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April 18, 2024, 07:30:37 PM

News:

MX Bikes beta18j available! :)


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Messages - bison160

1
Thanks for all the replies. I will try some things and report back.

FYI. I built the track with the bottom left at 0,0 so there is no rotation of my height map. And the tires all line up perfectly and are scaled perfectly on the x,y plane. The only thing that is off is the height in the viewer. Which makes me believe that the height map is scaling slightly differently than it is in max. I'm gonna do the object at 0 and object at highest point test and see what happens
2
Hello fellow modders. I posted over on WRS forums, but haven't got much for answers. Hoping ya'll over here at MXB that have been working with the height maps for a little longer may have some ideas.

First Issue is with my track objects. As can be seen in the following pictures, I got the heigtmap in the viewer and seems to be working. I set up the track in max by creating a plane, and using the heightmap as a displace modifier with the scale being the same number as my amount in max. I placed 12 or so tires around the track in max so they are perfectly adjusted to the ground as can be seen in the first pic. I exported the tires to an FBX file, then used the FBX2EDF converter. I put the edf in the hmf and ran the map.bat. When I loaded the map file in the viewer, the tires were about 5 meters too low. So, I looked at one of the tires and aligned them. I noticed once I got one of the tires in the center of the track aligned perfectly with the offset, the ones that are located further up the banking of the track are too high. What seems to be happening is that Max is giving me a different output from the heightmap than the map.bat file is.

Any ideas or ways to fix this. I just can't see having to create a edf for every object in my scene and then guess and checking on the "offset" for each. This would take a rediculous amount of time.

Second, I'm having a wierd shading/normals issue with the tires objects. On the "shaded" or non-sun side of the tires, I get these weird looking normals. They are all one smoothing group, and certainly don't look like that in max renders.

Thank in advance for any help or suggestions.