MX Bikes Official Forum

General Category => General Discussion => Topic started by: pulse on January 31, 2014, 02:06:53 AM

Title: Track editing
Post by: pulse on January 31, 2014, 02:06:53 AM
would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?
Title: Re: Track editing
Post by: PiBoSo on January 31, 2014, 02:22:19 AM
Quote from: pulse on January 31, 2014, 02:06:53 AM
would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?

There is no editor yet.
1. There is a tool to view the generated track in 3D.
2. It is possible to change the skybox
3. ???
4. Yes. 16 bits grayscale RAW.
5. There are no "decals". Just layers. They do support normal and specular map.
6. ??? It is possible to set tiling for each layer.
Title: Re: Track editing
Post by: pulse on January 31, 2014, 02:28:33 AM
Quote from: PiBoSo on January 31, 2014, 02:22:19 AM
Quote from: pulse on January 31, 2014, 02:06:53 AM
would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?

There is no editor yet.
1. There is a tool to view the generated track in 3D.
2. It is possible to change the skybox
3. ???
4. Yes. 16 bits grayscale RAW.
5. There are no "decals". Just layers. They do support normal and specular map.
6. ??? It is possible to set tiling for each layer.

So when you say layers your talking about like in reflex?
a Mask Map, RGB channels and it's alpha channel
Top Down Texture?
Shadow Mask?

http://twisteddirt.com/wiki/Textures
Title: Re: Track editing
Post by: pulse on January 31, 2014, 03:56:37 AM
this is what I mean by scale of the tracks.

resolution scale minaltitude maxaltitude
eg.
9 2.000000 -5.146564 48.516369

'resolution' specifies the size of the terrain.png and shading.ppm you are using. The formula is 2^(n+1)+1. So 2^(9+1)+1=1025, hence standard tracks use 1025x1025 pixel terrains.

'scale' is in feet/pixel, so standard tracks are 2 feet/pixel.
Title: Re: Track editing
Post by: PiBoSo on January 31, 2014, 11:12:10 AM
Quote from: pulse on January 31, 2014, 02:28:33 AM
Quote from: PiBoSo on January 31, 2014, 02:22:19 AM
Quote from: pulse on January 31, 2014, 02:06:53 AM
would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?

There is no editor yet.
1. There is a tool to view the generated track in 3D.
2. It is possible to change the skybox
3. ???
4. Yes. 16 bits grayscale RAW.
5. There are no "decals". Just layers. They do support normal and specular map.
6. ??? It is possible to set tiling for each layer.

So when you say layers your talking about like in reflex?
a Mask Map, RGB channels and it's alpha channel
Top Down Texture?
Shadow Mask?

http://twisteddirt.com/wiki/Textures

No idea about reflex, but basically: a diffuse texture and a mask texture.
Title: Re: Track editing
Post by: PiBoSo on January 31, 2014, 11:18:38 AM
Quote from: pulse on January 31, 2014, 03:56:37 AM
this is what I mean by scale of the tracks.

resolution scale minaltitude maxaltitude
eg.
9 2.000000 -5.146564 48.516369

'resolution' specifies the size of the terrain.png and shading.ppm you are using. The formula is 2^(n+1)+1. So 2^(9+1)+1=1025, hence standard tracks use 1025x1025 pixel terrains.

'scale' is in feet/pixel, so standard tracks are 2 feet/pixel.

This is quite confusing  :o

This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.
Title: Re: Track editing
Post by: Ruubs on January 31, 2014, 11:38:22 AM
Track texturing like Mva U? AWESOME.
Loved doing that, and still do!
Title: Re: Track editing
Post by: rafagas on January 31, 2014, 02:05:34 PM
Quote from: PiBoSo on January 31, 2014, 11:18:38 AM

This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

If I understand it, size_x and size_z will be meters/px?
Title: Re: Track editing
Post by: PiBoSo on January 31, 2014, 02:10:52 PM
Quote from: rafagas on January 31, 2014, 02:05:34 PM
Quote from: PiBoSo on January 31, 2014, 11:18:38 AM

This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

If I understand it, size_x and size_z will be meters/px?

It's just the size of the terrain.
Title: Re: Track editing
Post by: GDUBMX on February 01, 2014, 07:11:59 PM
Will the track editing be similar to gp bikes? I'm unfamiliar with that so will have to learn how to do it. Would love to make tracks for this.
Title: Re: Track editing
Post by: PiBoSo on February 01, 2014, 08:23:42 PM
Quote from: gdubmx on February 01, 2014, 07:11:59 PM
Will the track editing be similar to gp bikes? I'm unfamiliar with that so will have to learn how to do it. Would love to make tracks for this.

The terrain creation is completely different.
But everything else is mostly the same.
Title: Re: Track editing
Post by: mxrewind665 on February 02, 2014, 01:30:26 AM
Will there be an in game editor like Mx Sim. I dont have photoshop but I do have gimp can tracks be made in there? Or can tracks be made in earth sculptor?
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 01:36:25 AM
Quote from: mxrewind665 on February 02, 2014, 01:30:26 AM
Will there be an in game editor like Mx Sim. I dont have photoshop but I do have gimp can tracks be made in there? Or can tracks be made in earth sculptor?

There is no editor at the moment.
It is possible to use any program that can save a 16 bits grayscale image.
Title: Re: Track editing
Post by: Richard de Kuijper on February 02, 2014, 12:28:15 PM
please give us a editor :D
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 01:15:13 PM
Quote from: Richard de Kuijper on February 02, 2014, 12:28:15 PM
please give us a editor :D

To sculpt a high-quality track it's probably better to use one of the many professional tools already available.
Title: Re: Track editing
Post by: Richard de Kuijper on February 02, 2014, 01:24:58 PM
jeah but i mean, if we can make self us own skins and tracks i am sure this will be the best game!
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 02:41:42 PM
Quote from: Richard de Kuijper on February 02, 2014, 01:24:58 PM
jeah but i mean, if we can make self us own skins and tracks i am sure this will be the best game!

It will be possible to create custom paints for rider / boots / gloves / helmet.
As this thread suggests, it will also possible to create new tracks.
Title: Re: Track editing
Post by: Richard de Kuijper on February 02, 2014, 02:50:06 PM
ohh awesome man!! cant wait !(please read private message) :)
Title: Re: Track editing
Post by: VillaMoto on February 02, 2014, 02:51:07 PM
Quote from: PiBoSo on February 02, 2014, 02:41:42 PM
Quote from: Richard de Kuijper on February 02, 2014, 01:24:58 PM
jeah but i mean, if we can make self us own skins and tracks i am sure this will be the best game!

It will be possible to create custom paints for rider / boots / gloves / helmet.
As this thread suggests, it will also possible to create new tracks.

Sounds great!  :)
Title: Re: Track editing
Post by: Ruubs on February 02, 2014, 03:32:09 PM
Piboso, do you mind if I help you answering questions? Most of the questions on here are asked 10 times already, and I'm sure that you get anoyed by them.
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 03:37:37 PM
Quote from: Sandbiter on February 02, 2014, 03:32:09 PM
Piboso, do you mind if I help you answering questions? Most of the questions on here are asked 10 times already, and I'm sure that you get anoyed by them.

