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Mods => Tracks => Topic started by: GDUBMX on April 22, 2017, 11:00:44 PM

Title: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on April 22, 2017, 11:00:44 PM
So after alot of heartache and pain finally we have made it.. The release of Highpoint National!

Hopefully everything should be working as expected and be fully functional.

Originally this was a project i started on my own back in January, http://forum.mx-bikes.com/index.php?topic=1516.0 as you all know track creation is a difficult task as there are many elements involved. As a total rookie to object placement and perfecting a heightmap i decided to lean on our awesome community where we have 3d modelers, game creators and designers, experts and just all out badasses that could help out! All for the love of Motocross and MX Bikes. :) So here we introduce a new idea, as there are many guys behind this project and the greater AMA Outdoor National Pack, we have decided to call our collaboration
 
The MOD Crew

 Basically this is a collective of anyone who is or who wants to get involved in a project,

Behind this project was:

GDUBMX - Textures,Heightdata, Other random stuff
Vortex_Damien - Heightmap, Track design, Other random stuff
Sandbiter - Object placement, Object creation, Other random stuff
Geofanatec - Cameras,Marshals,Racedata,Other random stuff
Asdrael - Racedata,Track data work, Other random stuff
Philian - Official tester
I just wanna thank everyone involved with this project, its brilliant we can all come together to build cool shit for ourselves and others. We will continue to push out new tracks for you all as we all love new content!!

Special thanks to, Vortex_Damien, Geo,Asdrael,Philian,Sandy and TFC :D

We didnt want to keep dragging this out anymore so here it is.. Enjoy!

 



[flash=610,470]https://www.youtube.com/v/uiPpDUWkIdY[/flash]

LINK UPDATED TO SMOOTH VERSION 4/6/2017
LINK UPDATED TO VERSION 2.0 - SMOOTH VERSION WAS TOO SMOOTH THUS BORING, WE SMOOTHED OUT A ROUGHER BUILD WE HAD 11/6/2017

Thanks to Geo for redoing the race data and cams. good man :)

DOWNLOAD>> https://www.dropbox.com/s/a6mwdsadbz7wf8l/highpoint.rar?dl=0

Link updated for Beta13
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Alex on April 22, 2017, 11:05:10 PM
looks so good! big thanks to the MOD crew!!!  8)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Asdrael on April 22, 2017, 11:11:13 PM
Nice, thanks for the hard work all!

If anyone wants to host it before GTX updates, I'll log on :p

Edit: wtf Geo is a ninja, it's on already :p
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: 𝖙𝖋𝖈 on April 22, 2017, 11:27:46 PM
Good job guys!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Bj Slice on April 23, 2017, 12:15:18 AM
rode the track and it is challenging and tight. Will push riders in their limit i suppose.Thank you guys for bringing us another great track to enjoy.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: MorganMX124 on April 23, 2017, 12:36:31 AM
Thanks for creating a replica track!!! Cant wait to see more. Only issue for me is the track seems a little narrow but my main issue is the banners around track, if i crash on the them or my front tire gets in them im stuck and cant get out... is there a trick to this? Otherwise i have to return to pit in order to get out.. happens on all the tracks with fences or banners
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on April 23, 2017, 12:44:44 AM
Quote from: MorganMX124 on April 23, 2017, 12:36:31 AM
Thanks for creating a replica track!!! Cant wait to see more. Only issue for me is the track seems a little narrow but my main issue is the banners around track, if i crash on the them or my front tire gets in them im stuck and cant get out... is there a trick to this? Otherwise i have to return to pit in order to get out.. happens on all the tracks with fences or banners

thanks mate, glad you like it. The barrier thing is the game, not the tracks. hold your reset button for 5 seconds and it will put you back on track mate.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Ruubs on April 23, 2017, 12:47:46 AM
Quote from: MorganMX124 on April 23, 2017, 12:36:31 AM
Thanks for creating a replica track!!! Cant wait to see more. Only issue for me is the track seems a little narrow but my main issue is the banners around track, if i crash on the them or my front tire gets in them im stuck and cant get out... is there a trick to this? Otherwise i have to return to pit in order to get out.. happens on all the tracks with fences or banners
I actually made the banners like how they were placed IRL in 2015. Discussed a little bit if I should add collisions or not with Gdub. My final decision was to make them collidable, as that'd be more realistic, and it'd create saver track entre's after a crash. If they didn't had collisions people could've crashed off track, and get on the track without looking which would've caused some serious bad situations.

