MX Bikes Official Forum

Mods => Track Editing => Topic started by: Snappe on April 18, 2014, 07:35:04 PM

Title: Example Track Released
Post by: Snappe on April 18, 2014, 07:35:04 PM
http://www.mx-bikes.com/downloads/mxb_track_example.zip (http://www.mx-bikes.com/downloads/mxb_track_example.zip)

It's possible to view the track .map file with the Map Viewer (http://docs.piboso.com/wiki/index.php/Map_Viewer) program included in the Track Tools (http://www.kartracing-pro.com/downloads/tt.zip).
Hopefully the example files should help getting started with track creation. Feel free to ask questions if anything is unclear, doesn't work as expected etc.

Please note terrained.exe must be copied into the same folder as the .bat files in order to use them.
Title: Re: Example Track Released
Post by: Ruubs on April 18, 2014, 07:47:52 PM
I've downloaded the example track and tried to open the heightmap.raw in Photoshop. When I open it in Photoshop I get a weird looking heightmap in my opinion. Here is an example of what I get when I open it.
http://i.gyazo.com/46f6a6fa3a7e0078fd28103bc4ed4269.png

This is an example of a heightmap I'm used to.
http://i.gyazo.com/8cd97c8206a339fcbb9ca75432cd5837.png

The rest looks good. Thanks a lot!
Title: Re: Example Track Released
Post by: PiBoSo on April 18, 2014, 07:54:58 PM
Quote from: Sandbiter on April 18, 2014, 07:47:52 PM
I've downloaded the example track and tried to open the heightmap.raw in Photoshop. When I open it in Photoshop I get a weird looking heightmap in my opinion. Here is an example of what I get when I open it.
http://i.gyazo.com/46f6a6fa3a7e0078fd28103bc4ed4269.png

This is an example of a heightmap I'm used to.
http://i.gyazo.com/8cd97c8206a339fcbb9ca75432cd5837.png

The rest looks good. Thanks a lot!

It is a 16 bits heightmap.
Title: Re: Example Track Released
Post by: acr21 on April 18, 2014, 08:01:45 PM
Quote from: PiBoSo on April 18, 2014, 07:54:58 PM
Quote from: Sandbiter on April 18, 2014, 07:47:52 PM
I've downloaded the example track and tried to open the heightmap.raw in Photoshop. When I open it in Photoshop I get a weird looking heightmap in my opinion. Here is an example of what I get when I open it.
http://i.gyazo.com/46f6a6fa3a7e0078fd28103bc4ed4269.png

This is an example of a heightmap I'm used to.
http://i.gyazo.com/8cd97c8206a339fcbb9ca75432cd5837.png

The rest looks good. Thanks a lot!

It is a 16 bits heightmap.

Also have to change it to 1 channel
Title: Re: Example Track Released
Post by: onlyonetone on April 18, 2014, 08:22:54 PM
Everything is working for me!
Title: Re: Example Track Released
Post by: Ruubs on April 18, 2014, 08:26:11 PM
Thanks Piboso and Acr21, it works fine now!

Sorry for my dumbness, but is it right that in 'Map viewer' the textures don't show up?
Also the terrained doesn't seem to work for me, and I've tried everything I could think of.
Title: Re: Example Track Released
Post by: GDUBMX on April 18, 2014, 08:49:46 PM
nice guys!! looking forward to seeing a SX track
Title: Re: Example Track Released
Post by: GDUBMX on April 18, 2014, 09:53:28 PM
nice layout guys, just tried the track out in reflex. its a short track and the jumps are quite small. but not bad. :)
Title: Re: Example Track Released
Post by: Arvoss on April 18, 2014, 09:54:49 PM
Quote from: gdubmx on April 18, 2014, 09:53:28 PM
nice layout guys, just tried the track out in reflex. its a short track and the jumps are quite small. but not bad. :)

Could you upload a video please? :D
Title: Re: Example Track Released
Post by: GDUBMX on April 18, 2014, 09:58:13 PM
mate, its really nothing to look at. its just the layout. i could do some screens maybe?
Title: Re: Example Track Released
Post by: Arvoss on April 18, 2014, 09:59:17 PM
Quote from: gdubmx on April 18, 2014, 09:58:13 PM
mate, its really nothing to look at. its just the layout. i could do some screens maybe?

Just wanted to see you jump on those jumps :P Screenshots would be nice  ;D
Title: Re: Example Track Released
Post by: GDUBMX on April 18, 2014, 10:04:46 PM
yeh just tried the screens mate, aint gonna work using reflex. its shit for camera shots. i havnt got the modded camera files either. the corners are quite nice tho and the braking bumps are nice. it reminds me of one JLV's stock tracks on mx sim. cant wait to play the game. im sure the track will ride alot better on the proper game.
Title: Re: Example Track Released
Post by: onlyonetone on April 18, 2014, 10:06:50 PM
Ratios are most likely different in mxb than reflex.
Title: Re: Example Track Released
Post by: GDUBMX on April 18, 2014, 10:12:15 PM
oh of course, i say its highly unlikely that piboso will make new tracks, i think gp bikes only has 1 track. these games are community dependent on content
Title: Re: Example Track Released
Post by: Ruubs on April 18, 2014, 10:15:09 PM
A friend of mine tried out the track in Mx Simulator, same height/scale of the terrain in Mx-Bikes. He says the jumps and bumps are shorter and less deep, so Mx-Bikes will most likely have heavier bikes, which will be more realistic, because in Mx Simulator the trackmakers have to make every jump bigger than in real life, otherwise it won't ride good at all in game.
Title: Re: Example Track Released
Post by: MX181 on April 18, 2014, 10:22:57 PM
Damn boi, all this means we are close to the end (release of alpha) :P  :P :P
Title: Re: Example Track Released
Post by: onlyonetone on April 18, 2014, 10:26:05 PM
Quote from: geofanatec on April 18, 2014, 10:08:42 PM
This is just example. Track they release with sim may be totally different.

