MX Bikes Official Forum

Mods => Track Editing => Topic started by: bearded4glory on March 12, 2016, 05:53:42 PM

Title: SuperMoto Track Building
Post by: bearded4glory on March 12, 2016, 05:53:42 PM
How do we go about creating the asphalt sections?  Should these be modeled or still using the heightmap?

Anything else specific to supermoto I need to know?
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 13, 2016, 05:17:40 AM
If someone could check out my files here and try to help me figure out why it crashes after "Connected..." I would really appreciate it.

https://www.mediafire.com/?6qnofl2yngganik (https://www.mediafire.com/?6qnofl2yngganik)
Title: Re: SuperMoto Track Building
Post by: MUD on March 13, 2016, 09:27:52 AM
I found the problems

The problem files should read as follows

track.hmf
samples_x = 2049
samples_z = 2049

data = heightmap.raw

size_x = 437.388
size_z = 437.388
scale = 90

num_layers = 1
layer0
{
map = maps/dirt.tga
repetitions = 50
}


track.tht
samples_x = 2049
samples_z = 2049

data = heightmap.raw

size_x = 437.388
size_z = 437.388
scale = 90

num_material_layers = 1

material_layer0
{
material = soil
}


trh.bat
terrained.exe track.tht Infineon/Infineon.trh trh_params.ini

Also Infineon.tcl needs to be in the final folder
and you need to close the Track Center Line

Some times it won't close, so you need to add an extra final curved segment that ends near the first straight segment and hit close. If you zoom in, you can clearly see this.

Save the centerline
Merge the centerline
Add all the Race Definition info
Save the .RDF

and finally save the .TRH

That should at least get the track in game.

As far as the Asphalt, I'll look into, was kinda' wonderin' about it myself too.



You can also put both .bat into a single .bat file, on separate lines for simpler compiling.
Title: Re: SuperMoto Track Building
Post by: Mace-x on March 13, 2016, 09:36:40 AM
The asphalt is a 3d model  :)
Title: Re: SuperMoto Track Building
Post by: MUD on March 13, 2016, 09:58:16 AM
I just tested it out and the asphalt works as a layer in the .tht file, the other hard surfaces might work too.
Title: Re: SuperMoto Track Building
Post by: RiccoChicco on March 13, 2016, 01:20:17 PM
Asphalt sections are modelled. You need to export it as .edf and then add it to your heightmap generated track.

Don't forget to name objects supposed to be asphalt in your 3D scene before export, using for example TRKASPH prefix for every asphalt objects.

Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 13, 2016, 05:30:21 PM
Thanks all, hopefully I can make some progress on it today.

How dense should the asphalt mesh be?  Anyone have an example?  I don't want to go too crazy.

ETA:
Anyone know why all my objects would look blue?  The textures are there but it has a blue cast over the whole object for some reason.  Also, with just my track geometry and curbs its taking like 1/2 hour to generate the map.bat.  That seems like a really long time when I have a lot of stuff to add and that was with shadow volumes off.

Here is a screenshot from in game:
(https://i.gyazo.com/b12ab4b63f30d32f0a6985f237901435.png)

And here is my texture:
(https://i.gyazo.com/c67a56236dd4fc45da56ec1b255c83ee.jpg)
Title: Re: SuperMoto Track Building
Post by: Mace-x on March 14, 2016, 08:53:33 PM
Niiiice! put normal maps on that tarmac!  :)
Cant wait for the track man!
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 14, 2016, 11:33:47 PM
Quote from: Mace-x on March 14, 2016, 08:53:33 PM
Niiiice! put normal maps on that tarmac!  :)
Cant wait for the track man!

Any idea why it is so blue?  There are some faces that are normal I think maybe the ones getting direct sunlight but its like the rest of it thinks it is in shadow or something.

ETA:
Ok, so somehow my sun in coming up from the bottom.  Should I just multiply the numbers out or something to get it higher?  Seems strange.

Can't seem to get the normal map on my object working(never have been able to).  Do I need to create the SHD or is that only for terrain textures?  Do I put my normal in the bump slot of the material before exporting?

Here is a screenshot showing the sun direction issue:
(https://i.gyazo.com/1e8e42bf8c7ffd39d9965cc51247ff7c.jpg)
Title: Re: SuperMoto Track Building
Post by: Mace-x on March 15, 2016, 01:14:27 AM
Sadly  cant really help  :'( , havent messed around with objects in track yet, hopefully you can get it sorted out.
Check the faces orientation, might be that.

Anyone that know the issues here?
Title: Re: SuperMoto Track Building
Post by: 𝖙𝖋𝖈 on March 15, 2016, 09:01:01 AM
Not sure on the sun direction thing, I think mace is right with the faces orientation but can't be more specific.

As for normal maps, Yes do them the same as for terrain. Make a .SHD file and normals in the same folder as your textures after exporting to FBX, then run it through FBX2EDF with recalculate normals.
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 15, 2016, 05:52:49 PM
Quote from: TheFatController on March 15, 2016, 09:01:01 AM
Not sure on the sun direction thing, I think mace is right with the faces orientation but can't be more specific.

As for normal maps, Yes do them the same as for terrain. Make a .SHD file and normals in the same folder as your textures after exporting to FBX, then run it through FBX2EDF with recalculate normals.

