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Mods => Track Editing => Topic started by: 𝖙𝖋𝖈 on November 01, 2014, 08:41:51 AM

Title: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on November 01, 2014, 08:41:51 AM
Hey all

So after the current tracks are done I wanted to try my hand at a replica. Just wondering what tracks you guys would like to see made? Have already considered a couple of European tracks but also strongly looking at red bud. Looking for something not too challenging but worth while.  National obviously- no SX..

So, what would you guys like to see?  :D

edit: changed the topic title to better match topic.
Title: Re: Replica suggestions
Post by: thisisdef on November 01, 2014, 09:34:29 PM
Replica local tracks are always sick. Can you do some from Michigan?
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 01, 2014, 10:46:57 PM
Got any specific suggestions def?
Title: Re: Replica suggestions
Post by: PizzaChet on November 01, 2014, 11:32:41 PM
 Sorry, I know you said it to def, but, any interest in doing TNMX? Thurs. Night MX in the infield of Portland Intl. Raceway (PIR). I don't remember seeing nighttime scenes in PiBoSo games, but it's mostly night racing. Washougal would be too steep for this, I think. Who's track has the steepest uphill so far?
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 02, 2014, 10:48:23 AM
Quote from: PizzaChet on November 01, 2014, 11:32:41 PM
Sorry, I know you said it to def, but, any interest in doing TNMX? Thurs. Night MX in the infield of portland Intl. Raceway (PIR). I don't remember seeing nighttime scenes in PiBoSo games, but it's mostly night racing. Washougal would be too steep for this, I think. Who's track has the steepest uphill so far?

I think you got it Chet. TNMX looks perfect! Small enough to get some really nice track detail, all the sections look easily rideable in game, only thing is the inability to add other light sources so would have to be daytime. I think this is next!

Reminds me of the practice track  :D

edit: Chet can you find a layout of the pro loop there? Seems like mostly on Youtube the GoPro stuff is all amateur, but the trackside stuff is mostly pro with bigger jumps, also the track has changed a lot by the look of it since some of the older videos. If you know it maybe you could sketch it up roughly?
Title: Re: Replica suggestions
Post by: MXK_cdub85 on November 02, 2014, 05:06:46 PM
The problem is tnmx changes layouts weekly. There are some permanent sections, but it is probably worthwhile to just find a layout you like and run with it lol. I have go pro footage of myself racing if you'd like to use it as reference.
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 02, 2014, 05:51:22 PM
Thanks cdub, yeh it definitely seemed that way from all the vids I've seen. Is your footage on online?
Title: Re: Replica suggestions
Post by: MXK_cdub85 on November 02, 2014, 07:00:31 PM
no i can throw it up on mediafire or just pm it to you though. let me know
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 02, 2014, 07:51:00 PM
Sure pm it over man that would be great! Thanks :)
Title: Re: Replica suggestions
Post by: PizzaChet on November 03, 2014, 07:14:49 AM
I have some trackside GoPro of a rare layout I need to process and upload. That would be rad if you did it!

Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 03, 2014, 03:58:00 PM
Quote from: PizzaChet on November 03, 2014, 07:14:49 AM
I have some trackside GoPro of a rare layout I need to process and upload. That would be rad if you did it!



That would be great man, I think if MX Bikes works the same as karts / GP - you can have multiple layouts. If the layout cdub is riding is the same overall layout I could always look at doing two versions. Don't rush - got a couple of things to finish before moving on to this project, but I'd love to see it!

cdub - thanks man, really useful! all the GoPro footage of this kind of layout on youtube is edited so much it's hard to tell the layout. I've tried to plot it real quick (and google maps is probably outdated, won't be using it as a reference)

Does this look right?

Nice holeshot btw  ;D

Title: Re: Replica suggestions
Post by: PizzaChet on November 03, 2014, 06:41:35 PM
That definitely shows the most used layout.
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 08, 2014, 10:24:05 PM
Still a work in progress, and the last section (to the right of the start straight) is untouched atm, but its very ride-able, really fun..

I recorded a lap to that point in fraps, and although I am not as fast as cdub from his vid, all the sections work pretty much perfectly when comparing the vids at the same time. Used the layout from earth explorer screenshot and tried to get the scale as close as possible. When I finish the last section I will upload a lap vid.

