MX Bikes Official Forum

Mods => Track Editing => Topic started by: philiaN on April 29, 2016, 02:22:12 AM

Title: Text Guide - How to make a Replica Track
Post by: philiaN on April 29, 2016, 02:22:12 AM
IMPORTANT: Always use the latest Track Tools

You need Track Tools and Example Track Files
Download Link: http://forum.mx-bikes.com/index.php?topic=89.0
Wiki: http://docs.piboso.com/wiki/index.php/MXB_Track_Creation_Guide

Replica Track Building - Folder Setup

Create Main Folder "Trackname"
   Create Sub Folder "track" (this will be the final track folder)
   Create Sub Folder "misc"

Copy into Main Folder:

Copy from /mxb_track_example following files:

map.bat
params.ini
track.hmf
track.tht
trh.bat
trh_params.ini

Copy from /TrackTools/Terrained following files:

terrained.exe (map.bat is using this application)

Copy from /TrackTools/mapview following files:

mapview.exe
mapview.ini (you have to start the mapview.exe once to get the .ini)

*1
Edit the map.bat and change the following Code example/example.map to track/track.map
Edit the trh.bat and change the following Code example/example.trh to track/track.trh



Replica Track Building - Heightmap

There are many ways to do a heightmap. (Earthsculptor, L3DT, any Image Editor, etc.)

1. Create the "Terrain/Heightmap" Base Layer 

Geolocation of AMA and MXGP 2017 tracks: http://forum.mx-bikes.com/index.php?topic=1946.0

https://www.youtube.com/v/m91V9rCSrLo

credits to TFC

Remember: Scale your heightmap (and texture in this case) to 2049x2049px

2. Create a rideable Heightmap

Open your Base Layer with Photoshop or any other Image Editor

Use following Settings

1025x1025 or 2049x2049 or 4097x4097
Modus Greyscale 16bit

And add the Gaussian Blur Filter (i used a radius of 8 )

(https://i.gyazo.com/175f50c7d7c24dd8319a03aac70e3070.png) (https://i.gyazo.com/8e17c5ec04f8110217d43f40e9cf47f8.png)

Save as

Save as Basic_Track.RAW (Select IBM PC)

Tip: Get high quality textures
https://www.google.com/maps/d/u/0/edit?mid=1ybnwqbU8eh4calticN85wK-3D2s&ll=50.87130771273404%2C10.4515265&z=6
(https://i.gyazo.com/ec4ed88546462f5c7286e379e9244296.png)
Click green to change to satellite and red for printing the map.

Step 1: Zoom in Step 2: Map print Step 3: Select A3 / your format (it depands on your track) / and picture -> Print and save the image. Your track isnt fully on the image? You can zoom out or maybe it helps to move the map! Then overlay the new texture on top of your old one. (Scale/rotate until it fits)

3. Create a simple texture mask

Create the mask with the following Settings:

2048x2048
Modus RGB 8bit

Create 2 Layers

top layer = track path (use a hard brush / color black transparency 100%)
bottom layer = white
(third layer) = use your texture as reference for the track path (find the widest track section and use it for your brush size - forced width!)

white will use the dirt.tga and black the mud.tga

(https://i.gyazo.com/9158ddcb9ffff4e7eeb801a6cd04f745.png)

Tip: Hold Shift (straight lines) for making the track path

Create the Alpha Channel (Channels -> select Red (or Green or Blue doenst matter) duplicate and name it Alpha 1. Turn on the RGB channel.)

(https://i.gyazo.com/5db4444220472e0f360b566bc7907da0.png)

Now it should look like this:
(https://i.gyazo.com/7e361fd4746eafd47b09e0679aacdd7d.png)

Save as mask_mud.tga

Tip: You can also downscale your masks to 1024x1024 (maybe even 512x512 should be enough, not tested yet)

Copy the /maps folder from the example track

Now you have all Textures you'll need, of course it is possible to change them.

