MX Bikes Official Forum

Mods => Track Editing => Topic started by: 𝖙𝖋𝖈 on April 17, 2017, 01:10:44 AM

Title: The Assets Thread
Post by: 𝖙𝖋𝖈 on April 17, 2017, 01:10:44 AM
Here you will find downloadable assets by myself and members of the community for free use when making tracks. You may also request objects here, but please don't expect people to custom make things for you or share what they have if they don't want to.

Feel free to post anything you want to share with the community for others to use on their tracks, I'll update this first post and categorise as we go. Upload anything, such as track objects (trees, bales, buildings, pit tents etc..), track textures and normals, heightmap packs, skydomes (edf only), background.edf's, 3d grassfx packs, and anything else / in between.




When uploading, make sure whatever you post is genuinely useable, includes the textures if necessary and if possible the .blend / .3ds. Please also try to include a preview picture.

If you're uploading someone elses work, please give credit where it's due.

For those using anything from this thread on their track, please give credit to the original author of whatever you use  :)




ASSETS




SKIES:
* Skies are in .edf format. To use, simply copy clearsky.edf, cloudysky.edf or rainysky.edf to your final track folder.

(http://i65.tinypic.com/5nkkxs.jpg) (http://i67.tinypic.com/xbh30o.jpg) (http://i64.tinypic.com/70i5qe.jpg) (http://i66.tinypic.com/x211jn.jpg) Sky Pack 1 (PREVIEW/INFO (http://forum.mx-bikes.com/index.php?topic=1712.msg25369#msg25369)) (DOWNLOAD (https://mega.nz/#!khFAGbIA!hBdEUTmnA71lON-jPK61j3QdwM4O1MMdJE3JyQfwvv4)) (By TFC)




VEGETATION:
* Anything from trees to grass. File types may vary (edf, fbx, blend, 3ds etc..) please see 'PREVIEW/INFO' for individual usage.

(https://i.gyazo.com/11d15c533df54e517a801335f0792365.png) Low Poly Trees & Shrubs Pack (PREVIEW/INFO (http://forum.mx-bikes.com/index.php?topic=1712.msg25378#msg25378)) (DOWNLOAD (https://www.mediafire.com/?pffm7k1qf119yqz)) (By Sandbiter)




VEHICLES:
* Trucks, Diggers, Cars, Bobcats, Campers etc.. File types may vary (edf, fbx, blend, 3ds etc..) please see 'PREVIEW/INFO' for individual usage.

(http://i66.tinypic.com/15dbddv.png) Water Truck (PREVIEW/INFO (http://forum.mx-bikes.com/index.php?topic=1712.msg25379#msg25379)) (DOWNLOAD (https://mega.nz/#!Fk8wAS5B!hSODEUMRfu8daNI_24ei8g7zPw3kiCsOGxPlb-winrg)) (By TFC)



Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on April 17, 2017, 01:10:55 AM
reserved  :-X
Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on April 17, 2017, 01:11:15 AM
I'll kick things off with these  ;D

DOWNLOAD SKIES (https://mega.nz/#!khFAGbIA!hBdEUTmnA71lON-jPK61j3QdwM4O1MMdJE3JyQfwvv4)

To use, just copy either 'cloudysky.edf' or 'clearsky.edf' or both from either or folder within the zip to your track folder.

I didn't make the images used. All credit goes to 0ptikz from blenderartists.org (see original post here (https://blenderartists.org/forum/showthread.php?24038-Free-high-res-skymaps-(Massive-07-update!))) for creating the imagery. I simply built the semi sphere in Blender, mapped the images and exported a couple to see how it would work. I liked them and haven't used them yet, so figured others might get some use out of them. I've also rotated them so the sun is roughly in the right position for the stock sun position.

I might do some more at some point but these ones stood out as being best for MXB so it was as far as I got.

Set 1:
(http://i65.tinypic.com/5nkkxs.jpg)
(http://i67.tinypic.com/xbh30o.jpg)

Set 2:
(http://i64.tinypic.com/70i5qe.jpg)
(http://i66.tinypic.com/x211jn.jpg)

Enjoy  8)
Title: Re: The Assets Thread
Post by: Ruubs on April 17, 2017, 11:08:14 AM
Awesome Fats!

