MX Bikes Official Forum

Mods => Track Editing => Topic started by: Jose Reina on March 09, 2017, 03:16:23 AM

Title: How Asphalt surface?
Post by: Jose Reina on March 09, 2017, 03:16:23 AM
Hello to all.
I hope it will not be much trouble, but someone could tell me how to put the floor with asphalt surface ?, I do not speak of texture, I speak of the grip of the asphalt.

I want to try to make a SM circuit with jumps, I thought of Pleven Bulgaria supermoto track. I already do the map of heights, import it into the game and I've spun it on !, but the terrain is dirt, and I need it to be asphalt but for more than I've tried I have not got it.

Somebody could help me? I have tried this in the .tht, but it does not work ...

Material_layer0
{
Material = asph
}

(http://farm4.static.flickr.com/3077/2606489208_e02bd0a6e8_o.jpg)
Title: Re: How Asphalt surface?
Post by: Jose Reina on March 09, 2017, 02:26:30 PM
http://www.youtube.com/v/Zd0JfcxKg7I&featurereload

This happens to me ... I want the surface to be asphalt but it's dirt!
Title: Re: How Asphalt surface?
Post by: Asdrael on March 09, 2017, 02:29:52 PM
I think Asphalt is an object, not a surface. So you have to build the track as an object in whatever 3D software and name is ASPH (see http://docs.piboso.com/wiki/index.php/Track_Creation_Rules ). Haven't tried making Asphalt out of an heightmap in the THT directly though.
Title: Re: How Asphalt surface?
Post by: 𝖙𝖋𝖈 on March 09, 2017, 05:35:02 PM
It's not easy to use an object for a track with a heightmap. My recommendation would be to model the whole thing in blender, cut the track part out and render the rest of the surfaces as a displacement map. Not easy..
Title: Re: How Asphalt surface?
Post by: Asdrael on March 09, 2017, 05:43:55 PM
Honestly I don't think it's that bad. I would go the other way around though.

1. make your whole track as a heightmap with your usual technique

2. Import the Heightmap in Blender

3. Decide what is Asphalt, keep that in Blender, cut out the rest.

4. Lower the former Asphalt part from your heightmap by a few dozens of centimeters

5. Compile the usual way.

Title: Re: How Asphalt surface?
Post by: Jose Reina on March 09, 2017, 10:18:16 PM
There must be some way to add material, because in the circuit of Holjes, with the Traked, you see the different materials, and that should influence the grip.
Otherwise it works with the Bob track builder, but with this I do not know if you can create heights map, I would have to study it.

I can make the track with the bob track builder and impose it to 3ds max, then export it in .map and .trp (colisions), and thus if it could differentiate asphalt from dirt, but I do not know if this way the height map could work.

I'll keep on trying tomorrow

Sure Piboso or Snappe can help me with this problem.
I just need to add the asphalt material, but I do not know the right shape, even ...
Title: Re: How Asphalt surface?
Post by: 𝖙𝖋𝖈 on March 09, 2017, 11:37:56 PM
Geo not sure where you got that list of material types.. The MXB track creation guide only lists a few, the others are from the PiBoSo track creation rules and I've only ever used them on objects not masks.. Saying that, I've never tried to use them as mask materials ???
Title: Re: How Asphalt surface?
Post by: 𝖙𝖋𝖈 on March 10, 2017, 12:06:43 AM
Ahaha.. Yeah.. the sand corner in JS7 really is sand ;)

But, the tyre file handles how the tyre behaves on any of those materials, I don't think it means those materials all work through masks. In the MXB Track Creation Guide it gives an example of the THT showing the use of soft soil, soil and compact soil, then goes on to say 'You can also have material types sand and gravel.'..

Might try it out sometime, it would be nice to be able to have an asphalt material to use via a mask. Honestly never tried..
Title: Re: How Asphalt surface?
Post by: 𝖙𝖋𝖈 on March 10, 2017, 12:15:52 AM
No man you're not getting what I'm saying lol.. I know how masks work, I've made a bunch of tracks that all use different surface types.

I'm saying I don't think asphalt / concrete / paint / kerb etc.. are available to use through masks in the THT. I think they are intended to be used on objects (like the road outside Stewarts house on JS7, it's TRKCONC_road in Blender).. ;)

Like I said, I'd like to be wrong, I'd love to be able to use these on the heightmap with masks but I can't say I've ever tried.
Title: Re: How Asphalt surface?
Post by: 𝖙𝖋𝖈 on March 10, 2017, 12:36:44 AM
I will give it a try tomorrow, unless PiBoSo or Snappe beat me to it with an answer..

All I know is TRKCONC could relate to 'concrete', and you can also use TRKASPH, TRKASPHB and TRKASPHC, which would relate..

But, if you can use these on the heightmap then that would be interesting, surely the heightmap wouldn't deform when using something like concrete?
Title: Re: How Asphalt surface?
Post by: 𝖙𝖋𝖈 on March 10, 2017, 12:53:08 AM
I don't follow you there.. I meant:

You get terrain deformation right, you ride on soil surface and the tyres deform it in MXB leaving a rut. Concrete IRL doesn't deform so does that in turn mean that if we can use the concrete material, does it deform when ridden on? Surely it shouldn't.. Would be great to have that.
Title: Re: How Asphalt surface?
Post by: Ruubs on March 10, 2017, 11:33:54 AM
Holjes was made with objects and a heightmap. 200% sure, no discussion needed. ;)
Title: Re: How Asphalt surface?
Post by: Jose Reina on March 10, 2017, 01:45:13 PM
Well, I have tried as Geo says, with the surfaces in the .THT, and I got asphalt !, playing with soil, compact soil, asphalt1 and sand. I got to do the asphalt! I also had to play with the thickness, which seems to be very important.