Title: Re: Replica suggestions
Post by: Ehm24 on November 09, 2014, 12:37:49 AM
Pala Raceway
Title: Re: Replica suggestions
Post by: PizzaChet on November 09, 2014, 01:28:25 AM
Holy fecal matter! You work fast. Nice.
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 09, 2014, 12:23:12 PM
Thanks chet lol.. didn't take that long so far - textures are the time killer with me.

Ehm, pala raceway looks good :)
Title: Re: Replica suggestions
Post by: Ehm24 on November 09, 2014, 10:20:49 PM
Oh my god yes, I would be soo stoked! I rode there all the time until it closed down, so you can PM me if you need help with the feel of the track and textures
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 09, 2014, 11:14:56 PM
I would love to, but I think I will be taking a break after this project as work is getting pretty busy and I'm running out of free time. Pala looks real good though, looks like it might make a good long term project as it's a bit....  big lol
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 10, 2014, 12:02:42 AM
Latest progress. Think the heightmap is pretty much done. Rides good!  ;D

Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 12, 2014, 01:51:38 PM
The textures are placeholder for now so they will look a lot better once the track is finished, and also obviously there are no objects, the vids really just to get a bit of feedback as to the placement of things and the scale.

I think the only slightly over sized section is the back straight step down - triple - triple - double - table. The jumps didn't look as big as this from the GoPro videos I've seen, but it was the only way I was able to get the section rideable. I've included a shot of just that section at the end for an outside perspective. This section is a lot of fun to ride though, really gives me hope for SX as in this version the section is pretty much rhythm. Lotta fun  ;D

So cdub, anyone who has ridden the track - how does it look?

http://www.youtube.com/v/LDle5VmxovY?rel=0
Title: Re: Replica suggestions
Post by: Snappe on November 12, 2014, 07:29:41 PM
Wow! Very nice!
Title: Re: Replica suggestions
Post by: MXK_cdub85 on November 12, 2014, 08:59:29 PM
Looks awesome Fat! As you've said some things are a bit over scaled, but for the sake of ridability you've made the right choice. The only suggestions i have at this point, it's a bit hard to tell with these textures, are the very first left hander in the video. It should be a bit taller and more "bowled out". Also the table/step down right after the triple-triple-single should be angled slightly different. Hard to explain, but in real life, after the single, it turns sharper left and the jump forces you to scrub or whip to the left. Good work my friend! cant wait to test it out!
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 14, 2014, 02:53:17 PM
Thanks guys, I have been unable to reply for a couple of days.

cdub: Yeah - after riding it for a few days it's definitely over scaled. I'm not sure right now whether to make the overall track smaller and widen, or whether to leave it. I have bowled out the first corner like you said - watching the vid it's definitely got a lot more transition than just angle. The table at the end of the rhythm is actually more angled than it looks in the vid although it's hard to get right - too much angle and it's not rideable.

I wanted to pack it up and let a couple of people test it, can I PM you a link to download and give it a try? would appreciate it! I think overall I'm happy but it would be useful to know it's close enough!
Title: Re: Replica suggestions
Post by: PizzaChet on November 14, 2014, 09:00:36 PM
Very exite!
Title: Re: Replica suggestions
Post by: MXK_cdub85 on November 15, 2014, 02:44:51 AM
Ya fat of course, pm me and I'll test it out! I've got a few thousand laps there so I should have a good feel for it lol  :D ;)
Title: Re: Replica suggestions
Post by: 𝖙𝖋𝖈 on November 26, 2014, 11:33:46 PM
Just a quick update, working on objects, thanks to Geofanatic for the patience and help!

Still a long way off, not getting a lot of time to work on it but making progress.. Love the trees! Might look at making a new skybox if I get time too.



Title: Re: Replica suggestions
Post by: Vortex_Damien on November 27, 2014, 01:46:01 AM
Wow, if you need any beta testers ;)... its looking amazing man! when can we be expecting a release?
Title: Re: Replica suggestions
Post by: MXK_cdub85 on November 27, 2014, 07:45:10 AM
Dude! Looking killer Fat! I just seen your last pm, looks like you've made awesome progress. To answer your question, totally fine with me to send updates.  Can't wait to see it done up!
Title: Re: Thursday Night Motocross (PIR)
Post by: arnzzz on November 27, 2014, 07:37:26 PM
This is looking amazing.

