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November 23, 2024, 12:35:03 PM

News:

MX Bikes beta19 available! :)


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Messages - ros

1
Quote from: Tommy on February 05, 2023, 10:02:16 AMThere are multiple things I'd like to get out of the way, Yes I've paid for tracks, No I don't believe we shouldn't support track creators at all, this is mainly about the online racing scene more than anything, finally this is my opinion and you wont change my mind.

Firstly, there is no refund option let alone a comment section on the Mx Bikes shop just a crappy star rating system that doesn't tell you how many people have rated it, I'm supposed to spend 2$ per track to find the one that is worth my time and more importantly MY MONEY. Which is absolutely ridiculous, I have yet to pay for a track that I've played more than a free track I've downloaded. I paid 12$ for a nationals track pack to play online and because of the dumb paid to play system I raced with a total of 8 people compared to a PaletaV2 lobby that has 24 people in it. In what world is this system working? not to mention I raced that entire track in 2nd gear on the 450, there was no fast paced game play or any section of those tracks that made me feel like I was going fast at all. TFC National track pack is incredibly decent and I bought those because I was referred to them by a friend that said the ARL ones were worse (which is incredibly hard to imagine). On top of all of this you are selling tracks and making money off of tracks you don't even own... you're selling them as if you have the rights to them, when tracks come out on MVA that are licensed its a huge deal / accomplishment to even be allowed to play them on a game of that scale. You know what you're doing is wrong because you wont even name the tracks the proper way the AMA has them named.

Second and finally - You're limiting the people that will race because you want them to spend 2$ for 12 tracks over the course of 12 weeks to even be allowed to race, Mx Simulator is a 30$-45$ race fee for the year I believe (Don't quote me on that) and the tracks are free... If you know how to do math you'll understand that you'd be making marginally more money if you ran that same system. I'd never race in any sort of tournament just because of the fact I can't even test my skills on your tracks to see where I'd place because you want me to pay 2$ to even see what if I'd like it. This system is dumb and not being ran correctly at all, this will only last so long before people are fed up and won't do it anymore. I'll close this out by saying this, there is a reason MXS online racing scene is bigger and will always be bigger than this games, and that's because anyone can play the tracks at anytime, you pay to race not pay to play.

Totally agree for the first point. I will also add that people making paying tracks are sometimes using free assets from mxb-mods.com and that's is not acceptable in my point of view, except if the asset's creator receive a part of the money. I have added a notice to my assets about this but that should not be necessary. And also how I'm supposed to check if my assets are used in a track without buying it ? 
2
Track Editing / Re: Faenza WIP - Feedback Welcome
August 10, 2021, 09:34:31 PM
Quote from: JV on August 10, 2021, 01:12:36 PMThanks for the 1st person vid, much easier to judge the track :) As far as heightmap goes it's pretty good I think! I would change the textures to be more brownish and add some bluegroove/light ruts in there to break up the uniformity of the track texture rather than the more orange/clay you got now.

Also I'm wondering if you're riding with v-sync turned on? If that's the case I'm a but curious why the fps rate is going up and down so much? should be very stable around 59-60 fps when using vsync unless you're getting a lag-spot or something.

Thanks a lot for your feedback.
That's a shame because forgot to disable Re-Shade effect when taking the videos, so saturation is a little bit more high than it should. In the other hand, the color of the track seems very "orange" in some videos I used for making the track. And in some others it's more brown. So it's still hard to find the good balance for me but that's clearly too saturated so I will continue to work on this.
I have to admit that I don't know what is the best configuration for testing but I guess it's the "RAW" output without any post-processing effect.

I agree about the uniformity of the track and that's my next step on my todo list :) I was thinking about making some noise effect, for ruts of the track, from gimp (2D), and then applying this noise on the heightmap as well as using it as a mask so the textures match with the "real edges" of the terrain. I don't know if that makes sense, but I will make some experimentation.

BTW congratulations for the beautiful tracks you made. I'm still not good enough to ride them decently  ;)  but I really appreciate the quality of your work and that was a good inspiration for me.

