Anaheim 1 some time ago... only collidable is too much for beginners).
Probably right to do two versions..
It's a shame MXB doesn't support physics bales, or ones that can be moved like reflex.
Quote from: тғc on February 12, 2018, 02:00:54 PM
Probably right to do two versions..
It's a shame MXB doesn't support physics bales, or ones that can be moved like reflex.
Yeah, or even the MXS version that slows you down a lot but without punting you. Another trick if you want "soft" bales is to put a mound under it. It will throw you off and make you fall but not put you into orbit.
I don't mind the collidable tough blocks. What track layout is this TFC? Looks good man.
Quote from: Twitch135 on February 12, 2018, 03:07:03 PM
I don't mind the collidable tough blocks. What track layout is this TFC? Looks good man.
Thanks :)
That is my version of A1 2018.
I wasn't gonna bother making any SX tracks but since Asdrael had to go and be inconsiderate and got a life I was left with no choice.
Plus I needed a reason to finish Angel Stadium 8)
Quote from: тғc on February 12, 2018, 03:14:25 PM
Quote from: Twitch135 on February 12, 2018, 03:07:03 PM
I don't mind the collidable tough blocks. What track layout is this TFC? Looks good man.
Thanks :)
That is my version of A1 2018.
I wasn't gonna bother making any SX tracks but since Asdrael had to go and be inconsiderate and got a life I was left with no choice.
Plus I needed a reason to finish Angel Stadium 8)
hahah awesome!! love it. good job mate, cant wait to jump back in game and play
Quote from: тғc on February 12, 2018, 03:14:25 PM
Quote from: Twitch135 on February 12, 2018, 03:07:03 PM
I don't mind the collidable tough blocks. What track layout is this TFC? Looks good man.
Thanks :)
That is my version of A1 2018.
I wasn't gonna bother making any SX tracks but since Asdrael had to go and be inconsiderate and got a life I was left with no choice.
Plus I needed a reason to finish Angel Stadium 8)
LOL! Thanks for making this, can't wait to rip some laps on it. Also thank you to ALL you guys who make tracks/bikes/paints/etc I really do appreciate all your hard work.
please can someone make a rough tutorial vid of making an example track or just anything simple for the public. can pay a little $ or model you something idk.
Quote from: Alex on March 18, 2018, 08:20:15 AM
please can someone make a rough tutorial vid of making an example track or just anything simple for the public. can pay a little $ or model you something idk.
I will, but only if you release the kx250 2t
first...
will need a tutorial for that to haha :'(
quick break from track making to update my track objects pack that i will release as soon as my tracks are done..or maybe earlier.
still miss some haybales (naked and covered) and don't know what else..
anyway, everything is super low poly to have the least impact possible on performances (the whole scene is 4160 tris, ground plane included)
but there's still some room for improvement to go as low as 3000!
(https://i.imgur.com/pHIQfy3.jpg)
Great work Gio, you're a huge asset to this community with what you are bringing. Thank you very much for the hard work you are putting in. Its so great to see a new track builder, Especially knowing some of your tracks from mx sim and seeing the quality there. Enjoy your week bud
(https://i.gyazo.com/05914879ff34e8ba694e6d117e6baa06.jpg)
Umpossible compound getting a revamp :) going to really try and wow people with this track
(http://vevmo.com/sites/default/files/Friday-Meme-Damn-06.jpg)
(http://vevmo.com/sites/default/files/Friday-Meme-Damn-06.jpg)
Looks great! But why do you not use f10 for screenshot?
Latest from Hawkstone Park WIP
(https://i.gyazo.com/2efd1dc477b2806413b76a14c5a850c9.jpg)
(https://i.gyazo.com/df48e1d3ef1a4e17f0757a9bc201f303.jpg)
AMAZING!
Looks impressive fat like always i apreciate your work to
Looking very nice TFC. Good work man.
Looking forward to this one....nice work mate :)
Holy F-Balls! I've never! Just two pics and I already love it!
Quote from: тғc on July 13, 2018, 11:11:59 PM
Latest from Hawkstone Park WIP
(https://i.gyazo.com/2efd1dc477b2806413b76a14c5a850c9.jpg)
(https://i.gyazo.com/df48e1d3ef1a4e17f0757a9bc201f303.jpg)
boy this is sick
Looks fantastic!
Question, i´ve notices that this beta handles ruts amazingly, like, really amazing!
So, would it be possible to have a rutted version or, could you run 100+ laps on it and bake the deformation in the final release?
just asking, i think that ruts would really add a difficulty in therms of going fast AF *Cough* make sandy crash! *Cough*
;D
Quote from: Mace-x on July 15, 2018, 06:42:58 AM
Looks fantastic!
Question, i´ve notices that this beta handles ruts amazingly, like, really amazing!
So, would it be possible to have a rutted version or, could you run 100+ laps on it and bake the deformation in the final release?
just asking, i think that ruts would really add a difficulty in therms of going fast AF *Cough* make sandy crash! *Cough*
;D
I was thinking about this.. I've done the same as I did with redbud and not refreshed the deformation since finishing the heightmap.
It did run amazingly but the last 10 - 20 laps have been an absolute struggle! However I have a couple of suggestions for PiBoSo for the next beta for this so will post in the suggestion thread.
Quote from: тғc on July 13, 2018, 11:11:59 PM
Latest from Hawkstone Park WIP
(https://i.gyazo.com/2efd1dc477b2806413b76a14c5a850c9.jpg)
(https://i.gyazo.com/df48e1d3ef1a4e17f0757a9bc201f303.jpg)
Oops, you did it again...