Jeez my English sucks at the moment.

Thanks for all the work guys. Great track.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: teeds on April 23, 2017, 12:57:37 AM
Rough as hell and challenging, nice work guys.

:)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Twitch135 on April 23, 2017, 02:40:50 AM
Awesome track MOD Crew thanks. Has anyone played it online yet? I just tried and my camera view was wigging out on me, back and forth from riding view to look behind real fast. Anyone else getting this? Doesn't do this while in testing, just online for me. Challenging track for sure, gonna take me awhile. :)



UPDATE: Camera issue solved by reinstalling MxBikes.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: MorganMX124 on April 23, 2017, 02:50:28 AM
Ok thank you so much i will try holding my reset button for 5 secs next time lol.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Alex on April 23, 2017, 03:57:08 AM
this track is so fun. bit more challenging than most which is rad. really like it.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Braap570 on April 23, 2017, 10:10:15 AM
Wow! This track is so much fun and if you want to go fast its so challenging because of the bumps and stuff!
There is only 1 little part of the track where i dont know how to ride clean because i always get a kick on my front wheel there (in the beginning after the start the second left hander where the single line is...) How do you guys ride / jump there?! Double Double Double or do you tripple or single somewhere?!

All in all the track is so cool guys. thank you for your hard work!

Now only the netcode should work clean than it would be virtual heaven :D
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Asdrael on April 23, 2017, 01:19:33 PM
Well, here is feedback after riding it quite a bit. Feedback will be as rough as the track :p All in good spirit though, I'll keep it constructive so you can maybe take it into account for the next tracks.


The track is beautiful, well decorated, the textures are nice and I love how the elevation is rendered. So great job on that. However, there are quite a few things that bother me and tilt the balance too much toward the "frustrating" part of the spectrum because of the randomness of the bike behaviour - which is largely induced by the heightmap.


The amount of roughness is fine if you want a rough track. However, you cannot just put what accounts to 50cm high rocks in the middle of the track. Very rarely you see that on real tracks and the game simply doesn't (and prolly never will since you need body movement) account for it. Some braking bumps simply tell your bike to fuck off and you swap out even in 1st gear not touching anything. I think the roughness needs to be less sharp, more mellow. In-game deformation will rough it up anyway.

Another thing with roughness. I think you went overboard with flat section roughness, but the berms are often too numerous, placed wierdly (there are berms that clearly make you exit in a banneror launch you off track) and not as rough as the rest of the terrain. Meaning, they are "groomed" berms with low steepness that don't really help take the turn, contrasting with what you'd expect from a rough terrain. Some of them though are steep as fuck and so close to each other that if you lean you catch the next one...

This would be compensated if terrain deformation was faster and more pronounced, but it doesn't seem to be like it. I wonder how thick you made your top layer or if you used thickness at all? It doesn't seem to buldge much.

Lastely, some jumps kick. The "rythm section" after the scrub mound up the first hill is a good example, as is the first uphill triple. Jumps usually need a flat surface at the maximum inclination of around half a bike length minimum to prevent that in MXB.


Overall it's a great track for a first group effort on a rough National. I think making it more mellow (still rough, but mellow-rough) and capitalizing on in game roughness will be much more enjoyable and less frustrating overall. Plus, racing, some prefered lines will become too rough and you'll have to adapt to other sections - more realistic and interesting.