And about the FPS, nothing to worry about, that's only some experimentation I'm doing with my 3D card driver, but thanks anyway  ;)
3
Track Editing / Re: Faenza WIP - Feedback Welcome
August 10, 2021, 08:50:27 PM
Quote from: Azerty on August 10, 2021, 12:16:52 PMfirst of all your track is really good we see that you spent time on it to make it as realistic as possible. afterwards I like to test with a big deformation and the concern is that we do not see the traces that have made, suddenly we can hardly see our own deformation to see if you want to change it or not. ;)

Thanks a lot for your feedback. That's a good remark. Seems my last update on masks and layers has affected the deformation, but I was so focused on the trees and the banners in my last tests that I didn't even realize that :D. I will take a look on this.
4
Track Editing / Faenza WIP - Feedback Welcome
August 09, 2021, 09:47:15 PM
Hi Guys,
I'm trying to make a replica of Faenza MXGP track and I will be glad if you can give me some feedback about it.

I know there is still a lot of work for texturing, objects placements and making the track more realistic but I would like to adjust the heightmap if necessary before committing too much on this.

Here are videos presenting the track and the link to download below.


Download Link (GDrive)

Hope you'll enjoy it !!
5
Tracks / Re: WIP of my first Replica (Mxgp of Turkey)
August 04, 2021, 07:18:13 PM
Looks promising. Good work !
6
General Discussion / Re: MX Bikes beta16
May 16, 2021, 02:51:56 PM
Quote from: iNsane on May 16, 2021, 12:13:25 PMPress CTRL+V in game, you'll see you already got 16b

Thank you ! Good to know this shortcut !
7
General Discussion / Re: MX Bikes beta16
May 16, 2021, 11:22:45 AM
Hello, I don't see release 16b in steam. Should I also replace .exe manually or should I wait for the release in steam ? Thanks in advance
8
Track Editing / Re: i need help inL3DT
April 06, 2021, 04:13:40 PM
Quote from: Elemenz on February 14, 2021, 10:34:57 PMis there any other easier programm or method to do jumps and stuff?
Did you already try Unreal Engine Landscape Editor ? Unreal Engine Landscape QUick Start Guide

Here is a video showing basics of it

The "spline" tool can be interesting also

9
Track Editing / Re: Loket (WIP)
April 06, 2021, 02:52:32 PM
Looks awesome ! Can I ask if you used L3DT for heightmap creation ?
10
Quote from: felipevonzuben on January 11, 2021, 02:29:06 AM
Quote from: SD | NSG Sherco on January 11, 2021, 12:56:39 AM
Quote from: felipevonzuben on January 11, 2021, 12:24:19 AMHi guys!
I finished the second part of the tutorial but when I load my track into the game, it has a huge clif in the middle of the map, like a huge step from one half to another... I did it again from the begining 3x and still getting the same.
Any ideias of what the heck is happening?

Thanks! :)

I would guess that it is to do with your heightmap, maybe the data you are collecting is off and therefore is producing a different terrain than desired. I am not an expert but this is my opinion :))

Yeah I was thinking about it too, but I changed the heightmap to a complete new one and things got even worse!
I am lost!

Hi !
I had the same issue when I used image encoded as RGB on 8 bits. You need to convert it to grayscale 16 bits image.
You can do it using Gimp menu:
    Image -> Mode -> Grayscale
    Image -> Precision -> 16bits
11
Track Editing / Heightmap from BlenderGIS ?
February 10, 2021, 06:04:34 PM
Hi guys,

I'm very interested for starting creating some tracks. I have discovered BlenderGIS plugin for Blender allowing retrieving heightmap data(as a 3D shape) with corresponding texture from almost any area in the world and with only few clicks. But as I'm really bad at Blender I'm wondering is somebody knows how I can now convert the heightmap "3D shape" to a grayscale bitmap from Blender so I can import it in L3DT.

I think that can be much simpler, and also more accurate, than importing heightmap from trangram.
More accurate because it seems data are the same used by Google Earth, and I guess this could avoid a lot of "rework" of the altitudes in L3DT as we need to do with data from tangram.

Any suggestions are welcome !

Thanks in advance for your reading and have a good ride !
12
Tracks / Re: SchweyenMX_v1.0
January 23, 2021, 09:38:19 PM
Cette track est magnifique. Beau boulot !