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Mods => Track Editing => Topic started by: GDUBMX on January 26, 2017, 12:55:55 PM

Title: Highpoint Raceway - WIP
Post by: GDUBMX on January 26, 2017, 12:55:55 PM
Ok so i have been busy messing around with heightmaps etc and so far this is what i have for highpoint raceway
(https://s26.postimg.org/f056x4c55/screen01.jpg)
(https://s26.postimg.org/j7zz5vdkp/screen00.jpg)
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on January 26, 2017, 01:05:13 PM
Well looks like you got it working. Good stuff!


I think your l3dt values must have been wrong ref your message. Heightmap needs to be imported at 2049 scale, horizontal scale needs to be 1. Then go to operations - change vertical range and set bottom to 0 and top to whatever your scale is in the hmf. Then go to operations - resize heightfield and set it to your size x and y is in your hmf.
Title: Re: Highpoint Raceway - WIP
Post by: Asdrael on January 26, 2017, 01:30:36 PM
Quote from: TFC on January 26, 2017, 01:05:13 PM
Well looks like you got it working. Good stuff!


I think your l3dt values must have been wrong ref your message. Heightmap needs to be imported at 2049 scale, horizontal scale needs to be 1. Then go to operations - change vertical range and set bottom to 0 and top to whatever your scale is in the hmf. Then go to operations - resize heightfield and set it to your size x and y is in your hmf.

Well, erm, no. In L3DT, the minimal value is 0 ONLY if you heightmap has pure black. Trick: create a pure black and a pure white spot on your heightmap before doing the L3DT conversion loop, write down your values, get a calculator out and adjust. Was pulling my hair when merging JS7 stuff, found this out the hard way.
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on January 26, 2017, 01:50:19 PM
That's probably my fault. I'm aware of 0 being pure black but normally just work to a rough idea that the scale is right, since in mx I'm never working to set scale of a specific jump or something, it doesn't overly matter and you do the best you can and let in game be the judge of whether it's right or not..

At least, the horizontal scale is going to be correct, and as long as when doing the geolocation export the bottom of the fade is aligned with the bottom of the mesh, once loaded into l3dt it calculates the highest point and adjusts the heightmap to reflect true 0 black and 255 white, meaning your height will eventually be correct.

I guess sx is a bit different! Apologies for that ;D
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 26, 2017, 01:52:19 PM
Sorry fats I just don't get it mate,  the track looks fine once I've exported the raw from PS and loaded it into mapview.  But when I load it into l3dt with the dimensions it looks OK but still way to flat,  nothing like mapview. My track according to your geo Tutrial is 309mx309m when I put that in l3dt It looks small then I have to export it back out as a 2049 again.   I have no idea how I'm supposed to build the jumps etc when l3dt and mapview look worlds apart. Also in youe geo location tutorial you only measured one axis and got 407m then you put 407z 407x in your hmf.  Is that right?  I would of thought it would of been different for x and Z.  In mapview it seems the scale may still be slightly small on one axis but fine on the other.
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on January 26, 2017, 01:56:36 PM
Well your heightmap should be a square so one axis will be the same size as the other.

As for your l3dt size problem, not sure what to say. With horizontal scale at 1, resize at your scale x / z and vertical range at 0 to your hmf 'size' it should look identical. If it doesn't, something is not adding up.
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 26, 2017, 05:58:22 PM
check it out fats? horizontal = 1
0m alt min 32m alt max

this is how it comes out
https://www.youtube.com/v/4Qhtnd9Y8Fk
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on January 26, 2017, 06:02:00 PM
You missed 'operations - resize heightfield' to make it the same size as your hmf scale x or y ;)
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 26, 2017, 06:18:15 PM
I got it mate,  happy days. Cheers dude,  now I have to sit and study the go pro footage for the jumps etc. Forgot how fun and annoying it can be track building hahha
Title: Re: Highpoint Raceway - WIP
Post by: BadStar on January 26, 2017, 08:31:09 PM
Quote from: gdubmx on January 26, 2017, 06:18:15 PM
I got it mate,  happy days. Cheers dude,  now I have to sit and study the go pro footage for the jumps etc. Forgot how fun and annoying it can be track building hahha


hey G,

Careful with my advice or recommendations as I am just learning to walk hahaha

If its a geo-location project, I highly recommend overlaying the satellite image over the terrain in L3DT.. I was able to see the shadows on the jumps and was able to place the jumps in the correct location (for the most part) with little studying.   

Just a thought in-case that helps
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 26, 2017, 08:36:10 PM
Quote from: BadStar on January 26, 2017, 08:31:09 PM
Quote from: gdubmx on January 26, 2017, 06:18:15 PM
I got it mate,  happy days. Cheers dude,  now I have to sit and study the go pro footage for the jumps etc. Forgot how fun and annoying it can be track building hahha


hey G,

Careful with my advice or recommendations as I am just learning to walk hahaha

If its a geo-location project, I highly recommend overlaying the satellite image over the terrain in L3DT.. I was able to see the shadows on the jumps and was able to place the jumps in the correct location (for the most part) with little studying.   

Just a thought in-case that helps

great idea mate, will defo look into that! thanks Badstar :)
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 26, 2017, 10:02:56 PM
here it is so far

(https://s28.postimg.org/c2b8960st/screen028.jpg)

http://www22.zippyshare.com/v/ajnb1Wlt/file.html
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on January 26, 2017, 10:05:20 PM
Lol ;D

Oh, and badstar is spot on ;)
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 26, 2017, 11:56:45 PM
Quote from: TFC on January 26, 2017, 10:05:20 PM
Lol ;D

Oh, and badstar is spot on ;)

yes!!! finally!!! cant wait to start the rest now :D
(https://s24.postimg.org/sjwdu906d/screen029.jpg)
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 27, 2017, 12:55:15 PM
Anyone fancy helping me with jumps? honestly the layout is fine but the obstacles are so shit its unreal.. :D
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on January 27, 2017, 12:57:50 PM
Don't give up mate, and don't rush. Have you tried making jumps the same as in my tutorial?