4. Edit the track.hmt and track.tht

Now you should have the "heightmap".raw and "mask".tga

Open the track.hmf - delete all the code and copy/paste the following Code as base - same for the track.tht

Make sure to use your size_x/z and scale (you got from the TFC's Geolocation Tutorial)

samples_x = 2049
samples_z = 2049

data = Basic_Track.raw

size_x =
size_z =
scale =


Copy/Paste the following Code into the track.hmf

num_layers = 4
layer0
{
map = maps/mud_treads.tga
frame1
{
map = maps/mud_treads_wet.tga
}
repetitions = 50
}

layer1
{
map = maps/mud.tga
frame1
{
map = maps/mud_wet.tga
}
repetitions = 50
thickness = 0.14
}

layer2
{
map = maps/dirt.tga
frame1
{
map = maps/dirt_wet.tga
}
repetitions = 60
mask = mask_mud.tga
thickness = 0.06
}

layer3
{
map = maps/grass.tga
repetitions = 40
mask = mask_grass.tga
thickness = 0.03

grass
{
max_density = 25
height = 0.2
height_diff = 0.1
width = 0.25
width_diff = 0.1
texture = maps/grassfx.tga
densitymap = mask_grass.tga
}
}

To Check if it worked: Run the map.bat (takes a few seconds) and open with mapview.exe - load the .map file

Open the track.tht

Copy/Paste the following Code

num_material_layers = 3

material_layer0
{
material = soft soil
}

material_layer1
{
material = soil
thickness = 0.01
}

material_layer2
{
material = compact soil
thickness = 0.005
}

Tip: You can also make a folder for your masks - only change the code to mask = masks/mask_mud.tga

Run the trh.bat (takes only a second)

5. Create the Track file

Open TrackED.exe

File -> Load the track.trh (To Move hold the Z key and move the mouse - To zoom in and out use the mousewheel)

Tip: You only have to do the Centerline and the Pits for testing

Go to Centerline -> New
Rightclick -> Add Segment -> Straight -> Move it to the end of a Curve (click and drag) (the created segment will be spawn in the bottem left corner)
Rightclick for adding the next segments

Important:*3 You have to Start with a Straight and End with a Curve and they have to connect (better zoom in to check if they are connected)

Finish the Centerline

Centerline -> Save as track.tcl
Centerline -> Merge
File -> Save -> Overwrite track.trh

Reopen TrackED -> Load track.trh (It should have now a Red line)

View -> Race Data -> Select MX Bikes

Create the Start / Finish line (Long)

Create the Splits (Click Splits for autogenerated)

Create Checkpoints -> Add

Select Pits -> Select Absolute -> Create the Pits (X and Z)

Create the Pitboards

Select Grid -> Select Absolute -> Create the Grid

Save -> into track as track.rdf

Update the .MAP and .TRH File


Replica Track Building - Final Folder Files

Copy/Paste the following Files from mxb_example_track into the Final Folder (track)

example.ini (Edit with Notepad and change the name etc.)
example.amb
clearsky.edf - cloudysky.edf - rainysky.edf - background.edf

Copy/Paste the following Files from your Trackfolder into the Final Folder (track)

track/track.map
track/track.trh
track/track.rdf (should be already saved into that folder)

Go sure that the .ini .amb .map .trh .rdf have the same name.

*2
Important: If you change anything on the Heightmap etc., you have to update the .MAP and .TRH File, also you have to  merge the centerline again!!
So, Run map.bat -> Run trh.bat -> Open TrackED -> File -> Load the .trh File -> Centerline -> Open... -> select the .tcl -> Merge  -> File -> Save -> Overwrite the .trh File

Otherwise it could be that your Bike is sinking into the Ground.

To speed up the map.bat process, use the following values

shadowmaps_scale = 0.3 / default 0.2
shadowmaps_supersampling = 1  / default 4

Copy/Paste the Final_folder into MX Bikes/tracks

Test the width of your track!

Problem List

map.bat doesn't create a file -> go to *1
trh.bat doesn't create a file -> go to *1

Cant load the Track/Game Crash -> go to*2 or *3
Bike is sinking -> go to *2

General Stuff

Textures must be in TGA or BMP truecolor format. Size must be power of 2 (256, 512, 1024, 2048, 4096). Textures can be rectangle ( for example: 256x512, 1024x64 )
Heightmap etc. +1 Pixel (1025x1025, 2049x2049 etc.)

