I finally found a technique to make a decent base for the track. I call it the stairs technique ;D
1. Original - nothing done
(https://i.gyazo.com/022a559a87ef58668c06f57dd92f118c.jpg)
2. stairs technique - using the level tool
(https://i.gyazo.com/72b208a92b2feb1a9f3bb4200ed5441b.jpg)
3. ramp & smooth tool
(https://i.gyazo.com/5f2c680047ea849f519f3f79cf7102df.jpg)
(btw is there a way to make these imgs smaller using some "code"?)
Cool Phil.. what software?
Earthsculptor - its pretty easy :)
only contra: you cant set up a correct height for the heightmap, you have to guess. You can scale from 1-300 - i just used 300 and its looks "OK".
version 02
https://www.file-upload.net/download-12761204/millville.7z.html
tell me what you think so far
(https://i.gyazo.com/baf0e5d8dec78e504a49ffa8a279749b.jpg)
Super basic textures, cant wait to begin with the advanced texturing :)
Hi philiaN! Can you post a zip file instead of an exe.?
OK, it works as a zip, my browser went nuts I guess. lol
(https://i.gyazo.com/977788eb4b6f4608fa4218c3b6f96e0e.jpg)
Damn, its alot of work :)
I'm really happy to see you're making progresses on track making! Looks really good.
Little Update.
I made pretty much half of the jumps in ES, but i wasnt quite happy with these jumps.. it is alot of trial and error and this takes a long time!
So i decided to finish my heightmap base in ES and do the jumps in SketchUp. It's awesome! I made two jumps and they feel instant better! And it's way faster to do changes in Photoshop than in ES.
(https://i.gyazo.com/b21b0b98a5307a130fc22ace5599897a.jpg)
I will update my text guide, so that pretty much everyone can make some decent replicas :)
Oh btw. i also will release the whole project in the end - so that you have a little base to start with 8)
I like the smoothness, the jumps feel good, and I like the rollers, but seems a bit narrow. Only tested on a 125 so far.
Haha and that was a pretty old version :) The new one will be much better :)
Yeah I didn't see it till this morning :)
new version - still wip
https://www.file-upload.net/download-12765776/millville.7z.html
latest version
https://www.file-upload.net/download-12766487/millville.7z.html
still WIP
latest version :)
https://www.file-upload.net/download-12766653/millville.7z.html
will finish now the jumps 8)
(https://i.gyazo.com/6cf8ea153561ef32cd1ddc109b91d51d.png)
it isnt so much anymore
BETA v01
https://www.file-upload.net/download-12766807/millville.7z.html
still WIP ;)
Dang another new version lol I just tested the last one and loved it. I could almost make that uphill triple on the 250f. :) Nice work man, I'll have to download the new one you just posted.
Oh never mind its the same :-)
If you downloaded the discord version, yes it may be the same :) otherwise not and thanks man ;D
Changelog:
Changed Jump 28 and 35 (less steepness now)
Added the first version of ruts - there is alot to improve
the rollers section is now 100% sand - i guess i will lower that a littlebit
(https://i.gyazo.com/e9e5b9d56775961d10083e52da5c2a5a.png)
Feel free to tell me if you think some jump is totally wrong :)
link: https://www.file-upload.net/download-12767804/millville.7z.html
Don't think I'll get to try the newest version today. Windstorm, power is out. :(
latest version
https://www.file-upload.net/download-12769117/millville.7z.html
changelog:
increased horizontal scale by 5%
added 2 layers of roughness (natural bumps and braking bumps) WIP
improved ruts/berms
added a new sand section
and some overall changes (deformation etc.)
