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Mods => Tracks => Topic started by: Asdrael on June 08, 2016, 11:46:40 PM

Title: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 08, 2016, 11:46:40 PM
In the midst of a fury of MX track, here is a replica track: The second round of the Supercross 2016 season, San Diego 1!

(https://i.gyazo.com/6a0f351bb7f2dcb929f81ebadbf1f8af.png)

The scaling is 1.1:1 - simple reason: it's more fun, while keeping it realistic. It is based on the actual track that was raced, not the blueprint (there were a few changes). The goal was to have a fun but difficult and challenging track - from what I heard, this much is successful.

It is made to be raceable, even with collisions on. Each lane and turn has at least 2 different and viable lines. I strongly recommend a 250F as the 450F power delivery at low speed is really tough to handle. Throttle control galore! Tip: stiffen your fork ;)

I will really welcome feedback on this as I plan on doing a few more rounds soon.

Track heightmap done on photoshop, L3DT export to Sketchup for object placement.
Everything done by me, except the 3 model of the stadium (3D warehouse, Sketchup), as well as the sky texture which comes from an old Q3 mod database. Logos were adapted and process to provide suitable textures for the newly made objects. Shoutout to geofanatec and TheFatController for their tutorials that have been a great help.

Enjoy!

SX2016 Round 2: San Diego 1 TRACK LINK ON MEGA. (https://mega.nz/#!IRRWGJaL!5sdf7TiLyNpl53Tuhdx9djf_92aleR2agEMgS17j06E)
SX2016 Round 2: San Diego 1 TRACK LINK ON MXBIKES CENTRAL. (http://www.mxb-central.com/sx2016-rd02-san-diego-1/)

Disclaimer: No objects have collision, so you guys have an easier and less frustrating time learning SX. The "Monster Cans" have a surprise inside tho...
Title: Re: SX2016 Round 2: San Diego 1
Post by: ZATOX02 [FR] on June 09, 2016, 12:02:13 AM
another new track gifts tonight  ;D ;D
a big thank you for all this work
Title: Re: SX2016 Round 2: San Diego 1
Post by: philiaN on June 09, 2016, 12:06:53 AM
damn, cant download it :( it was super slow and than there was a Temporary error. Can you please upload to another file sharing host?

*now it works, slow but it works (300kb/s)
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 09, 2016, 12:11:02 AM
Quote from: philiaN on June 09, 2016, 12:06:53 AM
damn, cant download it :( it was super slow and than there was a Temporary error. Can you please upload to another file sharing host?

*now it works, slow but it works (300kb/s)

I had made a mistake in the mega encryption setting. Should be better now - will upload on other media asap. Also submitted to MXCentral - waiting on a kind mod approval.
Title: Re: SX2016 Round 2: San Diego 1
Post by: philiaN on June 09, 2016, 12:30:36 AM
I have to say, i didn't expect that it would be so good after your beta. Please make more sx tracks, so we can make a sx series. Really nice to ride!
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 09, 2016, 12:34:44 AM
Quote from: philiaN on June 09, 2016, 12:30:36 AM
I have to say, i didn't expect that it would be so good after your beta. Please make more sx tracks, so we can make a sx series. Really nice to ride!

Thanks a lot. This was a long learning process as I didn't even have Photoshop installed before I started. First track ever, first time in Sketchup, etc. Hopefully the next ones will be better (and faster to produce too :p). The beta was 1:1, this is 1.1:1 which does make a big difference as the jumps are smoother and there is more room for mistakes - but you need more speed. Good compromise imo.