Main Track folder

(https://i.gyazo.com/9d6640aef0b4fb2554a5f98d670b60f7.png)

Final Track folder - without objects

(https://i.gyazo.com/516098f60582d008bb92f5184ee8ad80.png)

6. Prepare your Base Terrain Heightmap

Tip: To work with your tested width in Earthsculptor you can do something like that:

(https://i.gyazo.com/8b23f010ef96a4c23414c7693900d78f.png)

Open Earthsculptor

File -> New

(https://i.gyazo.com/e0500044c40f508049844cc804c5f436.png)

Import -> Heightmap image

Select the Brush Tool -> Set Texture -> Select your Texture (Make sure pure white is also selected, otherwise your texture will be colored)
(https://i.gyazo.com/6bf8344cea24e3c5882b597520b982e2.png) -> (https://i.gyazo.com/50391a20cce9b27800b386395a97a3f2.png)
Use following Settings to paint your texture on the track:
(https://i.gyazo.com/292db0b8bf060f117bdab92b35cf5af0.png)

Now go back to the Terrain Tool and use following Settings:

(https://i.gyazo.com/32829e895603470f509d28c547942a85.png)

Now save the Project into a new folder -> Save as... -> /ES Projects/ -> Track_Base_01

6.1 Terraform Tool

Select the Terraform Tool -> Level (Strength 1, Softness 0)

For this section i used the Stairs technique to prepare the track. Simply build stairs from the side you want to be on the same level.

(https://i.gyazo.com/ac932a30b44a9c8383b9b9c965df0ef9.png) -> (https://i.gyazo.com/2d0e8f2b112806da3e4b082d56be081a.png)

Then use the Ramp Tool to even the stairs and smooth it. (Tip: Try different Strength's and Softness' to understand how it works and try different Radius' for the edges)

Tip: Activate the Grid in the Terrain Tools to better see what you are doing.

Now it should look like this:
(https://i.gyazo.com/01ec00fafdcb4547ab94d0ac94a77fd9.png)

For sections like this: Use the Ramp Tool (Strength 1, Softness 0)

(https://i.gyazo.com/3d2c80c175ad9527e6e1f07d318489cd.png)

It's possible that you have to lower or raise certain sections of the On/Off Track. You can use the Raise/Lower Tool or simply the Grab Tool. Just figure out how to use these tools.
Remember you can also combine those Tools.. e.g. Level an area and than grab this area to raise/lower it.

So this is my final Base layer: You see there aren't really any jumps etc.

(https://i.gyazo.com/ba55c33c8703bc76d471bcea048819d2.jpg)

Save again and Export -> Heightmap image

Remember: You can always make adjustments to this base layer to effect areas!

7. Create your Jumps

There are different ways to make Jumps. You can do it in Sketchup (how i did it), L3DT, Earthsculptor (i can't recommend this for a beginner, you'll need some good skills. Otherwise it's to time consuming and frustrating) or do it with gradients (Photoshop)

With the following Technique you will know excatly how the Jump will look like.

https://www.youtube.com/v/CUSQWQ2ynQE
credits to TFC

Tip: When you save the Jump make another save from the Front, so you know how the jump looks. (Camera -> Standard Views -> Front)

7.1 Place your Jumps in Photoshop over the Base Layer

Open the Jump and Copy/Paste it into your heightmap, always use a seperate layer for each jump. (you dont have to select the jump) Now select Negative Multiply and use Strg+T to scale, place and rotate the jump. Then bring the Opacity down to X% (you have to test it ingame, which % is the best.)

(https://i.gyazo.com/f2ef3b0d473f476c92330bc7e69e87dc.png) -> (https://i.gyazo.com/40b4010cc1e0a022e1c6e65084c1449b.png)

Tip: When you are done with your jumps duplicate your jump folder and merge the layers (Strg+E)

Apply a Gaussian Blur Filter -> Blur Filter -> Gaussian Blur (something between 1 - 1.7 should be enough, dont use too much)

Tip: Is the ramp to steep? You can cut the jump into two/three layers than scale the jump(+landing) just a little bit.