Also, doesnt matter as others will make tracks (ill try) pretty quickly

looking forward to what you create man.
Title: Re: Example Track Released
Post by: Snappe on April 18, 2014, 10:44:16 PM
The layout of this track I designed in about 5mins, it's just an example to show how the tools work... It's likely not going to be included in the MXB release.
I'd be interested to know what sort of laptimes you can get in MX Sim though, for comparison.
Title: Re: Example Track Released
Post by: ChrisK on April 18, 2014, 10:47:54 PM
sandbiter, can u tell me how to use the track in mxs?
Title: Re: Example Track Released
Post by: Ruubs on April 18, 2014, 11:00:19 PM
Quote from: ChrisK on April 18, 2014, 10:47:54 PM
sandbiter, can u tell me how to use the track in mxs?
Open the heightmap.raw in Photoshop, save it as terrain.png in a blank Mx Simulator track folder.
Open the .hmf of the example track (Mx-Bikes), calculate the size and height from meters to feet and put that in the terrain.hf from Mx Simulator (which you can find in the blank Mx Simulator folder).

If you do not know how the terrain.hf works, then look on the Mx Simulator forum, track editing, tutorial, list of files or something like that.
Title: Re: Example Track Released
Post by: ChrisK on April 18, 2014, 11:44:16 PM
Omg :-[ iwait for the mxb release  ;D

Title: Re: Example Track Released
Post by: onlyonetone on April 19, 2014, 01:07:21 AM
Are you going to release any bike documentation before or after release?
Title: Re: Example Track Released
Post by: GDUBMX on April 19, 2014, 01:21:18 AM
Do you mean a template?
Title: Re: Example Track Released
Post by: onlyonetone on April 19, 2014, 01:42:05 AM
How to do physics and all that. And a template would be nice.
Title: Re: Example Track Released
Post by: rafagas on April 19, 2014, 01:44:25 AM
Quote from: ChrisK on April 18, 2014, 10:47:54 PM
sandbiter, can u tell me how to use the track in mxs?

If someone wants to try it in MXS, these are the values for the terrain.hf:

10 0.448334 0.000000 45.931759


The laptimes are under the minute. Around 50-55 seconds I guess
Title: Re: Example Track Released
Post by: onlyonetone on April 19, 2014, 01:57:30 AM
Thanks. About to try that out.
Title: Re: Example Track Released
Post by: nhallman103 on April 19, 2014, 04:22:50 AM
Can someone make a tutorial on how to convert the example track into one usable on MXS? I'm a complete noob when it comes to track making and would really appreciate it ;D
Title: Re: Example Track Released
Post by: onlyonetone on April 19, 2014, 06:05:02 AM
Quote from: geofanatec on April 19, 2014, 05:05:59 AM
Well apparently its been done. Why not just share the conversion?

I couldn't get it to work. So Agreed
Title: Re: Example Track Released
Post by: Ruubs on April 19, 2014, 11:00:26 AM
Posted this on page one, but since I edited that post you might've missed it.

Sorry for my dumbness, but is it right that in 'Map viewer' the textures don't show up?
Also the terrained doesn't seem to work for me, and I've tried everything I could think of.

-----

Edit.
Figured out how to get the textures in the 'Map viewer'. I had to put the example.map from the exported track folder (Example) into the other folder (ExampleTrack). The terrained still doesn't work tho.

Anyone exited?
http://i.gyazo.com/b78df79f81da0916787a3f88ae1ad027.png

-----

I just figured something out. When putting the example.amb file into the same folder as the heightmap.raw and all the skies etc. and then open example.map in Map Viewer, the textures are messed up. If you delete the example.amb file the textures are right, but then you have no sky. Is this a bug, or am I doing something wrong?
Title: Re: Example Track Released
Post by: Jeston on April 19, 2014, 12:21:20 PM
Quote from: Sandbiter on April 19, 2014, 11:00:26 AM
Stuff

That ground looks amazing.
Title: Re: Example Track Released
Post by: MX181 on April 19, 2014, 01:07:48 PM
Wow sand that look great, well done. Have you played around with one of them sx tracks you made yet?
Title: Re: Example Track Released
Post by: Arvoss on April 19, 2014, 01:16:30 PM
MORE PICTURES!!! :D
Title: Re: Example Track Released
Post by: onlyonetone on April 19, 2014, 01:23:03 PM
When I get off work today I'll figure out what you're doing wrong with terrainEd. It works for me.
Title: Re: Example Track Released
Post by: onlyonetone on April 19, 2014, 04:39:24 PM
Head over to the documentation page. It explains very well.
Title: Re: Example Track Released
Post by: Snappe on April 19, 2014, 04:43:19 PM
Quote from: geofanatec on April 19, 2014, 03:55:24 PM
What does terrainEd do exactly? I have same problem it opens command box then closes. Nothing happens.

TerrainEd is used to generate a .map (graphics) file and a .trh (collisions) file from your heightmap. You need to put terrained.exe in the same folder as both your heightmap.raw and the bat files. Then you can just run trh.bat and map.bat to generate the files. TRH generation is very quick, MAP generation takes longer since it has to calculate shadows.

All the files in the main directory are the 'source' files. In the example/ folder are all the exported files. After you export a new map / trh you'll need to put it in the same folder as the skies / amb / ini etc.
You can just load up the example track in mapview by opening example/example.map.

Also yeah, what onlyonetone said  :)
Although the docs still need some work.
Title: Re: Example Track Released
Post by: Ruubs on April 19, 2014, 06:18:40 PM
Quote from: MX181 on April 19, 2014, 01:07:48 PM
Wow sand that look great, well done. Have you played around with one of them sx tracks you made yet?
That's actually just the example track Snappe made, with textures on it. I still didn't figure out how to get the skies and textures to work at the same time tho.
I'll try my Ax Hildago track out ASAP. I made textures and all the information already, so it won't be a pain in the ass to open it I guess.

Snappe, do you know if I can open both textures and skies at the same time in Map Viewer?