Cookies for the first sub-1 minute laptime! Come on guys it's way doable on a 250F ;)
Title: Re: SX2016 Round 2: San Diego 1
Post by: pacopastor34 on June 09, 2016, 01:29:01 AM
Oh no, 3 new tracks.
Title: Re: SX2016 Round 2: San Diego 1
Post by: GDUBMX on June 09, 2016, 03:09:44 AM
Track approved on Mxbc mate,  thanks for hosting with us.
Title: Re: SX2016 Round 2: San Diego 1
Post by: GDUBMX on June 09, 2016, 06:11:09 AM
Lol you love it Geo. 
Title: Re: SX2016 Round 2: San Diego 1
Post by: Mace-x on June 09, 2016, 06:30:19 AM
The track is challenging as fuck, i dont think i´ve been able to clear a full clean lap yet hahaha
Love it mate, it´s also nice to see a stadium track with a good amount of objects, would love to see some more worked textures tho, thanks a lot for the track Asdrael!  :D
Title: Re: SX2016 Round 2: San Diego 1
Post by: pacopastor34 on June 09, 2016, 09:47:09 AM
I like it so much. Trying to figure out how to pass that whoops haha. Do you need help with terrain textures? They are so simple and unrealistic. The rest is very good. Congrats mate!!!
Title: Re: SX2016 Round 2: San Diego 1
Post by: Paradox28 on June 09, 2016, 10:21:06 AM
Giving you major props, also!  Very cool to see a stadium make it into the game.  This one rides so much better than the beta so you nailed it with scaling.  Those whoops are about a B**** though! lol.  Guess thats why they separate the men from the boys
Title: Re: SX2016 Round 2: San Diego 1
Post by: philiaN on June 09, 2016, 10:24:45 AM
for the whoops: 1st gear + lean back + full throttle  :)
Title: Re: SX2016 Round 2: San Diego 1
Post by: 𝖙𝖋𝖈 on June 09, 2016, 10:30:52 AM
Great job Asdrael, I'm in love with the whoops, they feel almost perfect!

My only criticism is the triples seem a bit small.. Maybe it's the physics or the angle of the take offs, but I find I have to work to keep the front end down and the landings feel too low.

Other than that, had a good 20 minutes last night trying to nail the rhythm section with no luck, but something to aim for! Keep it up man, great job :)
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 09, 2016, 10:37:45 AM
Thanks for the feedback :)

I can give some tips but I run mostly with the 250F, not much with the others. I was actually surprised that after tuning the obstacles shape and scale the lines emerged "by themselves" and the physics allowed for "realistic" (to an extent, I have never ridden a proper SX track) techniques to function. Once you "get it" you can run lean laps no problem. I personnaly run on a 250F under 1.05 clean no problem, I think my personnal best is right at 1:00.

3 hints today to put you on track (...haha), might give some others later on ;)
As for the terrain texture, I just used the in-game tiles. I should definitely look into making it better - if I can't manage, I'll gladly take the help Paco. I just had so much on my plate for this first one that I took the easy route for the ground.

The triples are scaled 1.1 height and distance as well (they are 68' roughly, with 6', 4.5' and 3' - all scaled x1.1). I was surprised at how "small" they came out as well until I watched some more videos. It's damn impressive for sure IRL, but they don't fly "that" high. I tried making them bigger for the umph but then they either: compress your suspensions too much and throw you sideways -which is partially what is happening if you fly nose high all the time-, make you fly low but way too far, make you go high but you lose all the horizontal momentum before you land (small physics issue there, it seems like you lose too much speed due to pure air friction). Plus on that track, there was not much room to have bigger triple due to obstacles before. Next one though is different ;)

- Edit: point taken on the triple landing. I went with 3' as it was textbook -litterally- but from an old document. It looks like they put it at 4' now from comparing pictures. Will change this for next tracks.
Title: Re: SX2016 Round 2: San Diego 1
Post by: EdouardB on June 09, 2016, 10:47:50 AM
A few beginner tips on this track (I'm Asdrael's brother, helped testing the track). I almost never play MXB but was able to quickly get down to 1'03 laps with these tips:
- Suspension settings are important. A harder fork helps. Generally you want a stiff bike.
- for the whoops, make sure you're almost perfectly straight, I use 2nd gear on a 250 2 stroke, 3/4 throttle, lean all the way back. Don't change direction.
- for the rythym section, the "easy line" I use is to absorb the first bump and then do 2-2-2-2-2. Very easy to do lap after lap without crashing.
- generally speaking, once you start a rythym section, you don't want to turn at all during the whole section, and if you absolutely have to, be careful with it ;)