Looks like an old school GP500 track. Love it!
Thanks paco, Hawkstone is definitely old school and it rides like it too ;)
OK been a while but I'm really a lot happier about sand in B10. Still could use some work but it's closer to how good it was in B8b..
Anyway, an old GP track dating back to the 50's, still running the Hawkstone International that surely everyones heard of right? ;) Deep loamy sand and famously hard hill climb and descent, coming maybe later tonight or tomorrow:
(https://i.gyazo.com/de1a315fc93f02d56d2f5a4f72c36a33.jpg)
(https://i.gyazo.com/03bb7a59bfd8eda85beb970e58e73b1f.jpg)
(https://i.gyazo.com/f01db51e3a42a4820fffee5750c55d11.jpg)
Looks epic 8) can't wait to see this in VR.
wow, outstanding work once again mate. simply amazing
Awesome fat
looking forward to this one...i was there in '84 and witnessed "that jump" lol...happy memories
Quote from: stevo on November 25, 2018, 07:58:57 PM
looking forward to this one...i was there in '84 and witnessed "that jump" lol...happy memories
Wow nice! In 84 I was -1 :D
Quote from: тғc on November 25, 2018, 08:11:08 PM
Quote from: stevo on November 25, 2018, 07:58:57 PM
looking forward to this one...i was there in '84 and witnessed "that jump" lol...happy memories
Wow nice! In 84 I was -1 :D
"feels old much" lol...ps...what time are you gonna drop it?
Quote from: teeds on November 25, 2018, 07:42:52 PM
Looks epic 8) can't wait to see this in VR.
I'd love to see a video of that if you get the chance 👍
(https://i.gyazo.com/27d958f2e9401e67cc961bb341ade9c1.png)
supermoto????
Quote from: 7aroca gil on December 09, 2018, 10:47:46 PM
supermoto????
def not lol, it's the first step of his new track. Looks good so far
Looks like a track for men.
Haha it does... No clue what it is though? 🤔
My first thought was a French track
(https://i.gyazo.com/97f093611b03f3f2c6593c0527647bb8.png)
That's starting to look amazing TFC!
Long way to go 👍
This long uphill left hander will be glorious.
@TFC What type of roughness we going to see on this one mate?
Im really keen to start track production again, im thinking Fox Raceway (Pala) or maybe Cahuilla Creek.
Quote from: GDUBMX on December 11, 2018, 04:37:38 PM
@TFC What type of roughness we going to see on this one mate?
Im really keen to start track production again, im thinking Fox Raceway (Pala) or maybe Cahuilla Creek.
It will probably be similar to Red Bud. Starting with a relatively groomed track surface it will have the start of inside ruts to guide and be built on. It will have braking and acceleration bumps but not a huge amount. Deform will take care of the rest..
Getting there. Compiling with no shadows for now 8)
(https://i.gyazo.com/62d2c793ccace3429827868a9a94657c.jpg)
Quote from: GDUBMX on December 11, 2018, 04:37:38 PM
@TFC What type of roughness we going to see on this one mate?
Im really keen to start track production again, im thinking Fox Raceway (Pala) or maybe Cahuilla Creek.
Both of those tracks will be amazing.
Can't wait.. Every TFC track is amazing..
Excited for this one man. Nice work as always :)
(https://i.postimg.cc/901dm3CF/glendale-Preview.jpg)
My first creation to MX Bikes - local training track Velky Osek.
Currently I am in stage of height map - I got like 30%, trying to have it pretty rough like irl.
Later I will be happy if someone would like to test it with me so I can improve.
https://imgur.com/tvVzuO9
https://imgur.com/Ft6hCxa
https://imgur.com/4gB9JjG
Some sandy fun coming soon (not my priority actually)
(https://media.discordapp.net/attachments/262368858264829952/648652920404836352/unknown.png?width=977&height=514)
GP Tracks on their way too...
(https://media.discordapp.net/attachments/262368858264829952/648555752838922256/unknown.png?width=527&height=675)
Hi Guys these tracks are my test subjects of learning the track editing in Mx Bikes. Wish me luck! lol
(https://i.imgur.com/n5Qmcid.jpg)
(https://i.imgur.com/9K1zLMn.jpg)
(https://i.imgur.com/Tcb40H6.png)
(https://i.imgur.com/h6nDGMq.jpg)
good luck but looks like you got things sorted out so far..
Quote from: giopanda on May 13, 2020, 11:23:01 AMgood luck but looks like you got things sorted out so far..
Thanks lol, Still having a hard grasping on how to get my hieght map into the game
after you read the docs and watch tfc tutorial twice everything makes sense :D
Quote from: pulse on May 13, 2020, 10:25:37 AMHi Guys these tracks are my test subjects of learning the track editing in Mx Bikes. Wish me luck! lol
bro those look soo sick
My first track is almost done. I would say about 90%.
The track itself is done and rides really well! The surrounding area is what I am working on now.
Aiming to release this weekend!
That looks very good BeefLilly!
looks like a BIG beast of a track with some dope freeriding hills in the background cant wait!
Quote from: WestSideWill763 on June 25, 2020, 07:51:22 PMlooks like a BIG beast of a track with some dope freeriding hills in the background cant wait!
the hills in the back are only for aesthetic. :'( I'm so sorry!
all is good still looks wonderful looking forward to rippin the track
Are you going to release that SX/MX Hybrid track it looks sick!