Edit---

Snappe, can you help me out a bit? So I guess terrained works fine now, even though I get a new track.map file when clicking another bat file, eg. I click trh.bat, I get a track.map file. When I click map.bat I get the same exact track.map file and it overwrites the other. Not sure what I'm doing wrong here tbh.
These are all the files I have in the folder.
http://i.gyazo.com/45b5945750439a862375c3aea44bb37b.png
Title: Re: Example Track Released
Post by: MX181 on April 19, 2014, 09:41:34 PM
All I did MXS was build tracks. My plan was to come to MXB and just be good at the game. But this sounds like fun definetly tempting.
Title: Re: Example Track Released
Post by: Snappe on April 19, 2014, 09:54:48 PM
Sandbiter you seem to be missing the trh_params.ini file. You need that in the same directory as the bat files.
Title: Re: Example Track Released
Post by: 𝖙𝖋𝖈 on April 19, 2014, 10:51:04 PM
Quote from: MX181 on April 19, 2014, 09:41:34 PM
All I did MXS was build tracks. My plan was to come to MXB and just be good at the game. But this sounds like fun definetly tempting.

Yeah I wasn't planning on making tracks either but all this talk is making me want to. Used to love it on mcm2
Title: Re: Example Track Released
Post by: Ruubs on April 19, 2014, 11:00:44 PM
Quote from: Snappe on April 19, 2014, 09:54:48 PM
Sandbiter you seem to be missing the trh_params.ini file. You need that in the same directory as the bat files.
Thanks, I'll try that out!

Edit-----
Did that and it worked, even though i have no idea how to look at the track in Map Viewer now. Everytime when I open the track in Map viewer it's all grey, no textures, no terrain, nothing.

I also saw that the output file of the trh.bat is a .trp file, not sure what's going on here, but I don't think it's good?

Another thing I don't understand is, when I put terrained.exe in the example track folder with all the source files in it and run map.bat or trh.bat the CMD program pops up, and nothing happens, it just sits there doing nothing.

Quote from: geofanatec on April 19, 2014, 10:57:42 PM
Whats easiest way to create these masks for mud and grass in photoshop?

I did heightmap and track.tga.
I use Dre's rut brush from MvA U.
http://www.mxmaniacs.com/goodies_view.php?goodiesid=5&page=1

These ones are helpfull aswell.
http://www.mxmaniacs.com/goodies_view.php?goodiesid=3&page=1
http://www.mxmaniacs.com/goodies_view.php?goodiesid=52&page=1
Title: Re: Example Track Released
Post by: Ruubs on April 19, 2014, 11:57:13 PM
Thanks Geofanatec, .map file on the example track is working fine now.
I still have no idea why it isn't working on my own track though. I've the heightmap.raw (16 bits, 2 channelgroups) + e3dlog.txt + map.bat + mapview.exe + mapview.ini + params.ini + terrained.exe + track.map in one folder, and when I open track.map in mapviewer it is grey, and there is nothing to see.
Title: Re: Example Track Released
Post by: Snappe on April 20, 2014, 12:19:05 AM
Make sure the texture layers are correct in the hmf file. Try starting with just 1 layer first perhaps? And make sure track.tga exists.


num_layers = 1
layer0
{
map = track.tga
repetitions = 1
}
Title: Re: Example Track Released
Post by: bearded4glory on April 20, 2014, 01:15:50 AM
Quote from: Sandbiter on April 19, 2014, 11:57:13 PM
Thanks Geofanatec, .map file on the example track is working fine now.
I still have no idea why it isn't working on my own track though. I've the heightmap.raw (16 bits, 2 channelgroups) + e3dlog.txt + map.bat + mapview.exe + mapview.ini + params.ini + terrained.exe + track.map in one folder, and when I open track.map in mapviewer it is grey, and there is nothing to see.

I am having the same issue.

This is what is in my folder:
http://gyazo.com/ff718fe4234686080135764e048772b9 (http://gyazo.com/ff718fe4234686080135764e048772b9)

And when I try to view it:
http://gyazo.com/8c60a8ecd3120989f531b496bafa4c38 (http://gyazo.com/8c60a8ecd3120989f531b496bafa4c38)
Title: Re: Example Track Released
Post by: bearded4glory on April 20, 2014, 01:38:46 AM
Quote from: geofanatec on April 20, 2014, 01:21:57 AM
Ok......I can see a texture now in mapview, but can't look around anywhere!

EDIT: YES I CAN! Helps to hit correct buttons. Wow! I can see my track ;D

In the .hmf and .tht file you have these parameters to set.

samples_x = 2049
samples_z = 2049

data = heightmap.raw

size_x = 280
size_z = 280
scale = 14

My question is.......how do you know what to set size_x; size_z; and scale to?

Size X/Y are the dimensions of the terrain in meters SCALE is the height in meters

I got mine working, the folder name has to match the name on the track.map and track.trp.  IDK if that is your issue Sandbiter.  Next task is to try to put some objects in and some better textures.

Also, I have asked a couple times but can anyone confirm that the max exporter will work with newer versions than 2010?  I can install 2010 if I have to but I like some of the new features in 2014 and 2015 is going to be another good upgrade IMO.  Also, Autodesk no longer offers anything before 2011 so for newer people who may actually buy it (IDK how likely it is) they would have to use 2011+ (its 3 years so when 2015 hits it will be 2012+).
Title: Re: Example Track Released
Post by: bearded4glory on April 20, 2014, 07:01:39 AM
Quote from: geofanatec on April 20, 2014, 02:37:10 AM
Ya i got it all going. Finally.

I get meters thing, but how do u know what the meters are to begin with? Convert pixels to meters?

Was able to create all files needed. But need game to test  ;)

Only part i dont understand now is scenery.edf

How the hell was that created? Where do u get objects to place? Etc.....

Lol. Thats only part im missing now

Well if you are making a replica with a google or bing overlay you can use the scale down in one of the corners to measure as a known distance (in pixels) and then do the math and figure out how bit it is.  You can also measure in google earth.  If you are getting height data through sketchup or something you can measure how big it is.  It depends what you are doing.  If you are making a random fictional track then just figure out how much room you need and go from there.

The EDF is generated by exporting from 3ds max, I have not got that far yet but I plan on messing with it a bit tomorrow to see what I can come up with.
Title: Re: Example Track Released
Post by: Ruubs on April 20, 2014, 10:01:03 AM
Thanks for the help guys, got the thr file working now, but each time I try to make a Map file CMD pops up and I get an error saying: Terrained.exe has stopped working.