(https://i.gyazo.com/9556cd76513f1b32af6c8fcc5a41fa05.png)

Tip: Organise your Project (specially the jumps/ruts)

(https://i.gyazo.com/3bb7bdfd082f71c6bb4f1e9d8c757684.png)

7.2 Create your Berms/Ruts

Make a new path for each berm! Use the Path Tool to create the shape of your berm. Right Click -> Create selection -> Radius 0 -> OK
Make a new Layer for each berm! Now fill it with white -> de-select the selection -> Filter -> Blur Filter -> Gaussian Blur (use X radius / i used 2.7 for outside and 2.3 for inside berms -> trial and error) Bring down the Opacity to X % (trial and error)

(https://i.gyazo.com/9e74b216b56d33833dfffe3309464edd.png) -> (https://i.gyazo.com/06870e4042c76c1c7560c882bf21d3a4.png) -> (https://i.gyazo.com/b2fc5f142adb5461481344e37a6e020b.png) -> (https://i.gyazo.com/fbc7b5ba1c0389cc8c64d3eb8783cddb.png)

Tip: The thin sections of the berm (https://i.gyazo.com/43eba0a83cd92f4a20ac968ce5e3827b.png) isnt really noticable later ingame. So make sure your wider berm is helping to get into the straight again.

7.3 Create the Roughness

Tip: Use different layers, you will need seperate layers later for the texture masks!

Create the natural bumps:

Create a new layer -> Simply use a soft white brush and paint some dots -> Gaussian Blur -> Lower the Opacity
Create a new layer -> Simply use a soft black brush and paint some dots -> Gaussian Blur -> Lower the Opacity

Create the braking bumps:

Create a new layer -> Simply use a soft white brush and paint some braking bumps -> Gaussian Blur -> Lower the Opacity

Result:
(https://i.gyazo.com/e6b8ab8b8f95e2efe050a6330175e272.png) -> (https://i.gyazo.com/ad43443fda9513c9ec0d1eba69d7aefe.png)

Tip: You can always use a Mask to adjust your Roughness (soft brush, transparency ~25%)
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on April 29, 2016, 02:38:42 AM
^Project Folder^

Download-Link: https://mega.nz/#!sc0mFZyA!eS_AkY8x3HzYQTm5UmSzSGLkqGC2MLOxb3hx1aiilMk

Important: Download and update the Track Tools

Now you can start to make the jumps, berms and that stuff.

Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on April 29, 2016, 04:14:23 AM
thank you for this text version.. you have already solved my issue with map.bat!!



The track tools that I downloaded only has mapview, I don't see the .ini
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on April 29, 2016, 04:46:12 AM
Start the mapview.exe once
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: GDUBMX on April 29, 2016, 07:50:51 AM
Nice Phil, this will certainly help with creation that's for sure.
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: ryanmx25 on April 29, 2016, 05:14:14 PM
Hell ya thanks man! I tried converting one of my track from sim into this yesterday but I couldn't get the .map file to create but I'll give it another go today. I know I'll have to rework my whole track to cater mxbikes but it shouldn't take too long, we need some more tracks :D kinda weird to use a different games ingame editor to make terrain for this game but I love how it works :P
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on April 29, 2016, 07:17:19 PM
It's already helped me a ton.. it helps clear up the vids a bit (vids + text is great).

I was able to get everything working in map view and is nice to see my terrain load. I am crashing to desktop when trying to load in-game but who knows I'll make it work :)

Thx again
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on April 29, 2016, 08:40:23 PM
Sorry, i forgot an important thing, go to *2, this should solve your problem :)
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: StoneRider on April 29, 2016, 10:21:02 PM
thanks phil !
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: ryanmx25 on April 29, 2016, 11:26:15 PM
I am getting a crashing game also, I followed the step, updated my .map .rdf .trh and all that. The only thing i really skipped off on was the .rfd, I didnt place the start/finish or any checkpoints because the coordinates werent showing up in my tracked, i dont know if thatd cause my problem. Here is a pic of my folder https://gyazo.com/5dcbd9c5a8c7e8acf2c5b39c29fe3216 Hope someone can help.
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on April 29, 2016, 11:32:47 PM
You did this Step? I cant tell you if you need to do all the Steps from TrackED, but you have to do the Centerline.

Important: You have to Start with a Straight and End with a Curve

Finish the Centerline

Centerline -> Save as track.tcl
Centerline -> Merge
File -> Save -> Overwrite track.trh

Reopen TrackED -> Load track.trh (It should have now a Red line)

and did you do this Step?