Thank you for your help  :)
Title: Re: Track editing
Post by: AWood on February 02, 2014, 04:13:19 PM
Quote from: gdubmx on February 02, 2014, 03:49:21 PM
Quote from: Sandbiter on February 02, 2014, 03:32:09 PM
Piboso, do you mind if I help you answering questions? Most of the questions on here are asked 10 times already, and I'm sure that you get anoyed by them.
I've found also I've been doing the same. I'll do m best also piboso to give people answers and info etc. I'm sure me and sandbiter wouldn't mind if you made us moderators ha ha.
To that last sentence. Please don't do that.
Title: Re: Track editing
Post by: Midbeck on February 02, 2014, 04:24:50 PM
Quote from: gdubmx on February 02, 2014, 04:19:38 PM
Is there a problem Awood? Maybe some of us would like to help in some way. Let's not turn this into another MX sim forum..
I think Awood see the same problem as I do, since the game is in a dev stage atm, thinks change daily/weekly. If you go and answer people questions you might give them false hope or wrong info.
People should learn how to search for stuff.

If your question isn't answered by Piboso it's probably because he's busy or simply doesn't want to answer the question.
Me personally would like to keep the forum boards clean and not cluttered with the same questions over and over again.
Title: Re: Track editing
Post by: AWood on February 02, 2014, 04:29:46 PM
Quote from: Midbeck on February 02, 2014, 04:24:50 PM
Quote from: gdubmx on February 02, 2014, 04:19:38 PM
Is there a problem Awood? Maybe some of us would like to help in some way. Let's not turn this into another MX sim forum..
I think Awood see the same problem as I do, since the game is in a dev stage atm, thinks change daily/weekly. If you go and answer people questions you might give them false hope or wrong info.
People should learn how to search for stuff.

If your question isn't answered by Piboso it's probably because he's busy or simply doesn't want to answer the question.
Me personally would like to keep the forum boards clean and not cluttered with the same questions over and over again.

Yes. But I don't want piboso to appoint some random
Goon who is already making random topics Asking about his personal life. We don't need mods right now. Piboso has Snappe as an admin. I was just vetoing you as a moderator, and also the idea itself right now. Just follow the Dev progress and talk a bit. No need to get crazy yet.
Title: Re: Track editing
Post by: Kording on February 02, 2014, 04:41:19 PM
just for the sake of my first post:
Quote from: gdubmx on February 02, 2014, 04:19:38 PMLet's not turn this into another MX sim forum..
Title: Re: Track editing
Post by: Ruubs on February 02, 2014, 04:53:11 PM
Can we please stop this now? If you both want to have this conversation, then please continue with PM's.
Title: Re: Track editing
Post by: GDUBMX on February 02, 2014, 04:58:25 PM
What software would you recommend piboso for making tracks for this game?
Title: Re: Track editing
Post by: Midbeck on February 02, 2014, 05:09:40 PM
Quote from: gdubmx on February 02, 2014, 04:58:25 PM
What software would you recommend piboso for making tracks for this game?

If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.
Title: Re: Track editing
Post by: GDUBMX on February 02, 2014, 05:15:56 PM
Quote from: Midbeck on February 02, 2014, 05:09:40 PM
Quote from: gdubmx on February 02, 2014, 04:58:25 PM
What software would you recommend piboso for making tracks for this game?

If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.
Thats cool, i use GIMP. Will have to figure out the track building way on it tho, im sure i read that the function is not available until 2.10. hopefully im wrong! cheers Midbeck
Title: Re: Track editing
Post by: AWood on February 02, 2014, 05:16:24 PM
Quote from: Midbeck on February 02, 2014, 05:09:40 PM
Quote from: gdubmx on February 02, 2014, 04:58:25 PM
What software would you recommend piboso for making tracks for this game?

If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.
16 bit heightmap programs. Photoshop, GIMP, mud box, and I think earth sculptor might be able to do It also.
Title: Re: Track editing
Post by: GDUBMX on February 02, 2014, 05:17:27 PM
cheers guys, i'll have to figure out this height map thing in gimp then. ive only made track using MXsims in game editor.
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 05:24:30 PM
Quote from: AWood on February 02, 2014, 05:16:24 PM
Quote from: Midbeck on February 02, 2014, 05:09:40 PM
Quote from: gdubmx on February 02, 2014, 04:58:25 PM
What software would you recommend piboso for making tracks for this game?

If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.
16 bit heightmap programs. Photoshop, GIMP, mud box, and I think earth sculptor might be able to do It also.

Even 3D modelling programs like 3dsmax and Blender can do the job.
Title: Re: Track editing
Post by: AWood on February 02, 2014, 05:26:12 PM
Quote from: PiBoSo on February 02, 2014, 05:24:30 PM
Quote from: AWood on February 02, 2014, 05:16:24 PM
Quote from: Midbeck on February 02, 2014, 05:09:40 PM
Quote from: gdubmx on February 02, 2014, 04:58:25 PM
What software would you recommend piboso for making tracks for this game?

If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.
16 bit heightmap programs. Photoshop, GIMP, mud box, and I think earth sculptor might be able to do It also.

Even 3D modelling programs like 3dsmax and Blender can do the job.

Oh cool! I knew they could turn a plane into a heightmap. But didn't know they export in .raw format.
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 05:27:32 PM
Quote from: AWood on February 02, 2014, 05:26:12 PM
Quote from: PiBoSo on February 02, 2014, 05:24:30 PM
Quote from: AWood on February 02, 2014, 05:16:24 PM
Quote from: Midbeck on February 02, 2014, 05:09:40 PM
Quote from: gdubmx on February 02, 2014, 04:58:25 PM
What software would you recommend piboso for making tracks for this game?

If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.
16 bit heightmap programs. Photoshop, GIMP, mud box, and I think earth sculptor might be able to do It also.

Even 3D modelling programs like 3dsmax and Blender can do the job.

Oh cool! I knew they could turn a plane into a heightmap. But didn't know they export in .raw format.

Even if they cannot export directly to RAW, there is plenty of programs to convert a PNG or TIFF to RAW.
Title: Re: Track editing
Post by: Motoboss on February 02, 2014, 05:28:27 PM
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 05:29:07 PM
Quote from: Motoboss on February 02, 2014, 05:28:27 PM
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?

Only TGA and BMP are supported.
Title: Re: Track editing
Post by: Midbeck on February 02, 2014, 05:50:46 PM
Quote from: PiBoSo on February 02, 2014, 05:29:07 PM
Quote from: Motoboss on February 02, 2014, 05:28:27 PM
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?

Only TGA and BMP are supported.
May I ask why PNG isnt supported? I'm a total nob at this so I thought i'd learn something
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 07:26:47 PM
Quote from: Midbeck on February 02, 2014, 05:50:46 PM
Quote from: PiBoSo on February 02, 2014, 05:29:07 PM
Quote from: Motoboss on February 02, 2014, 05:28:27 PM
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?