This is everything I have in my folder ATM.
http://gyazo.com/004e6ee07088ebdfabb45edf73e4761c

I hope Snappe or Piboso have some time for me (or someone else who I can trust), I'm willing to even send all the files I made yet.
Title: Re: Example Track Released
Post by: bearded4glory on April 21, 2014, 04:52:42 AM
Has anyone had success getting a mask to work for a texture?  I have been trying everything I can think of and it doesn't seem to work.  In the documentation it says that the alpha will control visibility but in he example track it is a black and white mask.  What version is correct?  The example track one doesn't seem to work either unless it is just a very slight difference for the mud texture.

Also, would it be possible to get the viewer to have a reload button or something?  Would be much easier to test and then just reload rather than going through the menu to reload it.
Title: Re: Example Track Released
Post by: onlyonetone on April 21, 2014, 04:59:50 AM
I'm hyped to see that you all are already working on tracks.
Title: Re: Example Track Released
Post by: bearded4glory on April 21, 2014, 06:56:38 AM
Quote from: geofanatec on April 21, 2014, 05:58:59 AM
Quote from: bearded4glory on April 21, 2014, 04:52:42 AM
Has anyone had success getting a mask to work for a texture?  I have been trying everything I can think of and it doesn't seem to work.  In the documentation it says that the alpha will control visibility but in he example track it is a black and white mask.  What version is correct?  The example track one doesn't seem to work either unless it is just a very slight difference for the mud texture.

Also, would it be possible to get the viewer to have a reload button or something?  Would be much easier to test and then just reload rather than going through the menu to reload it.

Ya i messed with masks all day. Cant get to work either.

Hmm.....ill do more tomorrow and see.

Reload would be great :D

Glad its not just me haha.  Hopefully Snappe can let us know what the deal is.  This whole system of texturing is new to me trying to figure out the best way to go about it.
Title: Re: Example Track Released
Post by: onlyonetone on April 21, 2014, 09:18:15 AM
Mapview was working but now it's not. Not even on the example track. Just all gray. No textures.
Title: Re: Example Track Released
Post by: Ruubs on April 21, 2014, 10:53:09 AM
Quote from: geofanatec on April 21, 2014, 05:58:59 AM
Quote from: bearded4glory on April 21, 2014, 04:52:42 AM
Has anyone had success getting a mask to work for a texture?  I have been trying everything I can think of and it doesn't seem to work.  In the documentation it says that the alpha will control visibility but in he example track it is a black and white mask.  What version is correct?  The example track one doesn't seem to work either unless it is just a very slight difference for the mud texture.

Also, would it be possible to get the viewer to have a reload button or something?  Would be much easier to test and then just reload rather than going through the menu to reload it.

Ya i messed with masks all day. Cant get to work either.

Hmm.....ill do more tomorrow and see.

Reload would be great :D

Same for me, after geofanatec helped me getting mapview to work. The exampletrack masks work good for me, but when I use my own masks (also white and black) it doesn't work.

Quote from: onlyonetone on April 21, 2014, 09:18:15 AM
Mapview was working but now it's not. Not even on the example track. Just all gray. No textures.

Are you sure you didn't change ANYTHING in the .hmf files etc? That caused my problems. You can also try to redownload the example track!


-----EDIT

I got the Masks working. You need to be 100% sure you're using an alpha channel for the mask. This might help some of you out: http://helpx.adobe.com/en/photoshop/using/saving-selections-alpha-channel-masks.html

I'm going to make some better textures now and then I'll post a picture of my track.
Title: Re: Example Track Released
Post by: bearded4glory on April 21, 2014, 07:38:17 PM
Quote from: Sandbiter on April 21, 2014, 10:53:09 AM
Quote from: geofanatec on April 21, 2014, 05:58:59 AM
Quote from: bearded4glory on April 21, 2014, 04:52:42 AM
Has anyone had success getting a mask to work for a texture?  I have been trying everything I can think of and it doesn't seem to work.  In the documentation it says that the alpha will control visibility but in he example track it is a black and white mask.  What version is correct?  The example track one doesn't seem to work either unless it is just a very slight difference for the mud texture.

Also, would it be possible to get the viewer to have a reload button or something?  Would be much easier to test and then just reload rather than going through the menu to reload it.

Ya i messed with masks all day. Cant get to work either.

Hmm.....ill do more tomorrow and see.

Reload would be great :D

Same for me, after geofanatec helped me getting mapview to work. The exampletrack masks work good for me, but when I use my own masks (also white and black) it doesn't work.

Quote from: onlyonetone on April 21, 2014, 09:18:15 AM
Mapview was working but now it's not. Not even on the example track. Just all gray. No textures.

Are you sure you didn't change ANYTHING in the .hmf files etc? That caused my problems. You can also try to redownload the example track!


-----EDIT

I got the Masks working. You need to be 100% sure you're using an alpha channel for the mask. This might help some of you out: http://helpx.adobe.com/en/photoshop/using/saving-selections-alpha-channel-masks.html

I'm going to make some better textures now and then I'll post a picture of my track.

I still cant get it to work.  Can you post a screenshot of what exactly it needs to be?  I tried added a alpha channel and putting my mask in it and then saving and it did nothing different.  Then I tried deleting the gray channel and only leaving the alpha but then I cant save as one of the required formats.

Edit-Ok I figured out it needs to be RGB in order to save alpha channel but it still wont "stick".  After saving if I open it there is no alpha channel saved for some reason.

Edit-Ok I figured out it has to be saved as 32 bit in order to save the alpha (in the save as roll out after you hit save.  Now it is working (although it looks like poo but that is probably my fault haha)
Title: Re: Example Track Released
Post by: onlyonetone on April 21, 2014, 08:15:00 PM
Maybe im putting the files in the wrong folder. Is there a certain folder everything needs to be in?
Title: Re: Example Track Released
Post by: Snappe on April 21, 2014, 09:29:00 PM
You should be able to open the example track without moving anything. The example/ folder is a fully working exported final track. You should see skies, background, everything. And be able to change the weather conditions.
Just open mapview and goto the example/ folder included in the zip.
Title: Re: Example Track Released
Post by: onlyonetone on April 21, 2014, 09:54:18 PM
Redownloaded it and still getting gray textures.
Title: Re: Example Track Released
Post by: ChrisK on April 21, 2014, 10:02:11 PM
do you have a color display?
Title: Re: Example Track Released
Post by: Snappe on April 21, 2014, 10:44:48 PM
Quote from: onlyonetone on April 21, 2014, 09:54:18 PM
Redownloaded it and still getting gray textures.
I'm afraid I really have no idea what is going on... Maybe post a screenshot?