known issues:
triple doenst work anymore :)
if i try to test it my game crashes :'(
Quote from: Mace-x on October 19, 2017, 02:40:47 AM
if i try to test it my game crashes :'(
It works fine for me. Maybe need some driver updates? Hope you get it working. :)
BIG UPDATE incoming ;D
Nice! Just spun a couple laps on this newest one. I like the added bumps in the beginning and the downhill ones they didn't kick me weird or anything. Didn't clear the uphill triple, kept crashing just before lol. The deformation is a lot better. Looking forward to the big update. :D
Download Link: https://www.file-upload.net/download-12771564/millville.7z.html
Changelog:
some base layer changes
changed some jumps + double and triple
horizontal upscale to +10% (with the new jumps, it feels awesome)
added beta textures (+sand texture)
some changes to deformation and roughness
added TFC's Skies
HM is like 99% finished
Have Fun :D
Next steps:
Race Data + mb here and there some little changes to hm and some more texture details
get sure that wet conditions looks good
adding start area mask
and so on :D
(https://i.gyazo.com/fec6192096e854746ed602bf2ee3d3f1.jpg)
(https://i.gyazo.com/c51df592b4d4dca3ff6bccfadb1dc0ed.jpg)
Just wanted to say nice job so far! I really like where it is going. I still have to try the new version but it's nice having someone else learning how to build tracks properly.
Probably just me, but I can't seem to get a good line for the uphill triple if I take the outside berm. Seems to always lead me to the outside of the jump.
UPDATE: It was just me, I forgot I changed my fork offset to .08, changed it back to-.012 and it hits just fine for me. :)
Latest version: https://www.file-upload.net/download-12772532/millville.7z.html
started doing the race data
changed the look of wet conditions + layers ..
changed some jumps and ruts/berms
major change in material layers = more grip less deformation (will still experiment with that)
little changes in roughness (still experimenting) :P
Trying the track and feels great
https://www.youtube.com/v/lFB8WhWtF0A&t=5s
cant see the video :D
https://www.youtube.com/v/lFB8WhWtF0A&t=5s
[flash=480,360]https://www.youtube.com/v/lFB8WhWtF0A&t=5s[/flash]
/v/ thats important
Ohh thanks Phil. Video is now viewable. By the way I like the grip the track provides with not so much traction so I can still hit the triples.
Gonna be fun to ride with others on this track. :)
Working on a new track :D
(https://i.gyazo.com/324b2cd0dd380a3648e36778a236232d.png)
is there someone who wants to do the objects + placement for this track? And the other tracks im planning to do..
@Norcal are you still wanna help when you are back?
Quote from: philiaN on October 26, 2017, 08:10:31 PM
is there someone who wants to do the objects + placement for this track? And the other tracks im planning to do..
count me in for objects as soon as i'm done with Lierop..
i also plan to share all the generic objects i'm doing for that so they might be useful for everyone.
Awesome thank you so much @giopanda
im uploading the whole Project, if you need any changes to the base heightmap for some object placements, just tell me and i will change it :)
I haven't done the "last touch" on the base, cause i dont know if i need to change anything :D
You will find it here: https://drive.google.com/open?id=0BwkVCs_TRhy5SjdkRU1Bd0pHRnM
What track is that @philiaN?
Such a bummer that I can't do a lot these months. Really want to help you guys out some more.
Any pictures you could show of Lierop @giopanda? All the trees and the sand should make it one of the prettiest tracks just like in real life. Can't wait to ride it!
High point 2017 :)
Oh DUH! Now I see it!
Can't wait to see any pictures of that either.
(https://i.gyazo.com/c9da44f24ca60e06153bdc90659ab6af.jpg)
I hope some of you can help me.. I feel like the scale isnt right....
In my geolocations i left a wide distance to the track, so i can later cut where i want.. e.g.
(https://i.gyazo.com/3d9b51916c18517f7a9a8b5d7971fa56.png)
The cut out is way smaller..
My scale for the cut out is 57
Piboso said the scale is from black to white.. so does it mean my track is way smaller than 57? Because the range isnt from black to white it is: 21% black to 88% white
If thats the case: I just have to do the math: 21 % + 12% = 33% 57 + 33% = 75,81
Help pls :D
Sorry Phil, was in London with the kids the last 2 days. Didn't have a proper chance to think about your PM..
If you give a height value in your HMF and THT of say 57, it means your track in MX bikes will be 57 from the lowest point (black) to the highest point (white). As I use L3DT, when you export your heightmap it automatically re-grades it to make full use of the colourspace making the lowest point black and the highest point white. Some heightmaps don't use pure black or white. If your's doesn't, you just need to find the lowest point and the highest point of the area the heightmap covers on google maps and find the value from that.