Only TGA and BMP are supported.
May I ask why PNG isnt supported? I'm a total nob at this so I thought i'd learn something

Just because PNG is a format quite complex to read.
Title: Re: Track editing
Post by: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )
Title: Re: Track editing
Post by: AWood on February 02, 2014, 10:59:42 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

So placing billboards and models will be done at which one of those steps?
Title: Re: Track editing
Post by: MX181 on February 02, 2014, 11:03:48 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )
curious to see how this will pan out as the ingame editor was mx simulator biggest win in my view. although i will wait eagerly hehe
Title: Re: Track editing
Post by: PiBoSo on February 02, 2014, 11:33:06 PM
Quote from: AWood on February 02, 2014, 10:59:42 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

So placing billboards and models will be done at which one of those steps?

Between A and B, editing a text file.
Title: Re: Track editing
Post by: MX181 on February 03, 2014, 01:09:41 AM
Quote from: PiBoSo on February 02, 2014, 11:33:06 PM
Quote from: AWood on February 02, 2014, 10:59:42 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

So placing billboards and models will be done at which one of those steps?

Between A and B, editing a text file.

Just a general observation pib. If something is hard, less people will try to learn how to do it, and with even less people achieving how to do it. The ingame track editor is easy as you dont need any other programs and everyone can do it. This also helps grow the community as more people will give it a go with more people achieving success. i for one would highly recommend a ingame editor. i know how much and if it will be a lot of extra work, but it will help grow a far bigger and better community.
Title: Re: Track editing
Post by: GDUBMX on February 03, 2014, 06:05:55 AM
Quote from: MX181 on February 03, 2014, 01:09:41 AM
Quote from: PiBoSo on February 02, 2014, 11:33:06 PM
Quote from: AWood on February 02, 2014, 10:59:42 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

So placing billboards and models will be done at which one of those steps?

Between A and B, editing a text file.

Just a general observation pib. If something is hard, less people will try to learn how to do it, and with even less people achieving how to do it. The ingame track editor is easy as you dont need any other programs and everyone can do it. This also helps grow the community as more people will give it a go with more people achieving success. i for one would highly recommend a ingame editor. i know how much and if it will be a lot of extra work, but it will help grow a far bigger and better community.
I have to agree. I appreciate the effort involved but as mx181 said it will take the game to the next level.  I'm happy to throw my money at you either way anyway :)
Title: Re: Track editing
Post by: al167 on February 03, 2014, 10:39:48 AM
im really excited about making tracks, models for this game!. cant wait!
Title: Re: Track editing
Post by: GDUBMX on February 03, 2014, 10:53:01 AM
Nice to see you al. Looking forward to seeing your tracks on here mate.
Title: Re: Track editing
Post by: JamieT on February 03, 2014, 03:06:55 PM
So just to be clear, when the first public Alpha is released, we'll be able to create our own tracks?  The game will have support for importing our own heightmaps, terrain textures, 3d models into the game?  We will have to create these in other programs, and then have to convert them into a format that the game can read?

If so, that is great!  That is all you need!  Creating an in-game editor would be a waste of time...  There are plenty of programs out there already, which do the job perfectly.
Title: Re: Track editing
Post by: PiBoSo on February 03, 2014, 03:22:31 PM
Quote from: JamieT on February 03, 2014, 03:06:55 PM
So just to be clear, when the first public Alpha is released, we'll be able to create our own tracks?  The game will have support for importing our own heightmaps, terrain textures, 3d models into the game?  We will have to create these in other programs, and then have to convert them into a format that the game can read?

If so, that is great!  That is all you need!  Creating an in-game editor would be a waste of time...  There are plenty of programs out there already, which do the job perfectly.

Actually, the plan is to release tools before the first release, to hopefully have feedback from the community.
Title: Re: Track editing
Post by: JamieT on February 03, 2014, 04:19:48 PM
Excellent!  Good to hear that track creators can get a little head start before the first release!

Which resolutions of height maps will the tracks handle?  I saw a mention of 2049 x 2049 in another post.  Will there be support for other sizes such as 1025x1025?  Or maybe even non-square terrains, such as 2049 x 1025?

How many different terrain textures will be supported?

File encryption... Will there be any protection for user-created track files?
Title: Re: Track editing
Post by: Ruubs on February 03, 2014, 04:21:34 PM
Pib or Snappe, could you please tell me a bit more about addings objects to a track? I saw a post somewhere that it's within a text document, but wouldn't it be very difficult to get all the objects on the right places?
I'm thinking of making a sort of GNCC track, with a forest. But if I can't get all the tree's around the track, exactly where I want them, then it's a pretty big problem for me.
Title: Re: Track editing
Post by: AWood on February 03, 2014, 04:23:43 PM
Jamie please don't even start on file encryption. It's totally unnecessary. Just make a track and realease it. You don't need to worry about them getting ripped. That's what ruined MXS was people whining about their content not being safe.
Title: Re: Track editing
Post by: JamieT on February 03, 2014, 05:01:39 PM
Quote from: AWood on February 03, 2014, 04:23:43 PM
Jamie please don't even start on file encryption. It's totally unnecessary. Just make a track and realease it. You don't need to worry about them getting ripped. That's what ruined MXS was people whining about their content not being safe.

If the files are encrypted - then yes, I wouldn't need to worry. :)  I don't understand how it ruined MXS?  If you're an honest person that doesn't plan on ripping things, then it's no skin off your nose.  The only people that would whine about file encryption would be the rippers...
Title: Re: Track editing
Post by: AWood on February 03, 2014, 05:09:53 PM
Quote from: JamieT on February 03, 2014, 05:01:39 PM
Quote from: AWood on February 03, 2014, 04:23:43 PM
Jamie please don't even start on file encryption. It's totally unnecessary. Just make a track and realease it. You don't need to worry about them getting ripped. That's what ruined MXS was people whining about their content not being safe.

If the files are encrypted - then yes, I wouldn't need to worry. :)  I don't understand how it ruined MXS?  If you're an honest person that doesn't plan on ripping things, then it's no skin off your nose.  The only people that would whine about file encryption would be the rippers...
No. It's more useless work for me as a creator. And more work for piboso. Just release your shit for the good of the community. scrams and private releases ruined it because before there were only public releases and ripping wasn't a thing.
Title: Re: Track editing
Post by: showtimemx on February 03, 2014, 06:07:12 PM
Quote from: MX181 on February 03, 2014, 01:09:41 AM
Quote from: PiBoSo on February 02, 2014, 11:33:06 PM
Quote from: AWood on February 02, 2014, 10:59:42 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

So placing billboards and models will be done at which one of those steps?

Between A and B, editing a text file.

Just a general observation pib. If something is hard, less people will try to learn how to do it, and with even less people achieving how to do it. The ingame track editor is easy as you dont need any other programs and everyone can do it. This also helps grow the community as more people will give it a go with more people achieving success. i for one would highly recommend a ingame editor. i know how much and if it will be a lot of extra work, but it will help grow a far bigger and better community.

While I agree that less people will try to learn, that isn't always a bad thing.  (all the mxs junk that came through)  Not sure if you were around during the Motocross Madness 1 days but it was not easy to create a track and what happened is those that were dedicated to learning the process spent time and got it down and when they did for the most part you got some amazing tracks.  when they released motocross madness 2 (same with mx vs atv series) it had a track editor and all of a sudden you had to look through hundreds of crap tracks on mcmfactory.com to find good ones, because any 10yr old with a keyboard could export a track and upload it.