(https://i.gyazo.com/11d15c533df54e517a801335f0792365.png)

Low poly trees and shrubs.
The pack includes an .fbx file with 4 trees with trunk, 2 trees without trunk (for distant placement) and two shrubs (+ all the textures needed).

Has to be used in any 3d modelling software which supports FBX exports. Doesn't work well in trackED. Please be easy on them, don't use too much without knowing what you're doing.

https://www.mediafire.com/?pffm7k1qf119yqz
Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on April 17, 2017, 11:10:37 AM
TFC's Water Truck..

I know it's only basic, but it's all you really need for an off track object. It has no normal map as I didn't think it was necessary, but it was 100% made by me and free to use.

The ZIP contains an FBX version including UV maps, the texture (if you want to make your own norm then great) and a .blend file for those using Blender. If just using the FBX you may need to load the texture back in to the objects material, and possibly load it into the UV editor too (depending on what program you're using).

Enjoy :)




DOWNLOAD (https://mega.nz/#!Fk8wAS5B!hSODEUMRfu8daNI_24ei8g7zPw3kiCsOGxPlb-winrg)

(http://i66.tinypic.com/15dbddv.png)
Title: Re: The Assets Thread
Post by: BadStar on April 21, 2017, 11:16:55 PM
Pretty awesome guys, thank you!
Title: Re: The Assets Thread
Post by: BadStar on July 03, 2017, 07:13:07 PM
bump
Title: Re: The Assets Thread
Post by: GDUBMX on July 03, 2017, 08:01:43 PM
Big bump
Title: Re: The Assets Thread
Post by: Asdrael on November 27, 2017, 02:18:43 PM
Bump. It would be nice to have a bit more in that thread... I know of several tracks that have been finished in terms of heightmap and textures, just lacking objects for a release.

In particular the yellow track side things for the nationals, and possibly some other track side fluff. Pretty please <3
Title: Re: The Assets Thread
Post by: giopanda on November 28, 2017, 01:37:04 AM
10x10 (3x3 m) and 20x10 (6x3 m) tents i'm working on right now..
i'll release them with Lierop if anyone is interested (alongside all the other objects i'm making)

(https://i.imgur.com/4g7ZN1D.jpg?1)
Title: Re: The Assets Thread
Post by: Ruubs on November 28, 2017, 12:47:10 PM
Quote from: giopanda on November 28, 2017, 01:37:04 AM
10x10 (3x3 m) and 20x10 (6x3 m) tents i'm working on right now..
i'll release them with Lierop if anyone is interested (alongside all the other objects i'm making)

https://i.imgur.com/4g7ZN1D.jpg?1
Oh yes! Always wanted some good looking tents for my tracks!
Title: Re: The Assets Thread
Post by: Alex on May 05, 2018, 12:21:27 PM
probably useless but could edit them for somethin. just replace emf sign with plane.
has unfinished mxgp tv camera in folder.

http://www.mediafire.com/file/u8rn1qbrv2yym4n/2018_MXGP__STUFF.rar (http://www.mediafire.com/file/u8rn1qbrv2yym4n/2018_MXGP__STUFF.rar)

(https://s26.postimg.cc/x3oz04a3d/monster_rig_2018_mxgp.png)
(https://s26.postimg.cc/yiqjoxqmx/mxsemf_holeshot.png)

Title: Re: The Assets Thread
Post by: giopanda on December 23, 2019, 12:09:41 AM
hey guys!
time to revive this old thread..
here are a bunch of assets i did for the tracks i'm making.

(https://i.imgur.com/P1RLPwR.jpg)

DOWNLOAD track assets (https://mega.nz/#!E8d2gKxb!uCZ1z1KnQCA2SnhklvwenoAtYAEAZ5YEhKuUf2R_uVI)

included in the pack:

- 2 super low poly trees
- 3 low poly trees
- 2 treewalls (large and small)
- trackside banner
- fuel barrel (different colors not shown in pictures)
- 6 trackside fences
- concrete jersey barrier
- water sprinkler
- acerbis yellow stake
- starting gate doghouse (different colors not shown in pictures)
- 3x3 m (10x10 ft) tent (different colors not shown in pictures)
- 6x3 m (20x10 ft) tent (different colors not shown in pictures)
- redbull tent
- tire barriers
- toitoi toilet
- metal barrier
- tv camera platform
- umbrella

they all come in both .blend and .fbx format, all with color maps, normals and .shd files (that might be tweaked, never fully went into perfecting them)

have fun and enjoy!
Title: Re: The Assets Thread
Post by: Resolute Kraken on December 23, 2019, 01:09:11 AM
Thanks so much for this!
Title: Re: The Assets Thread
Post by: iNsane on December 23, 2019, 08:36:13 AM
Awesome gio! Thank you sooo much!
Title: Re: The Assets Thread
Post by: Yirka63 on December 23, 2019, 09:42:24 AM
Thanks! Perfect!
Title: Re: The Assets Thread
Post by: Niko Mouk on January 19, 2020, 05:45:07 PM
Start grid used in my MXGP tracks

How to use : Put the gate.edf into your track folder. In TrackEd, set the lane width around 1.20.

DOWNLOAD LINK (https://www.mediafire.com/file/jachnbf9isch1vb/gate.monster.grid.zip/file)

(http://www.mediafire.com/convkey/53d1/8sow7pzwa6nv8blzg.jpg)

(http://www.mediafire.com/convkey/e60c/wr599frv05z8ytvzg.jpg)

Title: Re: The Assets Thread
Post by: conceptgraffmxs on January 20, 2020, 11:30:47 PM
Quote from: Niko Mouk on January 19, 2020, 05:45:07 PMStart grid used in my MXGP tracks

How to use : Put the gate.edf into your track folder. In TrackEd, set the lane width around 1.20.

DOWNLOAD LINK (https://www.mediafire.com/file/jachnbf9isch1vb/gate.monster.grid.zip/file)

(http://www.mediafire.com/convkey/53d1/8sow7pzwa6nv8blzg.jpg)

(http://www.mediafire.com/convkey/e60c/wr599frv05z8ytvzg.jpg)



BIG BIG THANKS FOR THIS RELEASE PUBLIC BRO !!!!!! amazing
Title: trackside timer
Post by: giopanda on June 21, 2020, 02:51:32 PM
hey guys!
i've been able to have a working trackside timer for my supermoto track and i thought it could be actually useful on any track!
this will work both during training (telling how much time has passed since the beginning of the session) and during races, doing the countdown in free practice sessions)

the download includes the .fbx and .blend and all the files needed to make it work, plus a readme with instructions

feel free to edit and do whatever you want with the model, it is just a template and a starting point.

the timer won't show any number until in game, not even in mapviewer so don't worry!

cheers

Trackside Timer (https://mega.nz/file/R1t2CaKZ#hCCcqZowjXYzkqp-5e8K2j44CQopFd2RnbVNTkTvnpE)

(https://i.imgur.com/A0sR2GD.png)
Title: Re: The Assets Thread
Post by: ChaosLasse on August 23, 2020, 05:49:02 PM
Hello, so, i am new in the Mx-Bikes community and i would like to support some trackmakers with custom object.
I just want to help out for free, because i want some smaller projects to work on to improve my modeling skills while studying.

I am currendly working on some more detailed trees, how much polygons / vertices are fine for trees, is there a LOD system?
And is this even the right thread to post this?

Have a good day!
Title: Re: The Assets Thread
Post by: Ruubs on August 23, 2020, 07:49:52 PM
Quote from: ChaosLasse on August 23, 2020, 05:49:02 PMHello, so, i am new in the Mx-Bikes community and i would like to support some trackmakers with custom object.
I just want to help out for free, because i want some smaller projects to work on to improve my modeling skills while studying.

I am currendly working on some more detailed trees, how much polygons / vertices are fine for trees, is there a LOD system?
And is this even the right thread to post this?

Have a good day!
There is no LOD system for track objects in MXB.

I've been working on a couple of trees for my upcoming track. I aim for 200-300 polygons in total. Some trees, like willows, require some more though.
Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on August 23, 2020, 08:13:13 PM
Trees would be welcome because I feel like trees are what let some tracks down in terms of visuals. LODs for trees and other objects would be a great idea if it actually helped performance.
Title: Re: The Assets Thread
Post by: PiBoSo on August 24, 2020, 11:20:33 AM
Quote from: 𝖙𝖋𝖈 on August 23, 2020, 08:13:13 PMTrees would be welcome because I feel like trees are what let some tracks down in terms of visuals. LODs for trees and other objects would be a great idea if it actually helped performance.