Can't wait to see the next ones ;)


EDIT: I just realized it's compact soil. So deformation will be low however you look at it. The track IRL seem more like regular soil to me which would allow for more deformation and a more forgiving grip on bumps if you use GeoTyres btw.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Skunkie132 on April 23, 2017, 03:03:24 PM
Wow thanks guys, I've only played a few laps but I think it's great what you've done!
The only thing I wasn't too hyped on was the dirt textures, cause I found it hard to see the bumps and stuff sometimes, but other than that great job.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Yirka63 on April 23, 2017, 04:29:01 PM
Perfect! Thank you for another great track!!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on April 23, 2017, 04:32:13 PM
Thanks guys, we wanted to go extreme in the roughness as more of a test to see what we can do. And to be honest I love the rough tracks, a struggle to get around and a constant wrestle against the track. And so does Damien hahaha, maybe it's becausr we both came from mx sim and both raced the 2012 ama series which was made to be rough as hell, I personally get  more satisfaction from super hard tracks. You learn techniques you otherwise wouldn't from smoother tracks. But as for our next projects I think we agreed to pull back a bit and go mid rough like you said Asdrael.

As for the textures, haha. Anyone who has attempted to do them knows how difficult it is to get perfect with every bump and rut there is. It's alot easier on a flat track on say Freestone as you can clearly see all the obstacles. With highpoint in particular it has elevation which makes it harder to pick out even the tiniest bit. It's another track for us though, it's an ama replica, it's fun :)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: BadStar on April 23, 2017, 05:04:03 PM
I love it!


One of my favorites, I enjoy the challenge!

Love the width of the track too.

I don't think its highpoint's(mod crew)fault that MX-Bikes as a "bug" that when a spec of dirt touches the side wall of the tire, you instantly fall. (that must be fixed!)
I was able to avoid that issue for the most part, so whatever.. but still.

My only "idea" would be to say in the really rough area's, turn up the deform a bit (if thats possible) so as we race it, those hard bumps form into diff types/lines.. but I may be wrong that you can't multiply deform in specific area's.

anyway,

love it!



Edit: Would be great to see what would happen with the same exact roughness but softer top layer and faster deform.. would be sick!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Twitch135 on April 23, 2017, 07:57:34 PM
The more and more I play this, it just gets better. Not the best lap time, but I finally got under a 3min lap with a 2'37 on a 250f. :)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: arturstroher on April 24, 2017, 01:58:22 AM
my fast lap
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Mace-x on April 24, 2017, 05:00:45 AM
Guys, this track is awesome!
i love the roughness of it, thanks!  :)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: satanas on April 24, 2017, 07:31:42 AM
super boulot .... merci et bravo
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: StoneRider on April 24, 2017, 05:43:11 PM
soo realistic.... awesome work guys, my favorite track so far. i love the roughness and damn, that's beautiful
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: CSchmied986 on April 25, 2017, 05:48:57 AM
Track is awesome, and I love the scaling, though I do think the physics are not stable enough yet for this track. Personally, I would like to see it smoothed just a touch (at least in the corners) until the physics are not so unpredictable, but either way, you guys did an amazing job! Can't wait to see the upcoming tracks!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: loinen on May 01, 2017, 11:11:04 AM
Thank you for your work! The track is great and very interesting but to me it seems too rough and unrealistic hardcore, i think the surface must be a bit smoother - how smooth and where exactly is a task to think hard if we want to keep proper roughness idea.. I guess randomness of bike behavior actually comes from too complicated bumps and ruts design, plus they feel like a too firm soil. I wouldnt call mxb physics unpredictable - if you always do the same and you know what you do it always work the same. Also, for me one of the main aspects of true simulation are lap times close to reality, arent we too slow here? Anyway i cant deny, it's some cool experiment and experience for skill training.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on May 01, 2017, 07:28:48 PM
Ok guys, ive been feeling the same about the smoothness and decided im going to release a smoother version of it, same track. just smoother lines,corners etc. try and squeeze those laptimes down. Obviously guys like us will NOT run 2.02s, we shall leave that for Camel Tomac and Marvin "i made a Mistake' Musquin. But yeah, id prefer a smoother version also
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: 𝖙𝖋𝖈 on May 01, 2017, 07:42:24 PM
I've not given proper feedback yet, mainly been too busy to run laps, but one gripe I had was that some of the corner ruts and lines were a bit unpredictable, which made for equally unpredictable deformation. If you could fix that, you could probably bring out more of the lines that should be possible.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: BadStar on May 02, 2017, 12:19:19 AM
Smooth version sounds good to me! We can rut it up
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Asdrael on May 02, 2017, 12:40:31 AM
Longer laptimes compared to IRL are not too much of an issue. I'm guessing you are using 1.1 or so scaling, it's very rough, and from my track building experience even a 1:1 replica will give varying laptimes just depending on the shape of jumps, roughness, etc. As long as it's fun and a somewhat accurate representation of the track I'm fine with it.