Don't get me wrong I love in game editors if they are done correctly, MX vs Atv had a pretty darn good editor.  MXS editor is not user friendly and is a pain because the lack of a 3D view.  The plus side to having an in game editor is that like mx vs atv and mxs you are allowed to test the track quickly in game without having to run a full export and save a bunch of files test it then go back and fourth.

This brings me to my first question for PiBoSo:
-will we have to export our height map and all files, open the game test the track, exit the game, edit the track in photoshop or program of choice, re-save all files go back in to game and test again, rinse and repeat?
-lastly what about 3D model placement for tracks will it be done using coordinates in a text file?  or will we be able to use 3D Studio Max to designate object placement and run a export script?
-One more question and then I promise ill quit (I become like a kid again with new Motocross Games and tend to get even more excited with being able to make stuff for the game)
    Is there anyway we can get an early template for the rider?  like a .tga, .bmp, .psd  and possibly the 3d model to use for a preview?
after re-reading the questions forum this above question^^^ was answered as you said paints will be released.

Thanks for your effort PiBoSo and I know myself along with others will be anxiously awaiting a release.


Title: Re: Track editing
Post by: JamieT on February 03, 2014, 06:12:08 PM
Quote from: AWood on February 03, 2014, 05:09:53 PM
No. It's more useless work for me as a creator. And more work for piboso. Just release your shit for the good of the community. scrams and private releases ruined it because before there were only public releases and ripping wasn't a thing.

It's hardly "work"...  As a creator, you just run the file through an encrytion process, which takes seconds.  As for Piboso, I'm not familiar with his other games, but if he already has encryption in place, then job done.  If not, then I'll get over it.  I just want to be aware of the kind of protection my work will have.

I don't understand how ripping didn't exist before encryption?  I define ripping as another word for plagarism.  MXS has only had encrypted files (.scram) for the past 6 months or so... maybe less.  I saw plenty of posts about ripping on MXS forums way before that.  An encrypted file can still be used the way they were designed for the good of the community, so no problem there.

I think the main problem with MXS you're talking about is the skinning of bike models?  It seems that people are creating great bike models, but aren't even willing to release a wireframe for the bike.  Which I do find pretty ridiculous, and a little selfish.  Other than that, I think it's pretty reasonable that if you wanted to keep your height map (for example) protected, then why not?  If you spend countless hours working on something, why not protect it from plagarism?
Title: Re: Track editing
Post by: Snappe on February 03, 2014, 06:17:17 PM
Quote from: Sandbiter on February 03, 2014, 04:21:34 PM
Pib or Snappe, could you please tell me a bit more about addings objects to a track? I saw a post somewhere that it's within a text document, but wouldn't it be very difficult to get all the objects on the right places?
I'm thinking of making a sort of GNCC track, with a forest. But if I can't get all the tree's around the track, exactly where I want them, then it's a pretty big problem for me.

No, you won't have to place all objects using only a text file, that would be a nightmare! Eventually we aim to have an editor to place obects, but for first release it will probably involve a 3d app. We're still working out the best way to go about it.
Title: Re: Track editing
Post by: AWood on February 03, 2014, 06:24:21 PM
Because I don't care. If somebody takes my work then I'm sure I did a good job. I just remember the day when people released every model public all the old models in sim. It wasn't until Andy's KX and attackers Suzuki that people wanted to hide them.

Anyways, if I release a track it's for the good of the community I want them to use everything in it if they want.
Title: Re: Track editing
Post by: Snappe on February 03, 2014, 06:44:31 PM
AWood, why are you so against encryption? If you want to distribute your heightmaps models and textures, why not just make them available to download seperately? It's understandable that some people might want to have their work protected.
Title: Re: Track editing
Post by: Ruubs on February 03, 2014, 06:49:18 PM
Quote from: Snappe on February 03, 2014, 06:17:17 PM
Quote from: Sandbiter on February 03, 2014, 04:21:34 PM
Pib or Snappe, could you please tell me a bit more about addings objects to a track? I saw a post somewhere that it's within a text document, but wouldn't it be very difficult to get all the objects on the right places?
I'm thinking of making a sort of GNCC track, with a forest. But if I can't get all the tree's around the track, exactly where I want them, then it's a pretty big problem for me.

No, you won't have to place all objects using only a text file, that would be a nightmare! Eventually we aim to have an editor to place obects, but for first release it will probably involve a 3d app. We're still working out the best way to go about it.
Thanks for the fast reply! ;)
Title: Re: Track editing
Post by: AWood on February 03, 2014, 06:52:56 PM
Quote from: Snappe on February 03, 2014, 06:44:31 PM
AWood, why are you so against encryption? If you want to distribute your heightmaps models and textures, why not just make them available to download seperately? It's understandable that some people might want to have their work protected.
I guess but I don't think it's a necessity. I will still try to release my stuff publicly if I can. I like to share and help the community thrive.
Title: Re: Track editing
Post by: bearded4glory on February 03, 2014, 08:19:53 PM
Encryption is a touchy subject for a lot of people coming from Sim.  Its hard to say what the best method is, people are generally good about asking to use things that were released publicly and then there is nothing to rip.  On the other hand its hard to give away what you worked so hard on for people to potentially use without asking and if they dont know what they are doing it can not turn out that great.  I have looked into track making for GP-Bikes and the Kart Sim a little bit and it seems like they will be similar in many ways to MX-Bikes.  It looks like a lot of the files get exported to proprietary file formats, not sure exactly how it will work but seems like it will keep a little protection at least.  Also, with the amount of learning we are all going to be doing for a new way of doing everything I bet there will be a lot less people making tracks, at least for now.

SAFs were nice for keeping a pack of stuff contained and easy to organize in sim, something similar may be nice for that reason but with enough work any encryption that a game can read in under a second can be undone.
Title: Re: Track editing
Post by: JamieT on February 03, 2014, 08:25:24 PM
Quote from: Snappe on February 03, 2014, 06:44:31 PM
AWood, why are you so against encryption? If you want to distribute your heightmaps models and textures, why not just make them available to download seperately? It's understandable that some people might want to have their work protected.

I'm glad you understand :)  I take then, that there will be file encryption for heightmaps, models and textures?

Back to my other questions... How many layers of terrain textures will be supported?  What are the supported heightmap resolutions?  Will we able to create a non-square shaped terrain, eg. 2049 x 1025?  If not, and the heightmaps are squares only, will there be support for multiple terrain tiles?
Title: Re: Track editing
Post by: JamieT on February 03, 2014, 08:34:00 PM
Quote from: bearded4glory on February 03, 2014, 08:19:53 PM
SAFs were nice for keeping a pack of stuff contained and easy to organize in sim, something similar may be nice for that reason but with enough work any encryption that a game can read in under a second can be undone.