As long as they are mellow and curved you shouldn't go too wrong.. View them from the side regularly to make sure they are curved and not lumpy and if you need to, bulldoze it and start again.

If you make all the jumps best you can, I don't mind touching them up if you need it :)
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 27, 2017, 01:19:20 PM
Cheers ike,  my trouble is getting everything rideable like your tracks,  it all kind of moulds together and has no definition.  Even triples that have the right trajectory just isn't working out lol.  Yeah tried the tutorial for jumps but mines on an uphill.  I'll keep working away but I may take you up on that offer mate. Plus texturing will define it more,  I have inside and outside lines which you can really tell apart, I'll send you a beta later
Title: Re: Highpoint Raceway - WIP
Post by: BadStar on January 27, 2017, 02:47:46 PM
Hey Gdub,

If u are using the satellite photo as a texture layer in L3DT to place the jumps etc.. you can also use the same pic as a texture in-game (temporarily/hmf).. just set it as "repetition = 1"..

This way you will have an immediate texture placeholder and will be able to see the track as u test it much better! (And requires no time wasted texturing the track until u are further in the heightmap or complete at that matter.
Title: Re: Highpoint Raceway - WIP
Post by: BadStar on January 27, 2017, 02:57:57 PM
From one newb builder to another..

I'd love to see a small vid of you building one of the jumps on the hill..just to see

You never know, Fats or whomever may see something that would help u.

Also, don't always worry about the math behind the jumps, if they are in the right spot on the track..go more by "feel" in-game.

And excuse me again as I only have so much I can say as I'm learning also.
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on January 27, 2017, 04:42:37 PM
Hill or no hill, the concept is the same. First thing I would do is horizontally level the track surface using bulldozer at 0, make it the width of the track and just redraw it to make it level, then I would smooth it, then worry about jumps and track features.

Badstar is spot on again, use the image you took at the same time as the heightmap As a 1x repeated texture, works perfectly for a guide and a temp texture in game.

For example https://youtu.be/aJjpGvwTbhU
Title: Re: Highpoint Raceway - WIP
Post by: Asdrael on January 27, 2017, 04:56:20 PM
Jump for the jumps: the profile should be like this more or less (awesome exagerated drawing):
(https://gyazo.com/379d1daefea47095884536f9dd9d3532)

You need a slow ramp up and then a flat part before take off, otherwise you'll throw the bike soff balance. You can roll off the top no problem too, but there needs to be a flat part at maximum slope.
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 28, 2017, 02:39:25 AM
https://youtu.be/-8FbOOmwvU0

On phone so can't embed,  but the scale on jumps is way way off lol man this sucks!

https://www.youtube.com/v/-8FbOOmwvU0&t=113s
Title: Re: Highpoint Raceway - WIP
Post by: Mace-x on January 28, 2017, 03:40:31 PM
That´s directly from google maps?  :o
looking good mate, it´s actually a sweet base terrain to mold
Title: Re: Highpoint Raceway - WIP
Post by: 2tfanatic on January 29, 2017, 07:38:18 PM
Quote from: Mace-x on January 28, 2017, 03:40:31 PM
That´s directly from google maps?  :o
looking good mate, it´s actually a sweet base terrain to mold

yes looks like it is :)
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 29, 2017, 08:22:19 PM
thats a 2d pic of highpoint as a texture layer on the track, i created the heightmap
Title: Re: Highpoint Raceway - WIP
Post by: Asdrael on January 29, 2017, 08:26:04 PM
From what I have seen, you might want to plane the track down. Way too much of it is to strongly off camber, in particular given how the bike handles of camber leaning in MXB. The elevation looks awesome though!
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 29, 2017, 09:16:31 PM
Quote from: Asdrael on January 29, 2017, 08:26:04 PM
From what I have seen, you might want to plane the track down. Way too much of it is to strongly off camber, in particular given how the bike handles of camber leaning in MXB. The elevation looks awesome though!

lol what does that mean mate? flatten it?
Title: Re: Highpoint Raceway - WIP
Post by: Asdrael on January 29, 2017, 09:18:23 PM
I meant keep the slope back/front, reduce the slope left/right from your perspective when you are on the bike.
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on January 29, 2017, 10:10:23 PM
(https://cdn.meme.am/cache/instances/folder64/53438064.jpg)
Title: Re: Highpoint Raceway - WIP
Post by: StoneRider on January 29, 2017, 10:17:59 PM
Quote from: TFC on January 27, 2017, 04:42:37 PM
horizontally level the track surface using bulldozer at 0, make it the width of the track and just redraw it to make it level, then I would smooth it, then worry about jumps and track features
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on April 17, 2017, 12:30:27 PM
https://www.youtube.com/v/V-GhPcMZaUU
Title: Re: Highpoint Raceway - WIP
Post by: Braap570 on April 17, 2017, 12:35:18 PM
its looking awesome man! :)
Title: Re: Highpoint Raceway - WIP
Post by: 𝖙𝖋𝖈 on April 17, 2017, 12:38:31 PM
Looking good!
Title: Re: Highpoint Raceway - WIP
Post by: GDUBMX on April 17, 2017, 12:44:29 PM
damien has done the hard work here guys, ive just done texture tweaks and original heightmap. but thanks!