MX Bikes Official Forum

Mods => Track Editing => Topic started by: giopanda on November 04, 2017, 10:30:33 am

Title: Ottobiano Motorsport - WIP
Post by: giopanda on November 04, 2017, 10:30:33 am
hey guys!
here's the plan for my next project after Lierop.
another hell of a sand pit, home the 2017 Italian MXGP: Ottobiano.

i'm gonna work on the international track (highlighted), but woldn't it be awesome to have them all in a single compound?

anyway, don't expect anything in the near future, i just want to see if this could be an interesting track for you guys or not.

lemme know!

(https://i.imgur.com/v7kUfs5.png)
Title: Re: Ottobiano Motorsport - WIP
Post by: тғc on November 04, 2017, 10:36:32 am
Definitely! What would be great, if multiplayer worked well, would be to find out if 4k heightmaps worked ok. If they did, shouldn't be hard getting all those on one heightmap. If its 2k though, the ruts would be huge as their size is related to heightmap scale.
Title: Re: Ottobiano Motorsport - WIP
Post by: philiaN on November 04, 2017, 11:22:58 am
Hell yea, i was thinking the same when i saw it :D 3 mx tracks + 1 sm track that would be awesome

count me in for one of the other mx tracks or both. tfc would you have fun to do the sm track? because that is something i dont know (real asphalt)..

update: uploaded high resolution images into the geolocations folder

https://drive.google.com/open?id=0BwkVCs_TRhy5a1V3Y3hYa21mc3M
Title: Re: Ottobiano Motorsport - WIP
Post by: EdoKtm21 on November 04, 2017, 11:39:05 am
Love the idea! i live like 40 mins to the track in Emilia-Romagna, the region next to Lombardy.
Title: Re: Ottobiano Motorsport - WIP
Post by: philiaN on November 04, 2017, 04:33:32 pm
Quote from: тғc on November 04, 2017, 10:36:32 am
If its 2k though, the ruts would be huge as their size is related to heightmap scale.


How do you do your ruts? I thought you do it in l3dt like i do it in sketchup and then as a png in photoshop/gimp ? There shouldn't be a problem if 1% opacity is to big just create a new folder and you can again lower the opacity? #opaception
Title: Re: Ottobiano Motorsport - WIP
Post by: Sandbiter on November 04, 2017, 04:40:50 pm
Quote from: philiaN on November 04, 2017, 04:33:32 pm
Quote from: тғc on November 04, 2017, 10:36:32 am
If its 2k though, the ruts would be huge as their size is related to heightmap scale.


How do you do your ruts? I thought you do it in l3dt like i do it in sketchup and then as a png in photoshop/gimp ? There shouldn't be a problem if 1% opacity is to big just create a new folder and you can again lower the opacity? #opaception

Pretty sure he means width. How larger the heightmap resolution, the smaller the deformed ruts will be.
Title: Re: Ottobiano Motorsport - WIP
Post by: тғc on November 04, 2017, 05:01:28 pm
Quote from: Sandbiter on November 04, 2017, 04:40:50 pm
Quote from: philiaN on November 04, 2017, 04:33:32 pm
Quote from: тғc on November 04, 2017, 10:36:32 am
If its 2k though, the ruts would be huge as their size is related to heightmap scale.


How do you do your ruts? I thought you do it in l3dt like i do it in sketchup and then as a png in photoshop/gimp ? There shouldn't be a problem if 1% opacity is to big just create a new folder and you can again lower the opacity? #opaception

Pretty sure he means width. How larger the heightmap resolution, the smaller the deformed ruts will be.


This.. the bigger the dimensions the bigger the deform ruts are and harder to ride.
Title: Re: Ottobiano Motorsport - WIP
Post by: Sandbiter on November 04, 2017, 05:26:49 pm
May I ask what HMF dimensions would be too big? I've not yet experimented with it.

Currently working on a track which is 610x610. Is this too much for a 2k heightmap?
Title: Re: Ottobiano Motorsport - WIP
Post by: тғc on November 04, 2017, 05:30:18 pm
Quote from: Sandbiter on November 04, 2017, 05:26:49 pm
May I ask what HMF dimensions would be too big? I've not yet experimented with it.

Currently working on a track which is 610x610. Is this too much for a 2k heightmap?