Now, a bit less roughness, yummy ;)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Paradox28 on May 02, 2017, 06:23:53 AM
can't wait for smoother...the v1 feels like my eyes don't stop bouncing and I have no clue where my bike is gonna go lol. 

One note I would add and I see you guys say how hard it is...but maybe some more diverse looking dirt texture?
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on May 02, 2017, 09:51:39 AM
ok in an orderly fashion can you guys give me a list (not too long ) of things to do
i know corners need smoothing out and the odd middle corner ruts need fixing.
what else?
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: BadStar on May 02, 2017, 05:00:40 PM
I found corners to be fine..

its the large braking bumps before the turns and sometimes after that throw the rear wheel over your head
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: 𝖙𝖋𝖈 on May 02, 2017, 05:45:17 PM
It would be nice to be able to clear the big triple every lap. I can do it on the 450 but only if I take the very outside and only if the separating ruts / outside berm doesn't catch me out. No way I can clear it on the 250 which is a shame because watching gopros the 250s hit it fine :(
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: StoneRider on May 03, 2017, 12:25:19 AM
Quote from: TFC on May 02, 2017, 05:45:17 PM
It would be nice to be able to clear the big triple every lap. I can do it on the 450 but only if I take the very outside and only if the separating ruts / outside berm doesn't catch me out. No way I can clear it on the 250 which is a shame because watching gopros the 250s hit it fine :(

+1..
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Asdrael on May 03, 2017, 12:36:24 AM
btw - if you want to make the track more "forgiving" while being able to ride more aggressivly, you could go for regular soil instead of compact. IRL, it seems like regular soil. Plus, if you make the track smoother, regular soil will deform more and make for a more living track.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: CSchmied986 on May 03, 2017, 01:24:57 AM
When it comes to the corners, one thing I think is a bummer is that there is no advantage to taking the outside lines or berms. The outsides are just as blown out as the inside so for example taking the inside for the triple step up is faster and much more consistent, which makes the track 1 line and takes out the risk vs. reward factor.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on May 11, 2017, 03:36:55 PM
Hey guys, just an update to let you all know that work on the smoothed out highpoint is underway and feeling great. We are working on the deformation to feel like redbud. Might need some advice here though fats if you wouldn't mind mate :) I'll post a video 2 moro as soon as I can fix why the textures are really shiny...
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Asdrael on May 11, 2017, 04:01:36 PM
Sounds good :) Shiny textures - check your normals (texture_n.tga), the alpha channel being too bright is usually what causes it.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Bj Slice on May 11, 2017, 04:41:31 PM
more lines that we can take so 40 riders will fit in this track (of course there's never that number of riders for now, but in the future there will be). What I meant is that I would love to see that we can take different lines in the corners and still be fast.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on May 12, 2017, 11:41:50 AM
https://www.youtube.com/v/c1yBeWWz-gk
we are adding a couple of ruts in the corners and some more noise around some parts of the track but thats it. Also need to redo cams and racedata again, sorry :D
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: 𝖙𝖋𝖈 on May 12, 2017, 11:45:10 AM
Looking good man! Are we gonna be able to make that triple?
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on May 12, 2017, 12:42:15 PM
I don't think so on a 250 mate, but then I'm a back of the pack guys so you guys could well do it.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Asdrael on May 12, 2017, 02:03:51 PM
As a 450 guy I see triples. A lot of them :p
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Mace-x on May 12, 2017, 02:56:05 PM
looking good man!
would still like some more berms tho, now looks a bit flat.

Also, is there any chance of implementing the same deformation used on redbud?
the track deforms too little.

thank you gdub, great job!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Asdrael on May 12, 2017, 02:58:44 PM
Quote from: Mace-x on May 12, 2017, 02:56:05 PM
Also, is there any chance of implementing the same deformation used on redbud?
the track deforms too little.