I'm desperately in need of a track more conducive to learning to control the bike in the air. I started making just a massive oval full of massive jumps
but gave up very early lol.

Could this be that track?

:)
Title: Re: Thursday Night Motocross (PIR)
Post by: PizzaChet on November 28, 2014, 12:00:21 AM

Must...have...this! Beautimus!
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on November 28, 2014, 10:39:04 AM
Thanks all :) still trying to find time!

Hopefully it will be done in a week or two, will keep updating the thread.
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 01, 2014, 12:30:44 AM
So here's the latest progress, got a bit of time today..

Spent a LONG time trying to get good trees! Geo told me trees are a pain in the ass and he was not wrong lol.. Anyway - went with making my own 2d and they turned out great in sketchup, turned out great in Mapview..

But they don't play well in game. For the most part they are good, but as you can see in the pic the alpha edges on one of the models intersects the models behind with the sky and cuts through. Bit strange.. Pib or Snappe any ideas? I am using the CK prefix and it works perfectly.

Will keep pressing on regardless!  8)

Title: Re: Thursday Night Motocross (PIR)
Post by: PizzaChet on December 01, 2014, 03:54:42 AM
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 05, 2014, 07:57:26 PM
Finally getting somewhere with the bastard trees!  8)


Title: Re: Thursday Night Motocross (PIR)
Post by: teeds on December 05, 2014, 08:19:56 PM
That's looking very nice.
Title: Re: Thursday Night Motocross (PIR)
Post by: GDUBMX on December 05, 2014, 10:04:32 PM
Looks amazing Fats. Stellar job mate.
Title: Re: Thursday Night Motocross (PIR)
Post by: PizzaChet on December 05, 2014, 11:00:39 PM
Quote from: PizzaChet on December 01, 2014, 03:54:42 AM

Title: Re: Thursday Night Motocross (PIR)
Post by: MXK_cdub85 on December 06, 2014, 06:16:51 AM
crazy how close it looks to the real thing on that second pic! great job man! looks killer!  ;) 8)
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 15, 2014, 12:57:28 PM
Got a bit more time to work on objects recently, making them all from scratch but it doesn't take long in sketchup, real easy to use! So added bleachers, start box, big sign, wood tower behind sign, tents, I think that's it for now. Got the grid lined up too updated the race data.

Next on the list:

Control tower - if anyone has any pics of this thing that would be great!
Couple of small buildings nearby
Environment scenery - so grandstands in distance and PIR track bridge (only basic these ones)
Still messing with the trees.




Title: Re: Thursday Night Motocross (PIR)
Post by: teeds on December 15, 2014, 01:35:16 PM
Lookin' saweet, and I don't know the track but is this the control tower in the BG?

Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 15, 2014, 02:22:05 PM
Thanks teeds, half hour on google images and I couldn't find one clear pic! Got any more angles? :)
Title: Re: Thursday Night Motocross (PIR)
Post by: teeds on December 15, 2014, 03:33:39 PM
Na pal, found that one on their FB pics.
Title: Re: Thursday Night Motocross (PIR)
Post by: teeds on December 15, 2014, 03:40:47 PM
Taken from video, it at least shows another angle, sort of -





Title: Re: Thursday Night Motocross (PIR)
Post by: onlyonetone on December 15, 2014, 05:52:47 PM
Lookin good man!
Title: Re: Thursday Night Motocross (PIR)
Post by: PizzaChet on December 15, 2014, 07:08:58 PM
Sorry I didn't think of this before, but here's some page rape....









Title: Re: Thursday Night Motocross (PIR)
Post by: GDUBMX on December 15, 2014, 07:56:51 PM
Damn Fats, reallly hit that out of the park mate. :) looking forward to riding it.
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 15, 2014, 08:59:31 PM
Wow teeds / PizzaChet, thanks a lot guys!

Thanks Gdub, not far off mate!

Pizza you been holding out on me there? lol Thanks man really appreciate it. Looks like a clean up day?

teeds real help man, made this in an hour thanks to your video captures!

Think it looks about right. Need to get normals though as in game 2 of the faces are the same shade and it's hard to look at. Haven't tried normals on objects yet so that will be fun..

Title: Re: Thursday Night Motocross (PIR)
Post by: BOBR6 84 on December 15, 2014, 09:44:43 PM
Good track for the future..