Quote from: TFC on October 26, 2017, 11:02:18 PM
you just need to find the lowest point and the highest point of the area the heightmap covers on google maps and find the value from that.
That is exactly what i did, but still if the range from scale is 0-100% and my heightmap just using a range of 67% doenst this mean that my height map is 33% smaller than it should be? Hope you understand my problem :D
I think the lowest point is 0 (black)
and the hightest is 57 (white)
that means
my lowest point is around 12 (21% black)
and my highest is around 50 (88% white)
so my range is 38 instead of 57
Hope that helps to understand my problem :D
(https://i.gyazo.com/374e828f35194fb49e88999052ab9cda.png)
but first i will try the upscaling method (both should work)
the scale 57 (meters) is def. correct according to google :D
I understand what you're getting at, I just don't think that's how it works.
I've always thought that MXB takes the lowest point and the highest point and makes the distance between the two whatever you define.
This means it doesn't matter if your ground zero is 0 black or 20 grey, as long as 20 grey is your lowest point.
If you want to be sure though, import your heightmap into L3DT and export it as a .raw. it automatically redoes the gradient and converts it to a 0 black and 255 white heightmap. However my guess is the actual size you end up with in game is going to be the same..
If I'm wrong someone please correct me. Please also try saving as .raw using L3dt, I'd love to know if there's any difference in game height wise.
Also worth adding, the only benefit to using pure black and white as ground and peak level, is having the full range of black to white for your detail. If you have grey to light grey as your ground to peak level, you're restricting the amount of shades of grey that can be used within that range thus less detail.
This is why L3dt converts your heightmap to black to white as default.
Can i upload the hm and you will save it in l3dt ? if yes what do you need ? raw png ?
Quote from: philiaN on October 26, 2017, 11:47:43 PM
Can i upload the hm and you will save it in l3dt ? if yes what do you need ? raw png ?
Just going to bed.. all you have to do is import heightmap in l3dt as tga, then export as raw.
But like I said, the only benefit should be greater detail. Unless someone can correct me on my assumptions.
Quote from: ℊℯℴ on October 26, 2017, 11:50:20 PM
If mxb takes lowest/highest no matter value then he should end up with same height in game, but been so long I am not quite sure.
But yes, using the levels he is now contrasted for that detail :)
Could do old put a pure black pixel and white somewhere on map and then use what you got. But, if what tfc said is true then it will end up being less height
Yeah that's what I do when I start a base heightmap before going to l3dt, just so I maintain one size while working. In this case it would mess things up though, making the ground and peak much bigger than it currently is.
Upscale from 57 to 76 (lowered the jumps by 33%)
(https://i.gyazo.com/78fd3f804ddb05e987a56790efd73299.jpg)
Normal Scale 57
(https://i.gyazo.com/873463ba31b40d4bcc7b97e07411283d.jpg)
L3DT Scale 57
(https://i.gyazo.com/6f5c951959c3b982351e31ee3e993b07.jpg)
Scale 57 - Using Levels in PS
(https://i.gyazo.com/e97e73218b0c43fe76b940ae0731dc69.jpg)
So, i have to upscale / use levels in ps or do it with L3DT
(https://i.gyazo.com/fdf5b2755ef21488d49d6e0569655644.png)
I wouldnt say that upscaling is bad and that it reduces noticable detail loss.. Maybe in EXTREME conditions, yes, but you cant feel any difference between upscale and level/l3dt version
Didn't read all that ^ too tired to understand it anyways.
Base looks good Phil!
The initial heightmap should use as much of the colorscale as possible if you want to it to be smooth and detailed.
L3DT imports (if you even need this) should be done with a couple of full black and full white reference "pit and pillar" out of the way (side of map is best) as to not mess up the scaling because otherwise it streches it. The effective height difference between the full black pit and full white pillar will be your map height setting in the hmf.
Once the modifications in L3DT are finished, you can clean up the raw generated in L3DT in photoshop to remove the white/black references, and then use it for running your track generation. Generating the track from a photoshop raw file does not strech it.
If you want to use the heightmap in a 3D software for object placement, best is to use the heightmap with the full white/black reference "pit and pillar" to ensure proper scaling.