I can reply for him :p Deformation dépends on track material (as does grip btw). HighPoint is Compact Soil, Redbud is mostly Soft Soil. Compact barely deforms while Soft deforms really fast. So unless they decide to move highpoint to normal soil (it's definitely not soft anyway), deformation won't change it much.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on May 12, 2017, 03:04:22 PM
I can confirm more berms are being added, and the soil is now soft and normal instead of compact. And yes it should operate the exact same way as redbud. Will post a beta this weekend chaps! I gotta say though, although I didn't mind the roughness of highpoint. This is much more enjoyable cus you can stay on the bike lol
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Mace-x on May 12, 2017, 05:01:28 PM
Wow, then it should be great!
cant wait, thanks guys!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 04, 2017, 02:19:02 PM
check 1st  post people, the smooth version is available. Not the best but its alot easier to ride. big thanks to Asdrael and Vortex_Damien for their hard work.

I changed the soil type to regular soil and i fix some texture norm issues.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Bj Slice on June 04, 2017, 05:18:40 PM
Great work gdub. I just have one comment though. Need berms for almost every corner. I guess the previous ruts and/or berms are great. Thanks for the update bud.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 04, 2017, 05:37:07 PM
Quote from: Bj Slice on June 04, 2017, 05:18:40 PM
Great work gdub. I just have one comment though. Need berms for almost every corner. I guess the previous ruts and/or berms are great. Thanks for the update bud.

Yeah sorry Bj, it does need stuff. Damien was a bit trigger happy with the smooth and wiped out some vital parts like berms lol, After his hdd went bang he lost all the projects including highpoint so its this for now or the really rough version until he rebuilds it which is a mega long wait considering we still have other tracks to build plus his game development.. and his new born kid!!! haha
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Bj Slice on June 04, 2017, 05:54:22 PM
lol no worries. Still, an enjoyable track though regardless. Great effort dude considering you are still recovering, you managed to update stuffs. Kodus!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Vortex_Damien on June 04, 2017, 06:03:43 PM
Yes i sorry guys life is super busy for me , i promise to get you guys a correct highpoint soon, also the crf150 needs to be done and i have a leatt chest protector too haha
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Twitch135 on June 04, 2017, 09:15:16 PM
I'm loving the smoothed version of Highpoint, but it seems real laggy. I was playing the rough version yesterday with no lag, but for some reason this version lags on me a lot.

Going to uninstall tracks and reinstall to see if that fixes it.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Twitch135 on June 04, 2017, 11:44:27 PM
ok that was the issue. Something must have happened during the first install. No longer lags after I reinstalled the tracks. :)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: CSchmied986 on June 05, 2017, 01:42:22 AM
Other than adding a couple inside ruts and maybe giving a touch more berm before the up hill triple (kinda falls away and makes it kinda awkward hit the line), I think the track is much more fun to ride! good job! 8)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: loinen on June 09, 2017, 11:45:26 AM
have just tested the new smooth version and would like to thank you for this update. very well done!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Mace-x on June 10, 2017, 02:07:14 AM
Thanks for the hard work guys!

but i dont like the smooth version, some braking/acceleration bump where fun and now every turn is flat, for me at least, it was better before, at least with the current physics.
another thing that bugs me now is that the textures stilll have some berms/changes of colour and often i hit them but surprise, nothing there! hahaha

thanks for all the effort anyways guys, it´s greatly appreciated!
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 10, 2017, 09:17:59 AM
I've just had an almighty brainwave... Yes it still works after faceplanting..

I think I may be able to fix the issues with the original one, I'll report back and let you know. Damien lost everything when his hdd failed
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Ruubs on June 10, 2017, 12:13:27 PM
Quote from: GDUBMX on June 10, 2017, 09:17:59 AM
I've just had an almighty brainwave... Yes it still works after faceplanting..

I think I may be able to fix the issues with the original one, I'll report back and let you know. Damien lost everything when his hdd failed
Be sure to have the soil types correctly too.

num_material_layers = 3 (material layers define the track physics surfaces. You can also use masks, like in the hmf file)

material_layer0
{
material = soft soil
}

material_layer1
{
material = soil
thickness = 0.01
}

material_layer2
{
material = compact soil
thickness = 0.005
}
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 10, 2017, 01:00:48 PM
Ok peeps, been messing around a bit this morning...

http://www102.zippyshare.com/v/0134lbIw/file.html

Note, backup original version before adding this one.


let me know what you think,


EDIT: LINK OUTDATED....