Hawkstone park uk.

Title: Re: Thursday Night Motocross (PIR)
Post by: teeds on December 16, 2014, 10:27:59 AM
Glad to help TFC, that models looking bob on m8.
Title: Re: Thursday Night Motocross (PIR)
Post by: PizzaChet on December 17, 2014, 02:28:35 AM
Quote from: TheFatController on December 15, 2014, 08:59:31 PMLooks like a clean up day?
It was PIR's Feb. 20 2010 Opening Day Celebration, so the MX track had been flattened by rain and not ridden on since the previous October. I don't know yet how to embed YouTube vids, but here's some footy.  http://youtu.be/WisRuYQVxY0 (http://youtu.be/WisRuYQVxY0)
Title: Re: Thursday Night Motocross (PIR)
Post by: rc4187 on December 29, 2014, 05:18:51 AM
Hey FatController,
How did you end up fixing the tree alpha issue? I'm running into the same thing.
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 29, 2014, 01:13:37 PM
I thought id fixed it but haven't. In fact its one thing holding things up.

In fact im confused about one thing, whn I open my texture in an editor that doesn't support alpha transparency the background is black, when I open say pibosos grassfx texture the background is green which I think might help. Not sure how to achieve this in gimp though, tried searching for tutoriala but cant find anything. Guess it's called alpha bleeding but I don't know how to stop it.
Title: Re: Thursday Night Motocross (PIR)
Post by: rc4187 on December 29, 2014, 07:04:54 PM
I ran into a similar issue in the unity engine a few years back on a game I was developing... Don't remember how I resolved it. I'll go back to my notes there and see if it applies here.
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 29, 2014, 08:42:11 PM
If you figure it out do let me know! Are you using sketchup?
Title: Re: Thursday Night Motocross (PIR)
Post by: rc4187 on December 29, 2014, 08:56:27 PM
I use 3ds Max
Title: Re: Thursday Night Motocross (PIR)
Post by: rc4187 on December 31, 2014, 04:49:29 AM
So turns out it's not an alpha bleeding issue... It's an semi-transparent object sorting issue. The best explanation I could find:

"This is because the z-buffer makes the assumption that only one object will need to be drawn in any one pixel on the screen, in exchange for extremely fast sorting. Semi-transparent objects require multiple pixels to be drawn at the same point, and so they have to be drawn either before or after the rest of the image. Naturally, this produces some sorting errors, because per-pixel sorting, as found in the depth buffer, is not feasible."

Anyway... I'm not certain of an actual fix... Something I've done that helps is in the case of trees, giving the trunks separate textures than the leaves/branches. The trunks having no alphas in their textures. When I fixed it in unity... It was simply choosing a different transparency shader. Hope this helps... at least in searching for a solution.

Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on December 31, 2014, 11:29:20 PM
Thanks for the info rc! I'll look in to this when I get some proper time to sit down and play.

Currently my trees are literally 2 x 2d planes with no trunk, so maybe adding the trunk, giving a unique texture and intersecting vertices with model might get them to play ball!

Thanks again bud.   :D
Title: Re: Thursday Night Motocross (PIR)
Post by: Tmax94 on January 16, 2015, 10:22:49 PM
News ?
Title: Re: Thursday Night Motocross (PIR)
Post by: 𝖙𝖋𝖈 on January 17, 2015, 01:25:17 AM
Quote from: Tmax94 on January 16, 2015, 10:22:49 PM
News ?

Nothing new at the moment. Work has been super busy the last two months, but looking like it should quiet down soon so will get back to it when I have a chance..
Title: Re: Thursday Night Motocross (PIR)
Post by: Braap570 on March 12, 2015, 12:32:15 PM
this is looking awesome man! :)
Title: Re: Thursday Night Motocross (PIR)
Post by: Jamieke22 on March 12, 2015, 06:54:26 PM
Hi fats can you maybe try to make that track
I rode it a few times its a fast track you can defintly throw some fat whips on that track tho!
It defintly has some badass sections and jumps

Here is a GoPro video the first lap he's going not that fast so that can be a little easier i think
To see how to jumps are and stuff :)

https://www.youtube.com/watch?v=GS36VjIh7fw (https://www.youtube.com/watch?v=GS36VjIh7fw)