Important: If you change anything on the Heightmap etc., you have to update the .MAP and .TRH File, also you have to  merge the centerline again!!
So, Run map.bat -> Run trh.bat -> Open TrackED -> File -> Load the .trh File -> Centerline -> Merge  -> File -> Save -> Overwrite the .trh File


Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: ryanmx25 on April 29, 2016, 11:56:17 PM
Quote from: philiaN on April 29, 2016, 11:32:47 PM
You did this Step? I cant tell you if you need to do all the Steps from TrackED, but you have to do the Centerline.

Important: You have to Start with a Straight and End with a Curve

Finish the Centerline

Centerline -> Save as track.tcl
Centerline -> Merge
File -> Save -> Overwrite track.trh

Reopen TrackED -> Load track.trh (It should have now a Red line)

and did you do this Step?

Important: If you change anything on the Heightmap etc., you have to update the .MAP and .TRH File, also you have to  merge the centerline again!!
So, Run map.bat -> Run trh.bat -> Open TrackED -> File -> Load the .trh File -> Centerline -> Merge  -> File -> Save -> Overwrite the .trh File



I got it working 8)Thanks for the writeup dude! I still can't see coordinates in my tracked, it seems there is another subgrid covering where geo's was
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on April 30, 2016, 01:16:19 AM
Thanks to geo and fats for the vids and a HUGE thanks to you for step by step in text! (helped me not lose track of steps)

I am able to load my terrain and ride around on it!! thank you good sir! Now I can start a project for a hopeful future addition to mxb tracks!
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on June 13, 2016, 10:22:53 PM
I have to give you the most credit for me finally making a track that works! The vids are great but hard for me to go back and check over the steps to make sure all is in order.


Would you ever consider doing an objects text tutorial?
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: Asdrael on June 14, 2016, 01:00:08 AM
Honestly, objects are the easiest but most time consuming part.

Sketchup 3D Warehouse, learn to refine this (not difficult if you do basic stuff really) and spent a bit of time spent on textures. Poof, voila, objects. Use the "Corner Block" trick to check scale beforehand for safety.
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on June 14, 2016, 02:17:31 AM
I think the objects themselves are not too hard..its more the process to get them in game and working. I will just have to review the vids again and make notes.


Terrain shaping/track building is a good example.. I enjoy making the terrain and shaping the track. This is the part I find enjoyable and easy, hate to use the term easy but I mean it is doable without a big issue and fun. It's something to get better at over time.

So, objects are most likely the same way, crafting the object is entertainment and fun but the process to make it work in game is where I become a bit turned around. Same thing happened with terrain shaping, I just couldn't get it in game. 

Funny part is, once I figured it out (using the text guide) it wasn't hard, lol.. so the objects are probably the same. I am a slow learner in some ways, but very fast after I "understand" it.
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on June 14, 2016, 02:28:04 AM
And what's the corner block trick?
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on June 14, 2016, 02:48:41 AM
Quote from: geofanatec on June 14, 2016, 02:39:14 AM

There are definitely 2 types of "learning". Some do better with videos, some reading :)   
I guess I am both. Watch the vids, then read the text to make sure I am in order, ha.


Major props to you for the vids, especially before release?! It would be interesting to see your current skill/knowledge vs pre-release in the updated vids.
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: Asdrael on June 14, 2016, 10:22:05 AM
Quote from: BadStar on June 14, 2016, 02:28:04 AM
And what's the corner block trick?
To check the scaling of your export, you create first a block that you put in the corner of the map opposite to the origin of your 3D file. You align it with the corner of your map gradually (by exporting to mapview). When it matches, lock it and realign your map/mesh on it in the 3D software.
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on June 14, 2016, 05:32:21 PM
Thx! Need all the tips I can get  :D
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on September 15, 2016, 03:23:08 AM
Bump - Because its good stuff
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on October 08, 2016, 05:05:18 PM
Quote from: geofanatec on June 14, 2016, 03:26:24 AM
My skill is devoted to the KXF :)

Anyway, later this fall I will update tutorials. World Creator 2.0 will be out (very excited for this and damn good tree/vegetation)!

I will update videos surely during this time.