Thanks for the reply.  That seems to work and also seems to fix the shading issues.  Fingers crossed.
Title: Re: SuperMoto Track Building
Post by: tseklias on March 15, 2016, 06:08:46 PM
Quote from: bearded4glory on March 13, 2016, 05:30:21 PM
..
How dense should the asphalt mesh be?  Anyone have an example?  I don't want to go too crazy.
...

I think if you ask "Hawk" from Gpb forum he will help you with this. If i remember clearly i read somewhere something on the mesh he wrote on a topic discussing the build of his tracks.
http://forum.piboso.com/index.php?action=profile;u=320
Title: Re: SuperMoto Track Building
Post by: Snappe on March 15, 2016, 06:26:41 PM
Quote from: bearded4glory on March 14, 2016, 11:33:47 PM
Ok, so somehow my sun in coming up from the bottom.

Are you exporting from Blender, perchance?
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 15, 2016, 10:08:00 PM
Quote from: Snappe on March 15, 2016, 06:26:41 PM
Quote from: bearded4glory on March 14, 2016, 11:33:47 PM
Ok, so somehow my sun in coming up from the bottom.

Are you exporting from Blender, perchance?

No Max>FBX>FBXtoEDF

Its fine after I started checking recalculate normals.
Title: Re: SuperMoto Track Building
Post by: Snappe on March 16, 2016, 12:26:48 PM
Quote from: bearded4glory on March 15, 2016, 10:08:00 PM
No Max>FBX>FBXtoEDF
Its fine after I started checking recalculate normals.

Thanks, it seems there is a problem with normals conversion using fbx2edf. We shall investigate!
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 17, 2016, 12:34:57 AM
Quote from: Snappe on March 16, 2016, 12:26:48 PM
Quote from: bearded4glory on March 15, 2016, 10:08:00 PM
No Max>FBX>FBXtoEDF
Its fine after I started checking recalculate normals.

Thanks, it seems there is a problem with normals conversion using fbx2edf. We shall investigate!

Is there any situation where you wouldn't recalculate normals? Is there any way to default to it on?
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 17, 2016, 05:13:15 AM
WIP

https://www.youtube.com/v/8DM1UY-Duwk#t=26

Quality should come up, I just uploaded it.
Title: Re: SuperMoto Track Building
Post by: teeds on March 17, 2016, 10:08:19 AM
Looking very good. I got lost watching, hope we'll get lots of indication about which way to turn lol  ;D
Title: Re: SuperMoto Track Building
Post by: Niko Mouk on March 17, 2016, 11:49:09 AM
Question, you have tearoff projection while riding on the aspahlt, is there any way to remove it at the track creation phase ?

Maybe you can try this norm, the video quality isn't awesome but the asphalt seems a bit too smooth : link (http://labo.elaia.ch/cortex/#/view/file/nvxq4uu0oohqhnjbjha9/Asphalt_n.tga)
Title: Re: SuperMoto Track Building
Post by: 𝖙𝖋𝖈 on March 17, 2016, 11:52:38 AM
Nice looking track mate!
Title: Re: SuperMoto Track Building
Post by: Mace-x on March 17, 2016, 02:29:55 PM
Looks fun! :D
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 17, 2016, 03:05:43 PM
Quote from: teeds on March 17, 2016, 10:08:19 AM
Looking very good. I got lost watching, hope we'll get lots of indication about which way to turn lol  ;D

There will be some cones, don't worry.

Quote from: Niko Mouk on March 17, 2016, 11:49:09 AM
Question, you have tearoff projection while riding on the aspahlt, is there any way to remove it at the track creation phase ?

Maybe you can try this norm, the video quality isn't awesome but the asphalt seems a bit too smooth : link (http://labo.elaia.ch/cortex/#/view/file/nvxq4uu0oohqhnjbjha9/Asphalt_n.tga)

It looks really good in game, the video quality sucks, need to work on that.  I'm not sure about the tear off thing, I was wondering the same thing.
Title: Re: SuperMoto Track Building
Post by: Snappe on March 17, 2016, 06:51:59 PM
Quote from: bearded4glory on March 17, 2016, 03:05:43 PM
There will be some cones, don't worry.

By the way, you can create different layouts of a single map file by using the layout editor in TrackEd:

http://docs.piboso.com/wiki/index.php/TrackEd#Add_Objects_to_block_off_alternate_layout_routes (http://docs.piboso.com/wiki/index.php/TrackEd#Add_Objects_to_block_off_alternate_layout_routes)
Title: Re: SuperMoto Track Building
Post by: .tail on March 25, 2016, 10:17:48 AM
hi,

i'm working on a SM track too,  can you explain me how u do the asphalt section???
Title: Re: SuperMoto Track Building
Post by: bearded4glory on March 30, 2016, 04:48:09 AM
Quote from: .tail on March 25, 2016, 10:17:48 AM
hi,

i'm working on a SM track too,  can you explain me how u do the asphalt section???

I modeled it and then imported it into the game.  What part are you curious about?  The modeling part?
Title: Re: SuperMoto Track Building
Post by: .tail on March 30, 2016, 10:29:51 AM
Quote from: bearded4glory on March 30, 2016, 04:48:09 AM
Quote from: .tail on March 25, 2016, 10:17:48 AM
hi,

i'm working on a SM track too,  can you explain me how u do the asphalt section???

I modeled it and then imported it into the game.  What part are you curious about?  The modeling part?


yep how u model it and the curb.

And also where define the grip value.

many thanks