The suggestion is to use "static" LODs, placing the more detailed trees near the track and the "cross" ones in the distance.
Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on August 24, 2020, 04:08:08 PM
Quote from: PiBoSo on August 24, 2020, 11:20:33 AM
Quote from: 𝖙𝖋𝖈 on August 23, 2020, 08:13:13 PMTrees would be welcome because I feel like trees are what let some tracks down in terms of visuals. LODs for trees and other objects would be a great idea if it actually helped performance.

The suggestion is to use "static" LODs, placing the more detailed trees near the track and the "cross" ones in the distance.

Sounds perfect
Title: Re: The Assets Thread
Post by: Resolute Kraken on August 24, 2020, 06:26:31 PM
Quote from: PiBoSo on August 24, 2020, 11:20:33 AMThe suggestion is to use "static" LODs, placing the more detailed trees near the track and the "cross" ones in the distance.

Isn't that what we are doing now because there is no LOD system?  That doesn't work on large tracks where you are actually riding across the whole map.  If your draw distance is set to high at 1000 meters, and the track goes from edge to edge of that 1000 meters or even close to it, why should a building or tree that is 1000 meters away be rendered with a high poly model until you get close to the object.  If I'm even 100 meters away from a tree it would seem better to use a low poly billboard for a tree and then as you get close a high-poly one could be used for better detail. 
Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on August 24, 2020, 08:32:17 PM
Oh, my bad, I misread.

Kraken is right. A track like High Point was fine because there weren't many trees. I was able to use higher poly trees around the track edge and low X shape trees further back.

However, a track like Ironman which is covered in trees I made the stupid decision to use high poly trees throughout and it took such a performance hit because of it. Mildenhall I used 2d trees and the same 3d grass as I did on Ironman with none of the performance issues even with an 8k normal.

I'm currently doing a track similar to Ironman which I've opted to go for 2d trees, but if there was an option for LOD's it would be a no brainer.
Title: Re: The Assets Thread
Post by: Resolute Kraken on August 24, 2020, 08:48:40 PM
Yep, on Kraken Berg I started out with all 3D trees, it quickly affected the FPS so I had to switch to only 3D trees next to the trails, and even then I only have 3D trunks and billboard tree tops.  Depending on the direction you are pointed and how many of the 3D trees are in frame, the FPS will be affected.
Title: Re: The Assets Thread
Post by: giopanda on August 25, 2020, 11:38:26 AM
the best would be having billboards like in mxs.
even a cross shaped tree is made up of 4 faces, while a billboard is just one, making possible having 4 times the trees with the same performance hit (if any)
Title: Re: The Assets Thread
Post by: iNsane on August 25, 2020, 11:54:47 AM
Isn't grass actually billboards (facing towards you) and wouldn't it be possible to make a "grass"-tree that way?
I tried it once with bushes and iirc it worked.
Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on August 25, 2020, 12:29:52 PM
Yes the bushes on Glen Helen are 3d grass. The bigger the 3d grass dimensions in the track file the further the visibility, but my understanding is that 3d grass is more expensive than a 3d model equivalent. Not sure why.. Maybe because an early beta improved 3d grass performance and maybe I've clung on to that.

Another downside to 3d grass is that it becomes hit and miss where it appears. Yes you have density maps and parameters but you still don't really have 100% control.

Also it is either shaded or isn't shaded. Can't remember which right now but both could potentially lead to undesirable effects when used for trees depending on how you use it. The TREE prefix evens out the normal shading and makes trees look better (most of you guys who make tracks don't seem to do this so your trees look like cardboard models).

Also 3d grass doesn't cast shadows so use for billboard trees would be terrible.

I think it should be possible to add billboard objects for distant trees but it would need to be a prefix for an object in your model that should determine a billboard. Also, it would need to be able to face the light source to render a decent shadow at the point of shadow map creation. 
Title: Re: The Assets Thread
Post by: Janes46 on February 01, 2021, 11:50:07 AM
Hi guys,

i´ve started making tracks for mxb about two weeks ago and everything went well so far :-). Thanks to the tutorials of TFC and Mouk Lab. Now i´ve downloaded some assets here to do the objects and everything works as it should be, but i miss some tuffblocks. Couldn´t find any tuffblocks to download, only normal haybales and they where ugly :-). Are there any tuffblocks which i can use in my track? for sure credits will be given if i release it.

thanks guys.