Unfortunately, SAFs weren't encrypted.  There were, as you say, just a way to keep everything organised.  Nothing in MXS was encrypted until the .scram files came along.  It is true that any encryption can be un-done, but trying to reverse a decent encryption can be a very lengthy process, that most people wouldn't have a clue where to start, therefore they don't bother.
Title: Re: Track editing
Post by: PiBoSo on February 03, 2014, 08:36:20 PM
Quote from: JamieT on February 03, 2014, 08:25:24 PM
Quote from: Snappe on February 03, 2014, 06:44:31 PM
AWood, why are you so against encryption? If you want to distribute your heightmaps models and textures, why not just make them available to download seperately? It's understandable that some people might want to have their work protected.

I'm glad you understand :)  I take then, that there will be file encryption for heightmaps, models and textures?

Back to my other questions... How many layers of terrain textures will be supported?  What are the supported heightmap resolutions?  Will we able to create a non-square shaped terrain, eg. 2049 x 1025?  If not, and the heightmaps are squares only, will there be support for multiple terrain tiles?

There is no limit in the number of layers.
There is no limit in the heightmap resolution, but 2048x2048 is probably the max "practical" value.
The terrain must be square and have power of 2 size.
Title: Re: Track editing
Post by: bearded4glory on February 03, 2014, 08:53:54 PM
Quote from: JamieT on February 03, 2014, 08:34:00 PM
Quote from: bearded4glory on February 03, 2014, 08:19:53 PM
SAFs were nice for keeping a pack of stuff contained and easy to organize in sim, something similar may be nice for that reason but with enough work any encryption that a game can read in under a second can be undone.

Unfortunately, SAFs weren't encrypted.  There were, as you say, just a way to keep everything organised.  Nothing in MXS was encrypted until the .scram files came along.  It is true that any encryption can be un-done, but trying to reverse a decent encryption can be a very lengthy process, that most people wouldn't have a clue where to start, therefore they don't bother.

Well SAFs were hard enough for me not to get into them and most of the community.  I do understand what you are saying and like I said it is a touchy subject.  It seems like you have always been worried about your terrains getting ripped but I don't think there is a single report of that happening.  There have been some instances of people using a old version of a track as a base for a new version just for the natural topography of the location but typically one would (and should) ask first.

With the amount of work it is going to take for people to learn to make MX-Bikes tracks vs. MX Sim tracks I think that the track guys over here will be of a more respectful variety.  It is a more involved process and generally the people who have spent the time to learn the ins and outs of a system like this are less likely to rip your work because they can do it themselves.  On the other hand we may see some tracks made for MX-B be ripped and put into MXS, only time and a alpha version will tell if they ride similarly enough to even be worth ripping though.

I dont know exactly how the system will work for objects (not sure if anyone does it seems like a WIP still) but it seems like track objects will have to be shared between different people as 3ds models or objs or whatever.  This may limit the sharing of objects between people so I could see a new file type that is not convertible back to an editable format (similar to JMs from Sim although I know it is possible to get a OBJ out of it) may be good for track objects.  Not sure if this is already in place or not.
Title: Re: Track editing
Post by: DD on February 03, 2014, 09:25:41 PM
With the game itself being so modifiable, I don't see why protection for user created content would be necessary. If you don't want other people to have something, don't give it to anybody. Right?
Title: Re: Track editing
Post by: DD on February 03, 2014, 09:31:13 PM
Quote from: bearded4glory on February 03, 2014, 08:19:53 PMSAFs were nice for keeping a pack of stuff contained and easy to organize in sim, something similar may be nice for that reason but with enough work any encryption that a game can read in under a second can be undone.

Exactly. Saf files in MXS were never intended to keep work safe anyways. They were simply an organization tool that made it easy to pack things together. It just so happened that the average MXS/computer user didn't have the knowledge to be able to unpack them. But with a little bit of effort, even a person with basic computer knowledge could see how it worked.
Title: Re: Track editing
Post by: JamieT on February 03, 2014, 09:43:34 PM
Quote from: bearded4glory on February 03, 2014, 08:53:54 PM...
Yeah JMs weren't encrypted either... :P  Like SAFs, you can open the file in notepad, and all the information is there.  You might not understand the information instantly, but it is still human readable, and doesn't take long to work out.

Well, there were a few times where I had people send me tracks they'd apparently made for Reflex.  It was only later on that someone pointed out to me that the heightmap was taken from an MXS track.  Heightmaps can be ported across to any game quite easily.  The only difference seems to be how the terrain textures are made.  MXS uses a ton of decals, where as MX Bike will use masking layers which are applied to a tileable texture - just like MVA Reflex.



Quote from: DD on February 03, 2014, 09:25:41 PM
With the game itself being so modifiable, I don't see why protection for user created content would be necessary. If you don't want other people to have something, don't give it to anybody. Right?
You understand the concept of plagarism right?  Encrypted files takes absoloutly nothing away from people being able to ride and enjoy the track.  The only thing it takes away is being able to easily open up the track in order to edit it, or re-use elements that the creator has worked hard to create.  If the creator wishes it to be open for public use, then they're free to share those files.  Most game files are encrypted to some degree.  MXS is actually in the minority.
Title: Re: Track editing
Post by: DD on February 03, 2014, 09:58:56 PM
Quote
Quote from: DD on February 03, 2014, 09:25:41 PM
With the game itself being so modifiable, I don't see why protection for user created content would be necessary. If you don't want other people to have something, don't give it to anybody. Right?
You understand the concept of plagarism right?  Encrypted files takes absoloutly nothing away from people being able to ride and enjoy the track.  The only thing it takes away is being able to easily open up the track in order to edit it, or re-use elements that the creator has worked hard to create.  If the creator wishes it to be open for public use, then they're free to share those files.  Most game files are encrypted to some degree.  MXS is actually in the minority.

Yes, I understand the concept of plagiarism. However, plagiarism is a much, much, much fuzzier line in 2014 than it was in... let's say 1974. Thanks to the internet of course. As a content creator myself I understand that the biggest frustration is having people claim your work as there own, or even worse, having someone that doesn't know what they are doing mess it up and make you look bad in return. But in my mind the problem is beyond that. I don't feel the need to get into detail about my own personal beliefs, so I won't, but you do make a valid point.
Title: Re: Track editing
Post by: al167 on February 07, 2014, 11:45:19 AM
for track making it would be good to have individual start gate locations, and maybe joker lane capabilities so we can make tracks like the monster energy cup
www.youtube.com/embed/cIYOTwfRimY (http://www.youtube.com/embed/cIYOTwfRimY)
heres this same track that I made for reflex. :)
www.youtube.com/embed/Sanpgdh_eik (http://www.youtube.com/embed/Sanpgdh_eik)
Title: Re: Track editing
Post by: Snappe on February 07, 2014, 01:58:03 PM
al167 your track looks fantastic! Very nice work.
I guess the split start and joker lane is a one-off layout for this event?
7:30- 8:00 of that race is epic  :)
Title: Re: Track editing
Post by: giopanda on February 08, 2014, 12:56:57 AM
Quote from: PiBoSo on January 31, 2014, 11:18:38 AM
This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

so what i understand from that is:
2049x2049 is the size of the heightmap
500x500 is the size of the terrain in meters (so in this case the resolution of the heightmap is 4.098 pixel per meter, right?)
scale 20 means that the difference in height from pure black to pure white in the heightmap is 20 meters

and what about the 'position in space of the bottom left corner'?
you mean a real life geographical position of the southwest corner of the terrain?
so even elevation above sea level is taken into account?