Quote from: ChrisK on April 21, 2014, 10:02:11 PM
do you have a color display?
:D

Quote from: geofanatec on April 21, 2014, 10:14:55 PM
Ok, I added in the grassfx for the 3d grass. Works great :D
However, it also shows up in the track?
You need to make sure that the track parts are completely black. Even the slightest shade of non-black currently generates grass. This should be fixed at some point though.
Title: Re: Example Track Released
Post by: bearded4glory on April 22, 2014, 12:11:54 AM
The example track never worked for me 100% either.  Not sure what the problem is but do the textures need to be added into the folder (like dirt and mud and whatnot) or are they "swallowed" for lack of a better term by the .map when it is created?

Is there any information about creating new skydomes?  Also, I am experimenting with the fbx2edf tool and I keep getting an error, something about "null parameter" or something.  What is the required setup to get the fbx2edf to get norm and specs from your materials?  Tired for now, taking a break.
Title: Re: Example Track Released
Post by: Snappe on April 22, 2014, 01:23:45 AM
Quote from: bearded4glory on April 22, 2014, 12:11:54 AM
do the textures need to be added into the folder (like dirt and mud and whatnot) or are they "swallowed" for lack of a better term by the .map when it is created?
They are all packed into the map file. So swallowed, yes  :)
So I really don't know why it would all be grey.

What info do you need about skydomes? Best thing to do is just to export one and check it in mapview.
Not sure what the null parameter thing is... For norm & specs you just need to point to the correct files in the shd.
http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Shaders (http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Shaders)
Title: Re: Example Track Released
Post by: bearded4glory on April 22, 2014, 01:29:21 AM
Quote from: Snappe on April 22, 2014, 01:23:45 AM
Quote from: bearded4glory on April 22, 2014, 12:11:54 AM
do the textures need to be added into the folder (like dirt and mud and whatnot) or are they "swallowed" for lack of a better term by the .map when it is created?
They are all packed into the map file. So swallowed, yes  :)
So I really don't know why it would all be grey.

This is what we get if we just put the mapviewer in the example folder and load up example.map:
http://gyazo.com/10144d06759dc4b175651911185a6c9c (http://gyazo.com/10144d06759dc4b175651911185a6c9c)

For some reason we can't embed gyazo, IDK why.
Title: Re: Example Track Released
Post by: Snappe on April 22, 2014, 01:43:57 AM
OK SOLVED.
Sorry folks, I think a slightly old version of mapview got packed into the tracktools download by mistake.
Will update tomorrow!

You can fix it temporarily by deleting / renaming background.edf
Title: Re: Example Track Released
Post by: MX181 on April 22, 2014, 02:00:20 AM
Quote from: bearded4glory on April 22, 2014, 01:29:21 AM
Quote from: Snappe on April 22, 2014, 01:23:45 AM
Quote from: bearded4glory on April 22, 2014, 12:11:54 AM
do the textures need to be added into the folder (like dirt and mud and whatnot) or are they "swallowed" for lack of a better term by the .map when it is created?
They are all packed into the map file. So swallowed, yes  :)
So I really don't know why it would all be grey.

This is what we get if we just put the mapviewer in the example folder and load up example.map:
(http://gyazo.com/10144d06759dc4b175651911185a6c9c.png)

For some reason we can't embed gyazo, IDK why.
Title: Re: Example Track Released
Post by: onlyonetone on April 22, 2014, 02:21:57 AM
Quote from: Snappe on April 22, 2014, 01:43:57 AM
OK SOLVED.
Sorry folks, I think a slightly old version of mapview got packed into the tracktools download by mistake.
Will update tomorrow!

You can fix it temporarily by deleting / renaming background.edf

sweet. That fixed it.
Title: Re: Example Track Released
Post by: Ruubs on April 22, 2014, 09:12:58 PM
I was on skype with bearded4glory and we both didn't know how LODs will work for track objects.
I assume there is a posibility for LODs, well I hope so, but if we want to make like an enduro track in the forest with over 1500 trees, then we need a lot of LODs and probably a lot of EDF files since I don't think we can make the 1500 trees in one EDF file with LODs in it. Can you tell us how this will work out?
Title: Re: Example Track Released
Post by: PiBoSo on April 22, 2014, 09:26:53 PM
Quote from: Sandbiter on April 22, 2014, 09:12:58 PM
I was on skype with bearded4glory and we both didn't know how LODs will work for track objects.
I assume there is a posibility for LODs, well I hope so, but if we want to make like an enduro track in the forest with over 1500 trees, then we need a lot of LODs and probably a lot of EDF files since I don't think we can make the 1500 trees in one EDF file with LODs in it. Can you tell us how this will work out?

No track LODs.
Title: Re: Example Track Released
Post by: Ruubs on April 22, 2014, 09:31:48 PM
Quote from: PiBoSo on April 22, 2014, 09:26:53 PM
Quote from: Sandbiter on April 22, 2014, 09:12:58 PM
I was on skype with bearded4glory and we both didn't know how LODs will work for track objects.
I assume there is a posibility for LODs, well I hope so, but if we want to make like an enduro track in the forest with over 1500 trees, then we need a lot of LODs and probably a lot of EDF files since I don't think we can make the 1500 trees in one EDF file with LODs in it. Can you tell us how this will work out?

No track LODs.