Have fun :)
Title: Re: SX2016 Round 2: San Diego 1
Post by: EdouardB on June 09, 2016, 10:59:21 AM
About the triples being small: to be honest, if you go see a supercross race in real life, the triples are big but not huge. 2nd gear on a 450 IRL in the US. Some motocross jumps are much much bigger!
Title: Re: SX2016 Round 2: San Diego 1
Post by: pacopastor34 on June 09, 2016, 11:33:19 AM
Adsrael PM if you want me to rework the texture maps. There are not the textures, is the mapping what will change that issue.
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 09, 2016, 12:53:57 PM
Quote from: EdouardB on June 09, 2016, 10:47:50 AM
(I'm Asdrael's brother, helped testing the track).
You "I spammed him everyday to get the newest version for 1 week straight" :p

Quote from: pacopastor34Adsrael PM if you want me to rework the texture maps. There are not the textures, is the mapping what will change that issue.
PMed. Although it might have been an email, not sure where I clicked :p Thanks!
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 09, 2016, 08:20:41 PM
I haven't read everyone's opinion so if I say something already said..my badz


1st) Such a dramatic difference from Beta! Great Job!

2nd) This is the 1st, raceable/rideable SX for me in MXB so far!! So thank you so much I have been having to get my sx fix from MVA

3rd) The differences you made with the scale are excellent from beta and I can make it most of the time around the track no wrecks so great!!


If I could request anything (hate to do so bc I don't have the skill to do so myself lol)

*Put some sort of texture/race lines on the rhythm sections so the jumps don't blend..its a bit hard to look ahead and decide on a line..its more off memory because its all one color.


Other than that man, I applaud you for the huge improvement and finally we have a legit SX in game...!
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 09, 2016, 09:42:08 PM
1:03 stock 250rm with 12/50 gear..2nd gear does most every thing.. (im a middle of pack skill so u guys will do much better)

On the rhythm I finally got a triple/triple/double/double!! but I think the turn before the rhythm section could be a bit wider or something to help set up for that.. hard to triple out into that rhytm section but fun trying!!

I usually roll the first part and double all the way for safe keeping..  Whoops are easy as long as u pick a gear, lean back and stay on the throttle (dont turn or let go of gas)..



***Maybe some time of invisible border throughout the track or something needed.. what will happen when we crash and respawn on other sections of track..will it mess up our lap counter in MXB?
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 09, 2016, 09:51:15 PM
Good job! Found the fastest line there!

I *intentionally* left some stuff very difficult to do as to allow better riders to make the difference. If everyone ran the fast line every lap, it wouldn't be fun, challenging, nor make for good racing. Be glad I kept a somewhat steep berm here, the real track was almost flat ;)

As far as the lap resets go, I'm not sure. There is around 15 checkpoints with 10s penalty on each one of them, so that should take care of hotlaps. As for racing... no clue really. I am kinda against solid toughblocks for now as they are way too unforgiving for the current state of the game and of our skills for SX. Maybe further down the line once we figure out much better how obstacles should work.

Also, do you run without shadows or something? I made the light angle in a way that should delimit sufficiently every jump. I have to admit tho that textures could be improved.
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 09, 2016, 10:19:13 PM
yea good idea on leaving some of the hard lines for skilled riders.. it is pro sx after all..


I don't like the idea of solid blocks either... i guess i was thinking something like an invisible object between tracks that run parallel to each other.. maybe would still give you enough room to go through tough blocks and crash but not crash over into the other track section..

just a thought, maybe spawn some ideas from it.


*I was all happy with my recent 101..until kiste shows up with a 1flat.. oh well soon stone and them will be triple triple all day..fml
Title: Re: SX2016 Round 2: San Diego 1
Post by: ChrisK on June 09, 2016, 10:42:36 PM
ya lol i was realy wondering how i get that 1.00,2 lap :D
Title: Re: SX2016 Round 2: San Diego 1
Post by: GDUBMX on June 09, 2016, 10:45:31 PM
Man this is awesome
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 10, 2016, 12:01:32 AM
hey asdreal.. I missed your question about the shadows..

Online it seems that the sky is darker, like as if its night or a storm is approaching..which works fine and the jumps dont blend as much!! but when I was on "sunny" offline it was hard to see the jumps




Question: Is the small jump before the finish designed to be cleared with the right skill?? or no?   I gave up trying to triple it.
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 10, 2016, 12:08:53 AM
The "sunny" sky is the dark one. There is a 0.00001% chance that you get the other weathers, which are clearer. Put it in as an easter egg.