Maybe, just maybe once I get this bike in game from scratch (already did on model I purchased) I will do videos for putting a model in game. Not building it, but getting one to work.

Edit (link): http://world-creator.com/

https://www.youtube.com/playlist?list=PLuiZ20pj3DlI_-28ebx-4-24GqiUXJI0K
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: [GH]Cody on January 20, 2017, 08:55:12 PM
bump
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on January 26, 2017, 12:46:38 AM
Bump..


bc I appreciate all tutorials
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on January 31, 2017, 08:18:34 PM
Added: Download-Link for Basic Track Project (Flat with some Test Jumps)
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: BadStar on July 01, 2017, 09:36:13 PM
btw, your guide has always been spot on!

but, one task that always fails: see bottom
-------------------------------------------------------------------------------------------------------------------
Run the trh.bat (takes only a second)

Open TrackED.exe

File -> Load the track.trh (To Move hold the Z key and move the mouse - To zoom in and out use the mousewheel)

Go to Centerline -> New
Rightclick -> Add Segment -> Straight -> Move it to the end of a Curve (click and drag)

Important: You have to Start with a Straight and End with a Curve

Finish the Centerline

Centerline -> Save as track.tcl
Centerline -> Merge
File -> Save -> Overwrite track.trh

Reopen TrackED -> Load track.trh (It should have now a Red line)

View -> Race Data -> Select MX Bikes

Create the Start / Finish line (Long)

Create the Splits (Click Splits for autogenerated)

Create Checkpoints -> Add

Select Pits -> Select Absolute -> Create the Pits (X and Z)

Create the Pitboards

Select Grid -> Select Absolute -> Create the Grid

Save -> into track as track.rdf

Update the .MAP and .TRH file
------------------------------------------------------------------------------------------

*If I update the .trh it crashes during load, so I never do that. Only the .map (not sure if I'm reading this wrong but it may help newbs to re-word?
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on October 06, 2017, 05:23:03 PM
updated how to make proper textures/masks
Title: Re: Text Guide - Geo's Tutorials 1-5
Post by: philiaN on October 23, 2017, 04:25:32 AM
updating the text guide to a "full" tutorial for making a replica track + textures (maybe without object placement - im waiting for the new trackED update)

work in progress
Title: Re: Text Guide - How to make a Replica Track
Post by: philiaN on October 23, 2017, 07:33:35 PM
still updating - can someone help me with doing the guide in proper english ? :D
Title: Re: Text Guide - How to make a Replica Track
Post by: 𝖙𝖋𝖈 on October 23, 2017, 09:00:56 PM
Does Geolocation via SketchUp still work? I heard Google were selling that service and cutting it from SU, even pro. Haven't tried recently though..
Title: Re: Text Guide - How to make a Replica Track
Post by: philiaN on October 23, 2017, 09:11:04 PM
For me its still working. Someone else couldn't even switch to satellite.. Maybe i should do alot of base's before even i cant use it anymore :D

*We had the same version.. Maybe its regionally?
Title: Re: Text Guide - How to make a Replica Track
Post by: 𝖙𝖋𝖈 on October 23, 2017, 09:13:07 PM
Yeah dude.. Grab every US national and EU GP track, note the dimensions of each one..

It's a lot of work. I don't think anyone would expect someone to do that, it's why I didn't bother lol.. ;)

That and if the service is stopped, I'll just focus on fantasy tracks again. ::)
Title: Re: Text Guide - How to make a Replica Track
Post by: philiaN on October 23, 2017, 09:30:43 PM
I will do tommorow every base layer of the AMA championship 2016/17 (same tracks)

http://www.promotocross.com/motocross/race-results

and then all base layers of mxgp

http://www.mxgp.com/tracks

and upload all of them..
Title: Re: Text Guide - How to make a Replica Track
Post by: philiaN on October 24, 2017, 12:25:05 AM
Done with AMA tracks without measurements - only southwick is missing, there is no height data :D

MXGP 15/22 done ...  ::) good night
Title: Re: Text Guide - How to make a Replica Track
Post by: philiaN on March 19, 2018, 11:02:54 PM
https://www.youtube.com/v/tcZYkwIQ4Hs

mic wasn't recorded.. but maybe it helps some people