I still have much to learn, but little by little. This is what is used in the .tht

Num_material_layers = 4

Material_layer0
{
Material = soft soil
}

Material_layer1
{
Material = compact soil
Thickness = 0.005
}

Material_layer2
{
Material = sand
         Mask = mask_sand.tga
Thickness = 0.01
}

Material_layer3
{
Material = asphalt1
         Mask = mask_asphalt1.tga
Thickness = 0.1
}

http://www.youtube.com/v/ieEKBXRyzVQ&featurereload
Title: Re: How Asphalt surface?
Post by: Jose Reina on March 10, 2017, 03:30:44 PM
Quote from: geofanatec on March 10, 2017, 02:45:58 PM
All this is used :)

- asphalt1
- asphalt2
- asphalt3
- concrete
- paint
- kerb
- grass
- sand
- soil
- soft soil
- compact soil
- gravel
- rock

It is in tyre file and 100% all works in the tht as well.
Yes, I understand, thank you very much

Your tutorials are helping me a lot, again thank you very much.

I'm going to continue studying your videos hahhahahahaha
Title: Re: How Asphalt surface?
Post by: Jose Reina on March 10, 2017, 04:03:44 PM
Right. With the map height and material can be made.
Just as it can be done by believing an asphalt object, and naming TRKASPH, or trees or whatever ... Then it is exported as .edf, and added to the HMF (scene).

I have to try and try, it's all very complex hahahaha
Title: Re: How Asphalt surface?
Post by: 𝖙𝖋𝖈 on March 10, 2017, 09:42:43 PM
Well that's very interesting.. As I said above I've never tried, assuming the wiki have out all the info..

My point does stand about the deformation though. Concrete / asphalt shouldn't deform. Do they Jose?
Title: Re: How Asphalt surface?
Post by: Jose Reina on March 10, 2017, 11:42:44 PM
At the moment I have not been deformed, this is how I have it, I have been testing all afternoon and I have achieved something interesting.

Num_material_layers = 2

Material_layer0
{
Material = grass
         Mask = mask_sand.tga
Thickness = 0.01
}

Material_layer1
{
Material = asphalt1
         Mask = mask_asphalt1.tga
Thickness = 100
}

Playing with Thickness, you can do many things! And textures too!

Title: Re: How Asphalt surface?
Post by: Jose Reina on March 11, 2017, 12:22:41 AM
It does not deform the asphalt, I have rolled a while and it is intact;)

Quote from: geofanatec on March 10, 2017, 11:53:53 PM
Are you going to make the jump and berm parts into dirt and the rest paved?
I do not understand this, sorry

Title: Re: How Asphalt surface?
Post by: Jose Reina on March 11, 2017, 01:49:38 AM
I do not understand the word berms, but I think I understood you.
I'm going to put kerbs in some corners, I'll also have to put the line that delimits the track, and many more things hahaha, at the moment I'm playing a little to try how it's done, it's difficult, but I'll make sure something will happen.

Even so, I have to finish the 100% SuperMoto Mod, which is not finished, I'll finish the bikes first, and then I'll focus on the circuit.

I will not get anything wonderful, but between supermoto bikes and if I can do some circuit with jumps and dirt for supermoto, I think it can be fun and something new here.

Other than that I love it! Hahaha I have a Supermoto bike
Title: Re: How Asphalt surface?
Post by: grimm on March 11, 2017, 02:18:09 AM
Quote from: geofanatec on March 11, 2017, 01:06:09 AM
^ No problem, but I don't know how else to explain it. 

You have a jump section and some corners with berms.

This is not natural for an asphalt surface.

So will this be dirt?



Supermoto Des Nations has a stop in Pleven, Bulgaria. It's a, "full tarmac motocross track", and quite frankly one of the scariest places I've seen crashes at in all of motorcycle racing, right up there with Irish Road Racing wrecks. There is an odd fascination with Pleven being brought to MX Bikes, for me especially. There was a very crude version done for MX Simulator long ago, I spent countless hours with roost set to zero and supermoto model wheels/tires there. Seeing it come to MX Bikes is a dream come true.

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


I think "berm" may be a very English speaking terminology with little translation.

The bowl shape outside of the turn is called a berm, Pleven's happen to be tarmac:
(http://leelikesbikes.com/Stories/041104/slalomberm.jpg)
Title: Re: How Asphalt surface?
Post by: Jose Reina on March 11, 2017, 02:48:49 AM
Ooook, I have already understood "berm", perfect hehehe.

There is a small problem with the corners with berm, which both GP bikes and MX bikes, do not work too well with the slopes of the terrain, therefore, I can not put too much angle to the berms, because the steer is closed and the bike it falls.

I have to try to give it more angle to the corner, I want to try also to put on the berms another surface with more grip, to have if that is solved, nose, I have to try and try hahahaha
Title: Re: How Asphalt surface?
Post by: Jose Reina on March 13, 2017, 08:51:47 PM
Well guys, I've uploaded a Beta version, very simple, but playable, so it stays that way, I have to finish all the Supermoto bikes, and when I finish I'll continue with the project.
Thanks for the help ;)
Title: Re: How Asphalt surface?
Post by: BadStar on March 25, 2017, 07:39:38 PM
Holy moly... so this whole dang time I could have made a super moto track with just textures and surface types...



hahahahahahhaha...dang