Quote from: BadStar on June 10, 2016, 12:01:32 AMQuestion: Is the small jump before the finish designed to be cleared with the right skill?? or no?   I gave up trying to triple it.
Almost noone triple it IRL even on the 450, so I made it so. It's either 1-2 or 2-1, depending on how you finish the rythm before. I don't think any line is significantly faster, they give option to cut people off. And I think you can tire tap triple it, never managed decently though.

Glad to see you guys enjoying the track. tried joining but it looks like I'm missing some bikes so I said "fuck it" and watched a movie... or did I work on Anaheim 1... who knows.

Edit: I think I registered the track but it doesn't show best laps for it online. Maybe I made a mistake, I'll have to look into it again. Sorry.
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 10, 2016, 02:28:46 AM
Quote from: Asdrael on June 10, 2016, 12:08:53 AM
Almost noone triple it IRL even on the 450, so I made it so. It's either 1-2 or 2-1, depending on how you finish the rythm before. I don't think any line is significantly faster, they give option to cut people off.

Great, that's what I wanted to know!
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 10, 2016, 02:29:30 AM
Now if you wouldn't mind skipping a few rounds to Atlanta 2016? lol      (only one i live by and attended)
Title: Re: SX2016 Round 2: San Diego 1
Post by: Mace-x on June 10, 2016, 03:08:02 AM
Hello!  :)

(http://i.picpar.com/s3Sb.jpg)
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 10, 2016, 03:16:07 AM
Boom!
Title: Re: SX2016 Round 2: San Diego 1
Post by: Mace-x on June 10, 2016, 06:50:46 AM
now is 58.7 on Damo´s RMZ  ;D
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 10, 2016, 09:09:41 AM
Grats guys:)

The track should show tyre marks when you ride in a darker color than the track (I don't see them on the picture?) but they should only barely dent the track. Tried with a deeper deformation, and the jump faces become unridable fast.
Title: Re: SX2016 Round 2: San Diego 1
Post by: 𝖙𝖋𝖈 on June 10, 2016, 09:16:02 AM
I think most people run deformation off in testing, could be wrong..
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 10, 2016, 09:18:31 AM
Then turn it on for this track it looks much better. The terrain depth is at 0.1, you still see but not feel it.
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 11, 2016, 02:16:55 AM
I'm trying to creep up on Mace with a 59.555... does the track register times online yet?



Got em!!  58.155  :D
Title: Re: SX2016 Round 2: San Diego 1
Post by: Mace-x on June 11, 2016, 03:01:39 AM
Quote from: BadStar on June 11, 2016, 02:16:55 AM
I'm trying to creep up on Mace with a 59.555... does the track register times online yet?



Got em!!  58.155  :D

  >:(
It's on, i will come with a better time hahahaa
Altrought wont be able to play in about 3 days :(
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 11, 2016, 10:48:29 AM
Keep your skills sharp people, they might come in handy soon. But I have to keep in mind that deformation is off on servers at the moment - I'm testing with it on and you have less grip. Beat my best time by 2s as soon as I joined the server ;)

I had made a mistake with track registration apparently. It should be fixed now and show stats properly. Sorry about that.
Title: Re: SX2016 Round 2: San Diego 1
Post by: StoneRider on June 11, 2016, 02:03:26 PM
Quote from: TheFatController on June 10, 2016, 09:16:02 AM
I think most people run deformation off in testing, could be wrong..

Any info tfc...? :P
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 11, 2016, 03:17:57 PM
I run it off in testing as well bc online is off...so it makes sense for me.
Title: Re: SX2016 Round 2: San Diego 1
Post by: 𝖙𝖋𝖈 on June 11, 2016, 03:18:56 PM
Yup same here BadStar.. Stone what do you wanna know bud?
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 11, 2016, 03:30:52 PM
I am not sure who is/was running the server with this track on but:
- it's 22, not 25 people gate
- if you want to try deformation, it's just for looks here and doesn't actually dent the track. It changes slightly the grip though.

Thanks for running this though ;)
Title: Re: SX2016 Round 2: San Diego 1
Post by: 𝖙𝖋𝖈 on June 11, 2016, 03:32:20 PM
Unfortunately deformation causes crashes for most people online which is why it's off on all servers. Always nice to put it on in testing for fun though!
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 11, 2016, 03:34:14 PM
I better go get some coffee.. I have 3 days to put down a good time on record b4 mace shows up  ;)
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 11, 2016, 03:42:45 PM
Quote from: TheFatController on June 11, 2016, 03:32:20 PM
Unfortunately deformation causes crashes for most people online which is why it's off on all servers. Always nice to put it on in testing for fun though!