Hm, alright... Do you think an enduro track with 1500+ trees will still work though?
Title: Re: Example Track Released
Post by: PiBoSo on April 22, 2014, 10:59:21 PM
Quote from: Sandbiter on April 22, 2014, 09:31:48 PM
Quote from: PiBoSo on April 22, 2014, 09:26:53 PM
Quote from: Sandbiter on April 22, 2014, 09:12:58 PM
I was on skype with bearded4glory and we both didn't know how LODs will work for track objects.
I assume there is a posibility for LODs, well I hope so, but if we want to make like an enduro track in the forest with over 1500 trees, then we need a lot of LODs and probably a lot of EDF files since I don't think we can make the 1500 trees in one EDF file with LODs in it. Can you tell us how this will work out?

No track LODs.

Hm, alright... Do you think an enduro track with 1500+ trees will still work though?

It should still work, as long as the trees are low-poly.
Title: Re: Example Track Released
Post by: MX181 on April 22, 2014, 11:36:58 PM
Quote from: Sandbiter on April 22, 2014, 09:12:58 PM
I was on skype with bearded4glory

He knows nothing don't let that fool, fool you. Bwhahahaha love you Jason (total homo)
Title: Re: Example Track Released
Post by: PiBoSo on April 23, 2014, 12:07:14 AM

Track tools updated.
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 12:24:06 AM
Quote from: PiBoSo on April 23, 2014, 12:07:14 AM

Track tools updated.

Awesome.
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 06:11:11 AM
Wow. Okay I really suck at this. Somenone should do a tutorial. I have my Heightmap made but have no idea how to texture it or scale it.
Title: Re: Example Track Released
Post by: MotoX745 on April 23, 2014, 06:39:04 AM
still having issues with getting a trh file to generate, and not sure how or what to put in the same folder to get a track to preview in the map viewer if someone could either reply or help me out. I would love to have some experiments with making tracks but not understanding this quite well. (note: already went through the read me and the creation guide but still not understanding how to get it to preview in map viewer)
Title: Re: Example Track Released
Post by: bearded4glory on April 23, 2014, 06:52:53 AM
Quote from: onlyonetone on April 23, 2014, 06:11:11 AM
Wow. Okay I really suck at this. Somenone should do a tutorial. I have my Heightmap made but have no idea how to texture it or scale it.

I am sure there will be some helpful stuff coming from myself and others after we get more experience with this system.  My recommendation is to try to figure it out (the things you are having issues with are fairly simple to get working).

Quote from: MotoX745 on April 23, 2014, 06:39:04 AM
still having issues with getting a trh file to generate, and not sure how or what to put in the same folder to get a track to preview in the map viewer if someone could either reply or help me out. I would love to have some experiments with making tracks but not understanding this quite well. (note: already went through the read me and the creation guide but still not understanding how to get it to preview in map viewer)

You need:
track.hmf
track.tht
terrained.exe
params.ini
whatever textures you are using

as well as the two .bat files.  Then run the two .bat files and it will generate the remaining files.  This track will have no sky, you need to add a sky for each condition and regenerate the .bat files (both or just map?)
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 06:59:16 AM
Okay say I wanted to use my Heightmap from a track i was making for another game. All I have is my heightmap. Where do I go from there.
Title: Re: Example Track Released
Post by: MotoX745 on April 23, 2014, 07:59:40 AM
so u would run the map file with all the other track files provided? how long should it normally take for the map file to run and finish?
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 08:15:25 AM
Okay. So I'm trying to run the map.bat but it keeps bringing up Terrained.exe has stopped working and it crashes....
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 09:07:21 AM
I'm starting to figure it out. I just don't understand how to texture. I got my heightmap to work in mapview. It took me awhile to scale it right.

(http://i59.tinypic.com/nfil9g.jpg)
Title: Re: Example Track Released
Post by: MotoX745 on April 23, 2014, 09:47:01 AM
same here, got my heightmap to work but still messing around with scale and i tried to do the mask and stuff and now it crashes my mapview when i try to open it not sure what the issue is?
Title: Re: Example Track Released
Post by: AWood on April 23, 2014, 10:22:37 AM
put it in sim running the scale provided. running 50 seconds. would need to be WAY upscaled to "work" in sim how it should ride
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 10:48:39 AM
Quote from: MotoX745 on April 23, 2014, 09:47:01 AM
same here, got my heightmap to work but still messing around with scale and i tried to do the mask and stuff and now it crashes my mapview when i try to open it not sure what the issue is?

My mapview randomly decided to start working. No idea why. But I can't figure out masking either. My track is just white in mapview.
Title: Re: Example Track Released
Post by: Snappe on April 23, 2014, 02:45:09 PM
I've updated the docs a bit. (http://docs.piboso.com/wiki/index.php/MXB_Track_Creation_Guide)
Also there is a section on Masks. (http://docs.piboso.com/wiki/index.php/MXB_Track_Creation_Guide#Masks)

Quote from: bearded4glory on April 23, 2014, 06:52:53 AM
This track will have no sky, you need to add a sky for each condition and regenerate the .bat files (both or just map?)

You don't need to re-generate anything for skies or backgrounds, just make sure the files are in the same directory as the .map
Title: Re: Example Track Released
Post by: RiccoChicco on April 23, 2014, 04:53:01 PM
Quote from: Snappe on April 23, 2014, 02:45:09 PM
I've updated the docs a bit. (http://docs.piboso.com/wiki/index.php/MXB_Track_Creation_Guide)
Also there is a section on Masks. (http://docs.piboso.com/wiki/index.php/MXB_Track_Creation_Guide#Masks)


Thank you, a lot of useful informations!  :)
Title: Re: Example Track Released
Post by: Ruubs on April 23, 2014, 06:04:05 PM
Snappe or Piboso, can we please get a undo and redo button for tracked? I've ruined my center line like 10 times already at the last segment.

And can you tell me how the race data works? I can't seem to find how to place the startgates and pits outside the centerline (like on the example track).
Title: Re: Example Track Released
Post by: Snappe on April 23, 2014, 06:23:35 PM
Quote from: Sandbiter on April 23, 2014, 06:04:05 PM
I've ruined my center line like 10 times already at the last segment.

How? My advice would be to save it as you go. Centerline > Save As

http://docs.piboso.com/wiki/index.php/TrackEd#Centerline (http://docs.piboso.com/wiki/index.php/TrackEd#Centerline)

To place pits / startgates outside the centerline you need to make sure absolute placement radio button is selected.
Title: Re: Example Track Released
Post by: Ruubs on April 23, 2014, 06:24:28 PM
Thanks, that'll help I guess! I've no idea how I ruined it either, but I did :-[.