Well, Unadilla is 510 x 510. The ruts are just fine, in fact if not a little too large but for the most part almost perfect.

If I was to make a track with Unadilla 510 x 510 and two other small tracks in there too, it will need to be twice as big, and so the ruts will be twice as big too. There's only so much data in a heightmap, you can only go so small. And if the heightmap is converted to a 3d mesh for in game, there's only so many tris. You know how demanding it might be to double the subdivision of the mesh.. But that's speculation.
Title: Re: Ottobiano Motorsport - WIP
Post by: philiaN on November 04, 2017, 05:30:24 pm
Haha, Ironman is 940x940 and scale 25  :o
Title: Re: Ottobiano Motorsport - WIP
Post by: тғc on November 04, 2017, 05:38:04 pm
Quote from: philiaN on November 04, 2017, 05:30:24 pm
Haha, Ironman is 940x940 and scale 25  :o


You'll just have to see how it goes. Most of the bigger tracks I've tried making were made before I started using deformation, due to not being able to use it online.

It might make quicker, better grippier ruts, it might make ditches!  ;D
Title: Re: Ottobiano Motorsport - WIP
Post by: Sandbiter on November 04, 2017, 06:01:10 pm
Quote from: тғc on November 04, 2017, 05:30:18 pm
Quote from: Sandbiter on November 04, 2017, 05:26:49 pm
May I ask what HMF dimensions would be too big? I've not yet experimented with it.

Currently working on a track which is 610x610. Is this too much for a 2k heightmap?


Well, Unadilla is 510 x 510. The ruts are just fine, in fact if not a little too large but for the most part almost perfect.

If I was to make a track with Unadilla 510 x 510 and two other small tracks in there too, it will need to be twice as big, and so the ruts will be twice as big too. There's only so much data in a heightmap, you can only go so small. And if the heightmap is converted to a 3d mesh for in game, there's only so many tris. You know how demanding it might be to double the subdivision of the mesh.. But that's speculation.

Good to know. Thanks.

The track I'm working on now has a weird layout. The environment isn't square. It's more like 610 x 200, thus just for that I need to make a bigger map, which sucks.
Title: Re: Ottobiano Motorsport - WIP
Post by: giopanda on November 08, 2017, 08:20:02 am
working on a 2k heightmap, but everything is placed to fit in a 4k just in case..
nothing much to show yet, just started to lay down some dirt around the corners

(https://i.imgur.com/sxDOf3E.jpg)
Title: Re: Ottobiano Motorsport - WIP
Post by: тғc on November 08, 2017, 10:06:11 am
Notice you're moving on... How is Lierop going? :)
Title: Re: Ottobiano Motorsport - WIP
Post by: giopanda on November 08, 2017, 10:08:10 am
took a break from that..couldn't figure out how to make decent bumps so started with this in the meantime..
Title: Re: Ottobiano Motorsport - WIP
Post by: Vortex_Damien on November 08, 2017, 02:35:08 pm
a tip from with bumps, or how i did them for my track, lower them instead of raise.. and only slighly have them dip.. deform will do alot ;)
Title: Re: Ottobiano Motorsport - WIP
Post by: giopanda on November 08, 2017, 03:50:17 pm
Actually what bothers me the most are those long waves in the sand, can't seem to find the perfect balance between length and height.
As for smaller and breaking bumps i'll just do some to have the track less smooth, but I guess the biggest part will be done with deformation.
But thanks for the tip anyway :)

P. S. Has anyone ever tried adding ambient sounds? Would it be worth to try it?
Title: Re: Ottobiano Motorsport - WIP
Post by: Sandbiter on November 08, 2017, 03:58:44 pm
Quote from: giopanda on November 08, 2017, 03:50:17 pm
Actually what bothers me the most are those long waves in the sand, can't seem to find the perfect balance between length and height.
As for smaller and breaking bumps i'll just do some to have the track less smooth, but I guess the biggest part will be done with deformation.
But thanks for the tip anyway :)

P. S. Has anyone ever tried adding ambient sounds? Would it be worth to try it?


I have added ambient sounds on some of my tracks. Archview and Enduro de Heuvelenberg are the ones I think. Having some proper sounds to put on the track will definitely increase the quality of the track, though if you have bad ones it can break it as well. Not saying my sounds were any good either, but it's fun to experiment with.