Gotcha.

"hard-coded" ruts inc for sand sections.
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 11, 2016, 04:02:00 PM
Sweet! Some permanent deform would be nice. Doesn't have to be dramatic but it may be a while til in game deform works well onlinr.
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 11, 2016, 06:46:37 PM
man.. got a 58.5 on sx and 2:13 on gh..then realized than only MSM's show up in PiBoSo stats... now im too tired to get better than a 1:00 at SX lol


Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 12, 2016, 05:56:10 AM
Yes that's why I was thinking a thin invisible object between the tracks..enough room to crash but no go across?
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 12, 2016, 11:37:55 AM
Quote from: geofanatec on June 12, 2016, 02:32:55 AM
Ok.....finally riding this track.

Need to change soil type BADLY! No way this is compact soil :)

Would help a lot! Especially 450.

I dunno about this track on race! If you F*** up and get thrown across track thats it!

Not sure what can be done about that

It's only compact soil in the *.tht. It does seem slick however, so I might play with layers for the next one.

As for the resets etc - I don't know what can be done about that. I don't know of any option in the Track Tools to have you reset at the latest checkpoint instead of the closest centerline. If there is, please tell me as that would be the cleanest solution (if it's impossible, it needs to be, otherwise Supercross is always going to remain a pipedream). I would use tuffblocks behaving similarly to MXS (which is not very realistic but imo a good compromise). They slow you down immensly but don't put you in orbit automatically. I may try out a kind of fence between lines. Let's see.
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 12, 2016, 04:51:54 PM
Quote from: geofanatec on June 12, 2016, 03:58:03 PM
Like the invisible wall idea.

This could work and you can keep tuff blocks as they are.

yes, thx geo!

I think you have plenty of room for a thin and invisible (tall) wall in between the track sections. You would still have room to crash/ride a little off track but hit a wall if trying to cross or wrecking over.
I would have to guess a fence will not work bc it would have to be pretty high in order to stop someone from accidently jumping over the fence. (and not fit in w/ a sx track style)


Edit: Asdrael, I really like that you have a vision and wish to keep some section of your tracks for the pro's! Honestly, I am a big fan of your track and can't wait for more SX from you!!
   With that said, I still feel that back rhythm section needs a little tweaking..not much, just a tad. Once again, thank you greatly, I am one who feels the game can handle SX at the moment, so I am happy to see your tracks! (the current physics just require a bit more training + track tweaking)

and I don't mean tweak it to make the triple/triple easy.. just a little tweaking to make even the double all the way through a tiny bit less challenging for the current physics.
Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on June 12, 2016, 06:14:10 PM
Thanks for the feedback again!

The goal currently is to have easier easy lines and harder hard lines, with a range of choice in the middle. Also trying to move away from "WIPE OPEN OR BUST" and require more rythm both in easy and hard lines. Turning out okaish for now, the problem remains that hitting a jump face with the slightest angle throws you off.

I will experiment with different ideas to keep the lanes from interfering with each other when people fall.
Title: Re: SX2016 Round 2: San Diego 1
Post by: BadStar on June 12, 2016, 07:11:39 PM
So far, I have noticed that everything but the rhythm section seems to be spot on and it only seems to be the "entry" into the rhythm.. so whatever tweaks you come up with, i cant wait!

We just did a "race 2" and it was fun stuff..but all boils down to that first triple/entrance into the rhythm (which is cool).. had an issue where our 1st place guy(Guigui) got last place but we not sure why really..don't think he wrecked across the track at all..


I'm very happy to see how well we were all racing with the beta physics on a hard supercross.. worked well, that means the future of sx will be great. Tweaks to tracks and physics and it will be gold.

Title: Re: SX2016 Round 2: San Diego 1
Post by: Asdrael on November 23, 2016, 11:35:39 PM
Since MXB-central was hosting it, I thought I could spin a few laps on it with my current bike (250F), setup, and practice level.

56.7.

Get good :p