Btw. I just modified my post, not sure if you've seen it yet.

And can you tell me how the race data works? I can't seem to find how to place the startgates and pits outside the centerline (like on the example track).

I guess I just figured that out too. Had to use 'Grid' instead of Start/Finish line coordinates.
Title: Re: Example Track Released
Post by: ChrisK on April 23, 2014, 06:40:07 PM
how do u guys know how height and long the jumps need to be, u cant test it......

so is it a good idea to make tracks without the game?
Title: Re: Example Track Released
Post by: Ruubs on April 23, 2014, 06:50:20 PM
Quote from: ChrisK on April 23, 2014, 06:40:07 PM
how do u guys know how height and long the jumps need to be, u cant test it......

so is it a good idea to make tracks without the game?
I'm just trying to figure out how things work for this game, it'd be a bummer if I don't like the game, since I'm doing all this for nothing, but I guess I'll like it so ye, why not trying things out already?

The AX track I'm testing everything with ATM isn't a track with a lot of jumps, so it'll most likely work in 75% of the mx games out there. I hope the bikes in mx-bikes can turn sharp tho, otherwise this track will be a pain in the ass since it isn't very wide.
Title: Re: Example Track Released
Post by: ChrisK on April 23, 2014, 08:34:34 PM
ups wrong thread
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 08:35:35 PM
Hey sandbiter. This may be to much to ask for. I understand masks a little bit but can't figure it out in ps. Could you noob it up and maybe post a screen of how you're setting it up in ps. Channels, alpha, what brushes, and how you're saving/exporting it. I would love you forever. The masking tutorial on Adobe helped a little bit but I don't understand how to do it with a track.
Title: Re: Example Track Released
Post by: Ruubs on April 23, 2014, 09:05:37 PM
Quote from: onlyonetone on April 23, 2014, 08:35:35 PM
Hey sandbiter. This may be to much to ask for. I understand masks a little bit but can't figure it out in ps. Could you noob it up and maybe post a screen of how you're setting it up in ps. Channels, alpha, what brushes, and how you're saving/exporting it. I would love you forever. The masking tutorial on Adobe helped a little bit but I don't understand how to do it with a track.
It actually doesn't matter what brushes you use, you just need to make sure you use full white and full black on the mask. I'll try to explain it as good as I can.

NOTE Image mode must be RGB, 8 bits!!!
-Open a new file, size 1024, 2048 or 4096.
-Make the background layer FULL black.
-Open a new layer, take a brush, white colour and brush.
-When you have what you want, you merge all the layers in one. Hit ctrl + A to select everything and ctrl + C to copy what you selected.
-Go into the channels panel and select RGB, then hit ctrl + V to paste what you copied before.
-Boom you have your alpha channel.
-Select Alpha 1 in the channels panel and then go to File, save as, name it the same as your texture but add _mask after it, chose targa (TGA) for your extention and click save.
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 09:13:01 PM
Quote from: Sandbiter on April 23, 2014, 09:05:37 PM
Quote from: onlyonetone on April 23, 2014, 08:35:35 PM
Hey sandbiter. This may be to much to ask for. I understand masks a little bit but can't figure it out in ps. Could you noob it up and maybe post a screen of how you're setting it up in ps. Channels, alpha, what brushes, and how you're saving/exporting it. I would love you forever. The masking tutorial on Adobe helped a little bit but I don't understand how to do it with a track.
It actually doesn't matter what brushes you use, you just need to make sure you use full white and full black on the mask. I'll try to explain it as good as I can.

NOTE Image mode must be RGB, 8 bits!!!
-Open a new file, size 1024, 2048 or 4096.
-Make the background layer FULL black.
-Open a new layer, take a brush, white colour and brush.
-When you have what you want, you merge all the layers in one. Hit ctrl + A to select everything and ctrl + C to copy what you selected.
-Go into the channels panel and select RGB, then hit ctrl + V to paste what you copied before.
-Boom you have your alpha channel.
-Select Alpha 1 in the channels panel and then go to File, save as, name it the same as your texture but add _mask after it, chose targa (TGA) for your extention and click save.

Thank you! This will help a lot.

One Question.

The example mask has the heightmap in it. I Kind of need the heightmap to see what I'm masking. So do I just add that in as one of the layers?
Title: Re: Example Track Released
Post by: Ruubs on April 23, 2014, 09:15:44 PM
Quote from: onlyonetone on April 23, 2014, 09:13:01 PM
Quote from: Sandbiter on April 23, 2014, 09:05:37 PM
Quote from: onlyonetone on April 23, 2014, 08:35:35 PM
Hey sandbiter. This may be to much to ask for. I understand masks a little bit but can't figure it out in ps. Could you noob it up and maybe post a screen of how you're setting it up in ps. Channels, alpha, what brushes, and how you're saving/exporting it. I would love you forever. The masking tutorial on Adobe helped a little bit but I don't understand how to do it with a track.
It actually doesn't matter what brushes you use, you just need to make sure you use full white and full black on the mask. I'll try to explain it as good as I can.

NOTE Image mode must be RGB, 8 bits!!!
-Open a new file, size 1024, 2048 or 4096.
-Make the background layer FULL black.
-Open a new layer, take a brush, white colour and brush.
-When you have what you want, you merge all the layers in one. Hit ctrl + A to select everything and ctrl + C to copy what you selected.
-Go into the channels panel and select RGB, then hit ctrl + V to paste what you copied before.
-Boom you have your alpha channel.
-Select Alpha 1 in the channels panel and then go to File, save as, name it the same as your texture but add _mask after it, chose targa (TGA) for your extention and click save.

Thank you! This will help a lot.

One Question.