please tell me i understood it correctly! :D

i'm very curious to know because i have a few replica tracks from mxsimulator ready to be converted and i might get them ready before even seeing the game!

track editor?
never used one in my life!
as some of you know i made some pretty decent replica tracks in mxsim, used in the 'official' championships, and i never did anything with the in-game track editor.
all i need is photoshop, blender, earth sculptor and notepad++
so not to be rude, but if people can't combine those elements together they probably better just play the game instead of creating for the game.
totally agree with showtime here, the less the better, a user friendly track editor doesn't attract more people, it just clutter the intrawebs with childish and poorly made stuff.


as far as file encryption and stuff, who knows me already probably remember my anti-piracy crusade and how much i fought about encryption and ripping on mxsim forums, and i'm still thinking the same.
file encryption is needed!
and the reason is pretty simple: protect our long waited and hard gained release.
i don't have anything to hide, i don't feel like i'm the best so no one can touch my stuff, it's just simply because i don't like to spend countless hours, countless sleepless nights (yes it took me 5 months to release my first redbud replica, working on it every night for at least 5 hours every night -you do the math-, not to mention the thor skin pack showtime mentioned in another thread) to see my work being completely wasted by some kid that does it just for fun and just for the sake of being a smartass and showing off he's able to rip protected files..come on what's the point?
that's what ruin the passion we creators put in modding a game, spending so much of our time, working hard and for free to release something to make others in the community happy to get back what?
this is lack of respect.
what i wanted to release 'open' and accessible to anyone i did it, but i don't see the point of releasing a track in an open folder, there's no point..
so why don't piboso release his games with completely open and accessible file to anyone to tweak and fiddle around?
it's the same exact core concept.

with all of this being said, don't start hating me, i'm just sick and tired of the situation that was running all over mxsim forums.
all i ask is respect for everyone, creators or not.
Title: Re: Track editing
Post by: PiBoSo on February 08, 2014, 01:04:37 AM
Quote from: giopanda on February 08, 2014, 12:56:57 AM
Quote from: PiBoSo on January 31, 2014, 11:18:38 AM
This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

so what i understand from that is:
2049x2049 is the size of the heightmap
500x500 is the size of the terrain in meters (so in this case the resolution of the heightmap is 4.098 pixel per meter, right?)
scale 20 means that the difference in height from pure black to pure white in the heightmap is 20 meters

and what about the 'position in space of the bottom left corner'?
you mean a real life geographical position of the southwest corner of the terrain?
so even elevation above sea level is taken into account?

please tell me i understood it correctly! :D

Everything is correct.
Elevation above sea level is set in another way.
Position is there just in case, for example to match an existing 3D model, but it's unlikely someone will need to change it from 0,0,0
Title: Re: Track editing
Post by: giopanda on February 08, 2014, 01:09:40 AM
oh yes piboso that's just great!
can't wait to release thunder valley and see how the bike performs in the mile high track! :D
Title: Re: Track editing
Post by: Ruubs on February 08, 2014, 07:18:52 PM
I've tried to make some basic textures for my SX track today, nothing special. The dispmap is made with the jumptemplate which got released for Mx-Sim (the one Checkerz made). The track layout is completly my own, and so are the textures.
I made this track for MX-Sim awhile back, but lost my track folder. I found my dispmap back tho.
I thought this would be a great supercross track for this game (even though we don't know the physics yet). It's a simple fast supercross track, and it is a lot of fun.
Here is a video of me riding it in Mx-Sim.
http://www.youtube.com/watch?v=RHfOcPCaj94 (http://www.youtube.com/watch?v=RHfOcPCaj94)

Here is a render I made in 3ds max, to see how the textures look with a normal map on them, and an image of the layout in 2d.
http://imagizer.imageshack.us/v2/xq90/31/pcrr.png
http://imagizer.imageshack.us/v2/xq90/560/4tiv.png
Title: Re: Track editing
Post by: Ruubs on February 08, 2014, 09:47:35 PM
I think I already know the answer. But are we able to create masive tracks, like "L'enduropale du touquet"?
If you don't know what that is: It is a event which is once per year, it's a track on a beach and one lap is around 15 minutes. The soil is really soft, so there will form a lot of ruts in the terrain. It is a 3 hour race.
Title: Re: Track editing
Post by: bearded4glory on February 08, 2014, 10:06:43 PM
Quote from: Sandbiter on February 08, 2014, 09:47:35 PM
I think I already know the answer. But are we able to create masive tracks, like "L'enduropale du touquet"?
If you don't know what that is: It is a event which is once per year, it's a track on a beach and one lap is around 15 minutes. The soil is really soft, so there will form a lot of ruts in the terrain. It is a 3 hour race.

He said that the maximum practical size for a heightmap is probably 2049 so IDK how well something that big would work out.
Title: Re: Track editing
Post by: Ruubs on February 08, 2014, 10:21:58 PM
Quote from: bearded4glory on February 08, 2014, 10:06:43 PM
Quote from: Sandbiter on February 08, 2014, 09:47:35 PM
I think I already know the answer. But are we able to create masive tracks, like "L'enduropale du touquet"?
If you don't know what that is: It is a event which is once per year, it's a track on a beach and one lap is around 15 minutes. The soil is really soft, so there will form a lot of ruts in the terrain. It is a 3 hour race.

He said that the maximum practical size for a heightmap is probably 2049 so IDK how well something that big would work out.
Hmm, OK. Aren't we able to size the terrain itself? I mean, a heightmap of 2049 and then sizing the terrain bigger, but still keeping the 2049 heightmap? It's hard to explain, but that is posible in Mx Simulator, maybe someone can help me out explaining?  :-[
Title: Re: Track editing
Post by: DD on February 08, 2014, 10:40:22 PM
With a 2049 x 2049 map you can still set the scale to what you want.
Title: Re: Track editing
Post by: Motoboss on February 08, 2014, 10:40:44 PM
Terrain scale ? It looked like it was adjustable from what he showed us...
Title: Re: Track editing
Post by: Ruubs on February 08, 2014, 11:07:33 PM
Quote from: DD on February 08, 2014, 10:40:22 PM
With a 2049 x 2049 map you can still set the scale to what you want.
That's what I mean. Thanks!  ;D
Title: Re: Track editing
Post by: pulse on February 09, 2014, 04:34:08 AM
good programs to edit hightmaps are
ES-earth sculptor
PS
3ds
mudbox maya
level3dt???