Janes46
Title: Re: The Assets Thread
Post by: 𝖙𝖋𝖈 on February 01, 2021, 12:01:03 PM
I would really suggest making your own. I'm not saying that to be difficult, but actually a tuff block is quite literally the easiest thing you could make in Blender.

If you're getting into track making, then you should also learn Blender, how to uv map and how to texture and normal map. Check out some getting started YouTube vids and you should have some good tuff blocks in no time 👍
Title: Re: The Assets Thread
Post by: Janes46 on February 01, 2021, 01:48:14 PM
Quote from: 𝖙𝖋𝖈 on February 01, 2021, 12:01:03 PMI would really suggest making your own. I'm not saying that to be difficult, but actually a tuff block is quite literally the easiest thing you could make in Blender.

If you're getting into track making, then you should also learn Blender, how to uv map and how to texture and normal map. Check out some getting started YouTube vids and you should have some good tuff blocks in no time 👍

Okay, thanks for the reply TFC  :D then i will try to do my own tuffblock. Object placement etc. went really well for me in blender.  :)
Title: Re: The Assets Thread
Post by: PDR on February 04, 2021, 01:36:31 AM
Janes46, you're more than welcome to use this if you'd like. Let me know, I can package it up and post a link in here.

(https://www.mediafire.com/convkey/affe/uql383sxmk90v0f6g.jpg)
Title: Re: The Assets Thread
Post by: Janes46 on February 06, 2021, 12:03:50 AM
Quote from: PDR on February 04, 2021, 01:36:31 AMJanes46, you're more than welcome to use this if you'd like. Let me know, I can package it up and post a link in here.

(https://www.mediafire.com/convkey/affe/uql383sxmk90v0f6g.jpg)

yeah that would be great if you can send it to me :-) thanks. I´ve sent you a PM :-)
Title: Re: The Assets Thread
Post by: PDR on February 12, 2021, 04:59:28 PM
Tuff Block here:

https://www.dropbox.com/s/xrelnmbm3cu5f5s/TuffBlock.zip?dl=0
Title: Re: The Assets Thread
Post by: JGas on June 01, 2021, 07:09:56 AM
Hate to be that guy but is there anyone that has a skid steer / front end loader or any type of track equipment of that
type? thanks in advance.

(https://www.conquestequipment.net/files/Image/blog-skid.jpg)
Title: Re: The Assets Thread
Post by: PizzaChet on June 02, 2021, 08:44:37 PM
Quote from: JGas on June 01, 2021, 07:09:56 AM...thanks in advance.
Hate to be that guy, but... Has this phrase completely replaced the word please?
Title: Re: The Assets Thread
Post by: fred_mx on June 10, 2021, 08:15:37 PM
salut tout le monde.
cadeau  ;)
c'est pas parfait et il n'y a pas de normal map mais bon c'est toujours ça  :)

https://www.mediafire.com/file/m4h159s5nyht38u/bobcat_v2_chenille.rar/file

https://www.mediafire.com/file/i7ujrgyrygkg0gw/bobcat_v2_chenille.tga/file

(https://www.mediafire.com/view/bcvy9lbpdbf6xmy/bbobcat.png/file)
Title: Re: The Assets Thread
Post by: Agitato on July 22, 2021, 05:01:10 PM
Hi all - I've been creating and packaging assets for use in AMA replica tracks. Here is what I have released so far:

AMA Track Archways (https://mxb-mods.com/agitatos-ama-track-archways)

AMA Spongebob Track Marker (https://mxb-mods.com/agitatos-spongebob)

AMA Start Banner
 (https://mxb-mods.com/agitatos-ama-start-banner)
Use at your discretion, and please give credit where credit is due! :)
Title: Re: The Assets Thread
Post by: TheFluffyGecko on July 30, 2021, 09:43:34 PM
Here is a link to some ramps I have been making. Included is a standard comp ramp, a super kicker, a long jump, and a quarter pipe.
https://mxb-mods.com/fmx-ramps
Title: Re: The Assets Thread
Post by: fred_mx on October 29, 2021, 02:45:32 PM
salut les gars, pour ceux qui ont besoin de pelleteuses dans leurs track  ;)

https://www.mediafire.com/file/veluqr323mpvyzb/komatsu_pc_490.rar/file