The example mask has the heightmap in it. I Kind of need the heightmap to see what I'm masking. So do I just add that in as one of the layers?
Yes you can do that, be sure you don't merge it with the other layers though.
Title: Re: Example Track Released
Post by: 𝖙𝖋𝖈 on April 23, 2014, 09:35:16 PM
This might not be helpful but do you wanna make sure your brush is not anti alias? I haven't messed around with the track tools or read the docs, I will when the games out. Just if its pure white and black an anti aliased brush will give different shades around the edges. Just chucking it out there, ignore if not helpful
Title: Re: Example Track Released
Post by: onlyonetone on April 23, 2014, 09:52:48 PM
That is actually helpful. Thanks man.
Title: Re: Example Track Released
Post by: onlyonetone on April 24, 2014, 01:45:36 AM
If I wanted all dirt. Wouldn't I just make the black layer then a all white channel and merge the layers?
Title: Re: Example Track Released
Post by: bearded4glory on April 24, 2014, 02:37:49 AM
Quote from: geofanatec on April 24, 2014, 01:41:41 AM
I dont get texturing at all!

Holy crap. I make a mask in pure black/white. It works..................ok that's great.

BUT, how do you get a blending effect? Just even from grass to dirt?

I thought a grey channel would blend it together, but it still puts a very definitive line between the two.

I look at example files and they have tons of grey in them...........and look good. I must being doing something wrong.

So how do you blend the textures with the mask?

I have been running into this also.  Not sure what the cause is.  It seems like either I get texture 1 or I get texture 2 but I never get a mix of the two.
Title: Re: Example Track Released
Post by: MotoX745 on April 24, 2014, 11:10:59 AM
asking a lot of questions lately but ive been in TrackED for most of the day trying to get models into the game. is there a specific output other then .obj < i have already tried exporting out as that and everytime i try to go and pick the folder for the obj nothing shows up so that i can create it.
Title: Re: Example Track Released
Post by: al167 on April 24, 2014, 12:28:10 PM
snappe any chance of getting a .3ds template of a sky box/sky dome?
cheers al
Title: Re: Example Track Released
Post by: bearded4glory on April 24, 2014, 08:47:45 PM
Quote from: al167 on April 24, 2014, 12:28:10 PM
snappe any chance of getting a .3ds template of a sky box/sky dome?
cheers al

I found these in gp bikes forum I guess they are from rFactor:
http://forum.kartracing-pro.com/index.php?topic=1513.0 (http://forum.kartracing-pro.com/index.php?topic=1513.0)
Title: Re: Example Track Released
Post by: al167 on April 25, 2014, 03:03:29 AM
Quote from: geofanatec on April 24, 2014, 01:41:41 AM
I dont get texturing at all!

Holy crap. I make a mask in pure black/white. It works..................ok that's great.

BUT, how do you get a blending effect? Just even from grass to dirt?

I thought a grey channel would blend it together, but it still puts a very definitive line between the two.

I look at example files and they have tons of grey in them...........and look good. I must being doing something wrong.

So how do you blend the textures with the mask?
in photoshop under image -> mode -> ensure you have RGB colour and 8 bits per channel selected. Then when you save as a .tga make Shure you select 32 bit.
Title: Re: Example Track Released
Post by: bearded4glory on April 25, 2014, 05:06:53 AM
Quote from: geofanatec on April 25, 2014, 04:13:32 AM
Quote from: al167 on April 25, 2014, 03:03:29 AM
Quote from: geofanatec on April 24, 2014, 01:41:41 AM
I dont get texturing at all!

Holy crap. I make a mask in pure black/white. It works..................ok that's great.

BUT, how do you get a blending effect? Just even from grass to dirt?

I thought a grey channel would blend it together, but it still puts a very definitive line between the two.

I look at example files and they have tons of grey in them...........and look good. I must being doing something wrong.

So how do you blend the textures with the mask?
in photoshop under image -> mode -> ensure you have RGB colour and 8 bits per channel selected. Then when you save as a .tga make Shure you select 32 bit.

Yep, figured it out earlier today. Thanks though!

Anyway, now onto objects. Hmmm......I'm not a student and not buying 3ds max.

What to do? Blender is tough. I just don't understand.

Any help much appreciated. Specifically just how to import the heightmap to proper scale. From there I may, or may not, be ok

You would feel the same about Max if you havent used it.  Someone had a tutorial on how to put a terrain in blender on the MXS forums, it is buried in a random thread though.  I will see if I can find it when I get a chance.  You will want to know how to model, I know you said you were using sketchup before but you will be very limited if you dont learn a real polymodeling platform.
Title: Re: Example Track Released
Post by: al167 on April 25, 2014, 11:07:56 PM

Quote
Anyway, now onto objects. Hmmm......I'm not a student and not buying 3ds max.

What to do? Blender is tough. I just don't understand.

Any help much appreciated. Specifically just how to import the heightmap to proper scale. From there I may, or may not, be ok

I can help you with blender. ive been using it with mxs, putting a heghtmap in and making basic models ect.

the truth is its gonna take you a full weekend to get the hang of it. just plan a couple of days and watch heaps of youtube vids.(search blender tutorial)
also use blender 2.63 if your interested in mxs as its the latest one supported by them.

don't start with putting a heghtmap in yet, just build a basic item like a haybale. uv map it, make a normal map and get it in game,

then build a quickshade. then a scoretower ect. after you've built three or four items then start trying to import a heghtmap and place lots of objects.

it just takes patience, but after you start youll never look back!

cheers allan.

Title: Re: Example Track Released
Post by: onlyonetone on October 01, 2014, 08:19:18 PM
Hey Pib or Snappe is it okay to put the example track ingame? Because I already did and it's a fun little track. I was wondering if we can go online with it?
Title: Re: Example Track Released
Post by: Snappe on October 01, 2014, 11:29:46 PM
Quote from: onlyonetone on October 01, 2014, 08:19:18 PM
Hey Pib or Snappe is it okay to put the example track ingame? Because I already did and it's a fun little track. I was wondering if we can go online with it?

Sure go ahead, but it might need some work for online use... Checkpoints and such.
Title: Re: Example Track Released
Post by: MX181 on October 02, 2014, 12:35:23 AM
I had this track in game straight away and it rides so bloody good haha, best by far!!!
Title: Re: Example Track Released
Post by: Midbeck on October 02, 2014, 01:26:35 PM
Quote from: MX181 on October 02, 2014, 12:35:23 AM
I had this track in game straight away and it rides so bloody good haha, best by far!!!