I say learn one and stick to it, dont rely on a ingame editor, if you dont want to learn third party programs I say stick to mxsim.

heres a screen of one of my projects in ES
(http://gyazo.com/5acd047a90b3566afb248cf88228ff00.png)

Title: Re: Track editing
Post by: AWood on February 09, 2014, 05:00:17 AM
I think your style tracks would fit best with different physics than sim, I think they'd play good in this game. Idk why but just statng my honest opinion I've never liked any of your tracks at least the way they ride in sim. Nothing looks wrong but I think it's just the shape of your jumps or something. He'll they look like they'd ride great in say reflex or something. Can't wait to try in this game though :)
Title: Re: Track editing
Post by: Barrington314 on February 09, 2014, 05:05:02 AM
Some of the best tracks in MXsim have been made with the in game editor. Its also more precise and you can build and test ride it with out the hassle.
So Ill be pretty disappointed to not have an ingame editor with this game.
Title: Re: Track editing
Post by: MX ONLINE SAM on February 09, 2014, 05:12:31 AM
Quote from: giopanda on February 08, 2014, 01:09:40 AM
oh yes piboso that's just great!
can't wait to release thunder valley and see how the bike performs in the mile high track! :D

can't wait to still play on your tracks Gio  ;)
Title: Re: Track editing
Post by: MX181 on February 09, 2014, 07:52:17 AM
Quote from: Barrington314 on February 09, 2014, 05:05:02 AM
Some of the best tracks in MXsim have been made with the in game editor. Its also more precise and you can build and test ride it with out the hassle.
So Ill be pretty disappointed to not have an ingame editor with this game.

totally agree the mx sim ingame editor kicked ass, is just about best thing in game
Title: Re: Track editing
Post by: giopanda on February 09, 2014, 10:08:44 AM
Quote from: Sandbiter on February 08, 2014, 09:47:35 PM
I think I already know the answer. But are we able to create masive tracks?

yes you can, as piboso explained in one of the first posts, there are a few parameters to set the terrain scale and resolution:

samples_x = 2049
samples_z = 2049

^ this is the size of the heightmap, as long as it is power of 2 + 1 is fine. if your pc can handle it you could work on a 16385x16385 pixels wide heighmap.

size_x = 500
size_z = 500

^ here you set the scale of the terrain. so in this example the 2049x2049 pixel heightmap is scaled as 500x500 meters. resolution is 4.098 px/m
you want a huge terrain? just add a zero at the end.
be aware that of course you will have a lot less details, 5000x5000 m on a 2049x2049 px heightmap means 0.4098 px/m


as far as the ingame editor vs 3rd party, there's no need to start a fight, it's just a matter of taste.
i've never understand the mxsimulator editor, it is just too damn complicated and absolutely no user friendly, but i know that for many it's the best way to build tracks.
Title: Re: Track editing
Post by: Ruubs on February 09, 2014, 11:26:30 AM
Quote from: giopanda on February 09, 2014, 10:08:44 AM
Quote from: Sandbiter on February 08, 2014, 09:47:35 PM
I think I already know the answer. But are we able to create masive tracks?

yes you can, as piboso explained in one of the first posts, there are a few parameters to set the terrain scale and resolution:

samples_x = 2049
samples_z = 2049

^ this is the size of the heightmap, as long as it is power of 2 + 1 is fine. if your pc can handle it you could work on a 16385x16385 pixels wide heighmap.

size_x = 500
size_z = 500

^ here you set the scale of the terrain. so in this example the 2049x2049 pixel heightmap is scaled as 500x500 meters. resolution is 4.098 px/m
you want a huge terrain? just add a zero at the end.
be aware that of course you will have a lot less details, 5000x5000 m on a 2049x2049 px heightmap means 0.4098 px/m


as far as the ingame editor vs 3rd party, there's no need to start a fight, it's just a matter of taste.
i've never understand the mxsimulator editor, it is just too damn complicated and absolutely no user friendly, but i know that for many it's the best way to build tracks.
Thanks for the answer!
Title: Re: Track editing
Post by: MX181 on February 09, 2014, 01:10:52 PM
i was thinking and for you guys who liked the mx simulator ingame editor. i wonder if it will be possible to make it in there and convert it over or if it is going to be to big of a crazy differance from the two game like say MVA to MXS was
Title: Re: Track editing
Post by: Motoboss on February 09, 2014, 02:01:20 PM

Quote from: MX181 on February 09, 2014, 01:10:52 PM
i was thinking and for you guys who liked the mx simulator ingame editor. i wonder if it will be possible to make it in there and convert it over or if it is going to be to big of a crazy differance from the two game like say MVA to MXS was

Yes it would be possible... The only issue is not knowing the process of getting it in game witch they will tell us when the time comes.. I'm sure on converting tracks from Mx Sim tracks will have to be altered to suit the physics ..I just hope its not a huge difference just tweaks hear and there .. Going from a sim to a sim in theory shouldn't be..Well just have to wait and see
Title: Re: Track editing
Post by: giopanda on February 09, 2014, 02:41:28 PM
Quote from: MX181 on February 09, 2014, 01:10:52 PM
i was thinking and for you guys who liked the mx simulator ingame editor. i wonder if it will be possible to make it in there and convert it over or if it is going to be to big of a crazy differance from the two game like say MVA to MXS was

I don't know how nice would be toward both developers, but i think it's doable as long as you keep the resolution and scale matching

Edit:
Ah didn't see motoboss' post, but i totally agree with him
Title: Re: Track editing
Post by: rafagas on February 09, 2014, 03:20:42 PM
Quote from: MX181 on February 09, 2014, 01:10:52 PM
i was thinking and for you guys who liked the mx simulator ingame editor. i wonder if it will be possible to make it in there and convert it over or if it is going to be to big of a crazy differance from the two game like say MVA to MXS was

If I like MXB that's what I'll do, for sure. It may be difficult in the beginning to understand how the jumps/bumps/ruts will have to be built compared to MXS but it's just a matter of trial and error.
I'll start converting some GP replicas to compare both physics and understand what I have to change for MXB.
Title: Re: Track editing
Post by: bearded4glory on February 09, 2014, 07:55:55 PM
One thing that would be great would be the ability to reload the terrain without restarting the track all the time.  Since there is no in game editor there will be a lot of trial and error and if you have to reload the track all the time that will be very annoying.
Title: Re: Track editing
Post by: Phathry25 on February 10, 2014, 07:12:46 PM
From what I've read on the wiki in GP Bikes track creators are limited three predefined tractions for their tracks. Will this be the same for MX Bikes or will the creator be able to make their own custom traction settings?
Title: Re: Track editing
Post by: PiBoSo on February 10, 2014, 07:52:28 PM
Quote from: Phathry25 on February 10, 2014, 07:12:46 PM
From what I've read on the wiki in GP Bikes track creators are limited three predefined tractions for their tracks. Will this be the same for MX Bikes or will the creator be able to make their own custom traction settings?

There is a limited number of pre-defined terrains.
Modders will be able to change tires' grip for each surface, though.
Title: Re: Track editing
Post by: Motoboss on February 10, 2014, 08:41:45 PM
I really like the idea of a limited amount of traction's.. I think this is a big problem in MX Sim letting people mess with it... Reason being you dont know if the reason your bike is having problems is if its either the bike set up or the traction....
Title: Re: Track editing
Post by: AWood on February 10, 2014, 09:14:26 PM
Sounds good. Dirt, sand, and mud. That's what i would expect. But I'm guessing you can texture them anyway. So if you want concrete. Texture it as concrete, and mod the  grip for whatever surface you use as concrete to feel like concrete instead of say, mud.
Title: Re: Track editing
Post by: DD on February 10, 2014, 09:25:05 PM
Dry dirt, moist dirt, soaked dirt, concrete, pavement, metal mesh, tall grass, short grass, deep sand, shallow sand, deep snow, shallow snow, ice, wood, and water.

