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March 29, 2024, 11:21:18 AM

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MX Bikes beta18j available! :)


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Messages - rafagas

1
Track Editing / Re: Pictures of the tracks!
March 25, 2017, 09:36:14 PM
Now that you mentioned me... Did you even try the track that I sent you like... A month ago??? Haha My guess is that you tried it but the track is so bad that I don't even deserve a comment from you hahaha

Just joking  ;D
2
Track Editing / Re: Pictures of the tracks!
March 04, 2017, 11:43:52 AM
Quote from: Mace-x on March 03, 2017, 10:38:39 PM
Awesome!
Those shapes looks like mx simulator track editor?   ;D

Looking great!

Yep. Too lazy to learn new stuff haha
All the texturing stuff looks very interesting for this game but I have very few hours per week and it would take me months to learn how to make proper terrain textures. I will most likely focus on building terrains and let other people do the rest if someone is up to it.
3
Track Editing / Re: Pictures of the tracks!
March 03, 2017, 07:45:42 PM
The terrain is close to being ready to add bumps and ruts... But no textures, no objects, no anything so far haha Hopefully Sandbiter will do all of that for me  ;D ;D ;D ;D ;D


4
Track Editing / Re: Exporting your race lines
February 19, 2017, 04:32:30 PM
That might do the trick. Not ideal... but could work.
I'll try it when I get a chance.

Cheers
5
Track Editing / Exporting your race lines
February 18, 2017, 04:40:42 PM
The question is simple: Is there a way to export your race lines? Even as a picture would work...

Why I want to do that? With track deformation you can do some motos to see what are the most common lines on the track. After that, I would export a picture (top view from the track) with those lines and put it on Photoshop (or the software that you use to build tracks) to create perfect ruts/berms/bumps... 

That is definitely a better and more eficient way to create ruts because you can get them spot on at the first/second time. Plus, since exporting an updated terrain is a pain in the ass in this game, it would make our lifes a lot easier haha

Cheers.
6
Sorry but I don't know how to check Washington since I don't know where to find the track files (only my third day with the game. I still have to learn a lot haha) but I'm sure you did it right.

I double-checked Bellpuig and I was right, the scale is 1.1:1 as I expected.
After that, I thought maybe the real Washington was wider than Bellpuig since american tracks tend to be wider than europeans but it turns out this one is not haha. I don't know... It just may be a visual thing or something.


Anyways... If you are using 1:1, I'll go for the same scale as well.
Cheers.
7
Track Editing / MXS to MXB Terrain Size converter
January 25, 2017, 09:38:53 PM
Calculus are very basic and you can do them by hand but if you want to convert a few tracks, life will be easier with this.

You just have to enter the values from your MXS terrain.hf and put the numbers that you get into your MXB .hmf file.

http://www.mediafire.com/file/e5pcgbnxg5kkz37/MXS_to_MXB_Terrain_Size_converter.rar
8
Only Bellpuig so far but it doesn't take much time once you learn (I still have to) how files work in MXB.

I've made a basic Excel sheet to transfer all the terrain information from MXS to MXB. You have to enter the scale and height values from the terrain.hf and you get the necessary info to put it in your .hmf file and maintain the original scale.

I'm going to create a topic and share this sheet so that everyone can use it.
9
Talking about tracks... Which scale did you use for Washington, Winchester and Maryland? I imported one of the GP tracks that I made for MXS (which they all are 1.1:1) and seems smaller than yours.
I think yours are a little too big and wide but I'm not going to lie... That makes them really fun hahaha I might try to bump it up to 1.2:1







Hmm.. I could try to import my version of Matterley basin to compare both of them.
10
Track Editing / Re: Motocross GP tracks
January 24, 2017, 08:25:53 PM
I bought the game yesterday and I imported Bellpuig already. I will most likely work on Bellpuig and Talavera for now.
11
Track Editing / Re: Example Track Released
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
12
General Discussion / Re: Track editing
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.
13
General Discussion / Re: Track editing
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?
14
General Discussion / Re: Questions
January 30, 2014, 03:36:52 PM
Is the track editor going to be available from the beginning?