New link >> https://www.dropbox.com/s/kbrwzw3eod5ujd0/highpoint%20tester.rar?dl=0
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: CSchmied986 on June 10, 2017, 04:48:57 PM
Everything I click on in that page takes me to some other site. Mediafire or Dropbox upload?
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Bj Slice on June 10, 2017, 06:03:49 PM
Quote from: GDUBMX on June 10, 2017, 01:00:48 PM
Ok peeps, been messing around a bit this morning...

http://www102.zippyshare.com/v/0134lbIw/file.html

Note, backup original version before adding this one.


let me know what you think,

Much better version.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: CSchmied986 on June 10, 2017, 06:50:46 PM
I like this version, but I still think the berm before the triple step needs to be fixed. Makes it very hard to clear the triple and either way makes it much slower than taking the easy inside line. It just seems to be too off camber and the berm fades away before you can get a straight shot at the jump.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Twitch135 on June 10, 2017, 09:23:27 PM
I like this version a lot better, but I agree with NorCal about the berm on step  triple needing fixed. I don't mind if we switch to this version for the race.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Mace-x on June 11, 2017, 05:07:39 AM
i´d say is quite close to awesome!

the uphill triple after the finish line usually sends me flying way too far back, even when leaning forward on the take off, other than that i like it a lot, thanks for the hard work mate!  ;D
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 11, 2017, 05:54:54 PM
1st post updated guys...
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: CSchmied986 on June 11, 2017, 07:33:25 PM
much better version! But I noticed it starts you out on the track and it seems to take 3 laps to count the first one. The finish line is the table top, right?
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 11, 2017, 07:51:37 PM
Norcal sorry mate, I forgot to delete that link. Check the 1st page mate
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: 𝖙𝖋𝖈 on June 12, 2017, 12:41:43 AM
It's definitely the best build, and I can make the uphill triple on the 250 if I pin it right round the outside of the corner, at least I can the times I don't loose the front end ;)
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Clintos on June 14, 2017, 10:49:55 AM
Hopefully in the near Future this track will be updated with the new Highpoint layout for ama this year.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 14, 2017, 12:20:46 PM
Hey clint, yeah im gutted cus that new layout came about way after building for this was well underway. Plus, google doesnt update its satalite images that often i dont think and thats one of the best ways to scale them properly.

I will defo bear it in mind though and keep an eye out to see if it changes but i dont hold much hope..
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Clintos on June 15, 2017, 10:04:02 AM
Yeah Gdubmx kinda messed with yahs abit there didnt it, Not really much of a problem but maybe one day
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: CSchmied986 on June 15, 2017, 08:47:05 PM
Am I the only one the feels sometime might be up with the timing gates? I feel like I'll run a good lap and it's 3:00, then I feel like I run a bad lap and it's a 2:20. Where exactly is the finish? I figured it was the table top.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: GDUBMX on June 17, 2018, 01:01:54 PM
Just tried this track with beta 8 and wow, what a difference. its at least 85% more rideable than the last beta.
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: ChamP_Mx on June 17, 2018, 06:32:42 PM
Quote from: NorCal 986 on June 15, 2017, 08:47:05 PM
Am I the only one the feels sometime might be up with the timing gates? I feel like I'll run a good lap and it's 3:00, then I feel like I run a bad lap and it's a 2:20. Where exactly is the finish? I figured it was the table top.

A little trick i use to find the finish line is to enable the trainer, when it starts is when the lap starts, a.k.a. the finish line
Title: Re: AMA National Track - Highpoint Raceway 2017 Release by The MOD Crew
Post by: Twitch135 on June 17, 2018, 07:00:12 PM
Quote from: GDUBMX on June 17, 2018, 01:01:54 PM
Just tried this track with beta 8 and wow, what a difference. its at least 85% more rideable than the last beta.
Yeah this track is so much better with this beta. A lot of fun.  :)