Anything else? Pretty sure that this would be enough variation for any track...
Title: Re: Track editing
Post by: MX181 on February 11, 2014, 12:46:22 AM
Quote from: DD on February 10, 2014, 09:25:05 PM
Dry dirt, moist dirt, soaked dirt, concrete, pavement, metal mesh, tall grass, short grass, deep sand, shallow sand, deep snow, shallow snow, ice, wood, and water.

Anything else? Pretty sure that this would be enough variation for any track...

What the hell is metal mesh?

I don't think snow and all that's so important, I think it just needs to be nice and simple like; sand, dirt, loam, mud, and a few others.
Title: Re: Track editing
Post by: AWood on February 11, 2014, 12:56:10 AM
Quote from: MX181 on February 11, 2014, 12:46:22 AM
Quote from: DD on February 10, 2014, 09:25:05 PM
Dry dirt, moist dirt, soaked dirt, concrete, pavement, metal mesh, tall grass, short grass, deep sand, shallow sand, deep snow, shallow snow, ice, wood, and water.

Anything else? Pretty sure that this would be enough variation for any track...

What the hell is metal mesh?

I don't think snow and all that's so important, I think it just needs to be nice and simple like; sand, dirt, loam, mud, and a few others.
Might mean freestyle ramps. Umm, and grass and stuff would be necessary.
Title: Re: Track editing
Post by: DD on February 11, 2014, 01:53:05 AM
Quote from: MX181 on February 11, 2014, 12:46:22 AM
What the hell is metal mesh?

I don't think snow and all that's so important, I think it just needs to be nice and simple like; sand, dirt, loam, mud, and a few others.
AWood is correct. In the case that you would be making freestyle ramps or even a different obstacle. I included everything you said in my list and others that could be needed.
Title: Re: Track editing
Post by: MX181 on February 11, 2014, 02:53:47 AM
Quote from: DD on February 11, 2014, 01:53:05 AM
Quote from: MX181 on February 11, 2014, 12:46:22 AM
What the hell is metal mesh?

I don't think snow and all that's so important, I think it just needs to be nice and simple like; sand, dirt, loam, mud, and a few others.
AWood is correct. In the case that you would be making freestyle ramps or even a different obstacle. I included everything you said in my list and others that could be needed.

for starters a metal mesh would be pointless (settle down ;) ). the reason for this is the ramp would not be apart of the terrain it would be a model with collisions.

and i know you named these but what i meant was dont go so indepth (deep sand and shallow sand for example. isnt sand sand really?).
i hope i cleared things up a little DD
Title: Re: Track editing
Post by: DD on February 11, 2014, 04:02:04 AM
Yes, you could just use model ramps, but with a metal mesh traction, you wouldn't HAVE to  ;) I am assuming it would be easiest (and it would play the best) to have the ramp or obstacle traction done on the terrain rather than with collisions. But that is just my assumption as an avid MX game player  :D

Anyways, I disagree with deep sand and shallow sand being the same. If you have ever ridden on a pure sand track in Florida and then compared that to a sand track in Maryland, you have two completely different feelings. Honestly, you can go WAY more in-depth than I did. My list was what I thought to be the smallest amount of traction types and still have plenty of variation (I wasn't taking tire choice into account, which will add a lot of variation in traction).

Not that it matters anyways, because I am not a developer and it will be up to PiBoSo and Snappe to include what they want to include.
Title: Re: Track editing
Post by: MX181 on February 11, 2014, 05:45:51 AM
Quote from: DD on February 11, 2014, 04:02:04 AM
Yes, you could just use model ramps, but with a metal mesh traction, you wouldn't HAVE to  ;) I am assuming it would be easiest (and it would play the best) to have the ramp or obstacle traction done on the terrain rather than with collisions. But that is just my assumption as an avid MX game player  :D

i just think the ramp would look a ton of a lot better but i mean yes thatll work and there is heaps of tracks in other games users have created ramps and the ride good. although ramps should ride good just no creator has ever created a proper collision system.

Quote from: DD on February 11, 2014, 04:02:04 AM
Anyways, I disagree with deep sand and shallow sand being the same. If you have ever ridden on a pure sand track in Florida and then compared that to a sand track in Maryland, you have two completely different feelings. Honestly, you can go WAY more in-depth than I did. My list was what I thought to be the smallest amount of traction types and still have plenty of variation (I wasn't taking tire choice into account, which will add a lot of variation in traction).

i have never rode Florida or for that fact america as i'm Aussie. although i do know what you mean. i was just trying to keep it more simple and not so broad. although broad would be good i just don't think broad is what we will get ;)

Quote from: DD on February 11, 2014, 04:02:04 AM
Not that it matters anyways, because I am not a developer and it will be up to PiBoSo and Snappe to include what they want to include.

no this discussion is good and it does matter, as pib will read this and take it into account when doing these things.
Title: Re: Track editing
Post by: DD on February 11, 2014, 07:29:20 PM
Oh okay, I gotcha. Yea our discussions will definitely be taken into consideration, which is the best thing about these small development teams!
Title: Re: Track editing
Post by: LauZzZn on February 13, 2014, 06:14:08 PM
I still dont get it why you change the creation method. I liked the method for krp,wrs and gpb
Title: Re: Track editing
Post by: PiBoSo on February 14, 2014, 02:16:23 AM
Quote from: LauZzZn on February 13, 2014, 06:14:08 PM
I still dont get it why you change the creation method. I liked the method for krp,wrs and gpb

Heightmaps are better suited for this kind of tracks, and overall much easier to create.
Title: Re: Track editing
Post by: bearded4glory on February 14, 2014, 02:51:16 AM
Its also quite easy to convert a mesh to a heightmap, I have done it by applying a planar map from one of the sides with a gradient as a texture.  Then simply bake from a plane above the track and boom you have a heightmap.
Title: Re: Track editing
Post by: Ruubs on March 07, 2014, 02:33:06 PM
Worked on this while back. Made it all in one day. (the farm model isn't my own model, I just wanted to see how it looked.
Everything is done in Photoshop, except the render, that's done in 3DS Max.

(http://gyazo.com/12f79e13937bb370eccdbc9eca08e61a.png)
(http://gyazo.com/99a3f984c2fb6da9c12fb3eb662ff494.png)

Once again, I didn't take a lot of time to make this, I can do better.
Title: Re: Track editing
Post by: MotoRogers499 on March 07, 2014, 06:41:44 PM
Quote from: Sandbiter on March 07, 2014, 02:33:06 PM
Worked on this while back. Made it all in one day. (the farm model isn't my own model, I just wanted to see how it looked.
Everything is done in Photoshop, except the render, that's done in 3DS Max.

(http://gyazo.com/12f79e13937bb370eccdbc9eca08e61a.png)
(http://gyazo.com/99a3f984c2fb6da9c12fb3eb662ff494.png)

Once again, I didn't take a lot of time to make this, I can do better.

Looks really good Sandbiter! Has that home track vibe, with the grass on top of the jumps etc.