As for sand waves, have a look at Southwick. Groomed southwick doesn't have a lot of waves, but the original one does. The groomed version forms the long waves via deformation though.
Title: Re: Ottobiano Motorsport - WIP
Post by: giopanda on November 08, 2017, 04:01:02 pm
thanks man, i'll have a look at both the tracks and to some forest/nature sounds to add!

cheers
Title: Re: Ottobiano Motorsport - WIP
Post by: GDUBMX on June 28, 2018, 03:12:26 pm
Hey Gio, any updates on this and Lierop?
Title: Re: Ottobiano Motorsport - WIP
Post by: giopanda on June 28, 2018, 03:51:56 pm
not yet..
i got back to the game last week but i plan to finish both tracks before the end of summer!
Title: Re: Ottobiano Motorsport - WIP
Post by: giopanda on July 04, 2018, 01:56:08 pm
quick update!
heightmap done, textures almost done, working on bumps and jumps then objects!
(https://i.imgur.com/VKwHAOj.jpg)
Title: Re: Ottobiano Motorsport - WIP
Post by: тғc on July 04, 2018, 01:58:13 pm
Looking good man! Will be nice to have some tracks from another creator. If you need any help if you encounter problems feel free to PM me or add me on steam / discord. I've probably run into most problems at one time or another :)
Title: Re: Ottobiano Motorsport - WIP
Post by: GDUBMX on July 04, 2018, 07:25:02 pm
Holy crap, just realized this is my fave track so far on MXGP Pro!
Title: Re: Ottobiano Motorsport - WIP
Post by: giopanda on July 07, 2018, 07:10:41 pm
Quote from: GDUBMX on July 04, 2018, 07:25:02 pm
Holy crap, just realized this is my fave track so far on MXGP Pro!

awesome!
it's 45 minutes from where i live and never been there.. :D

anyway here's a little update:
started placing objects and refining the heightmap for bumps and ruts.
also added the surrounding area as a 3d object since the area is super flat and couldn't hide the other tracks with anything..

let me know what you think guys!
cheers

view of the area (international track in the foreground)
(https://i.imgur.com/9v84cU1.jpg)

turn 2 with mechanics area on the left
(https://i.imgur.com/AarEEL9.jpg)

(https://i.imgur.com/N4hTshG.jpg)

view from the pit area
(https://i.imgur.com/wMVtQOf.jpg)

Caresana MX Park as a 3d object
(https://i.imgur.com/84U5WB9.jpg)

this should have windows..
(https://i.imgur.com/US7kLQu.jpg)

(https://i.imgur.com/d2SjWyE.jpg)
Title: Re: Ottobiano Motorsport - WIP
Post by: philiaN on July 07, 2018, 07:33:09 pm
great work so far! I'm sure it will be so much fun to ride :)
Title: Re: Ottobiano Motorsport - WIP
Post by: GDUBMX on July 07, 2018, 07:37:00 pm
wow thats world class, really well done mate. cant believe how high quality it looks. agree with Phil, looks really fun to ride! Can wait for the release man. :D
Title: Re: Ottobiano Motorsport - WIP
Post by: Asdrael on July 07, 2018, 07:43:26 pm
Looks fantastic.
Title: Re: Ottobiano Motorsport - WIP
Post by: joao santos 17 on July 08, 2018, 12:53:14 am
Amazing
Title: Re: Ottobiano Motorsport - WIP
Post by: NorCal 986 on July 08, 2018, 07:37:13 am
Quote from: GDUBMX on July 04, 2018, 07:25:02 pm
Holy crap, just realized this is my fave track so far on MXGP Pro!


Holy crap, you just admitted to playing MXGP Pro.... :o ???
Title: Re: Ottobiano Motorsport - WIP
Post by: Bj Slice on July 08, 2018, 08:22:59 am
Wow! excited for this one. Thanks giopanda.
Title: Re: Ottobiano Motorsport - WIP
Post by: Mace-x on July 08, 2018, 10:34:33 pm
looking great man, cant wait!
Title: Re: Ottobiano Motorsport - WIP
Post by: Docfumi on August 26, 2018, 12:14:45 am
Any update news on this track? It really looks awesome  :D
Title: Re: Ottobiano Motorsport - WIP
Post by: Bacon on December 19, 2018, 10:58:54 pm
Any chance we can get a Beta release for this track?