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February 26, 2020, 01:01:29 pm


MX Bikes beta13c available! :)

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Messages - Big Smooth one3

Track Editing / Re: Surface Material List?
February 24, 2020, 03:30:58 pm
Quote from: Snappe on February 24, 2020, 02:54:03 pmAdded the info to the docs:

It's not possible to add your own materials, however we will be adding some more in the future
Thank you for adding to the wiki. In addition to the listing of materials, is there a resource available which provides information on how those materials effect traction performance? I think some/most are evident, obviously, but it would be great to see the actual values or an explanation of how each differs in terms of traction and/or other areas of in-game performance.
Tracks / Re: [UPDATED 2/20] 2020 SX Replica's: Arlington
February 20, 2020, 07:34:01 pm
Bump for Arlington.

Download link in OP, have fun!
Tracks / Re: [UPDATED 2/13] 2020 SX Replica's: Tampa
February 13, 2020, 09:49:23 pm
Bump for Tampa. Download link in OP, enjoy.
Tracks / Re: [UPDATED 2/5] 2020 SX Replica's: San Diego
February 05, 2020, 10:47:16 pm
As of this post (2/5/20 @4:47EST), if you've downloaded San Diego, you'll need to do so again for a checkpoint/timing gate fix. Same link should work - https://www.mediafire.com/file/e6z35ha26dhds2v/20.rd6.SanDiego.pkz/file - sorry for the inconvenience
Tracks / Re: [UPDATED 2/5] 2020 SX Replica's: San Diego
February 05, 2020, 09:17:06 pm
Bump for Round 6 (or MXB SX Round 2), download link in OP - enjoy!

Also, huge shout-out to Ruubs for doing some awesome bales/object placement for us this week, and as always, to TFC for his stadium - we've got a great team working behind the scenes to bring you guys the most enjoyable tracks possible, it's been really cool to watch all of this come into shape. GL to those of you racing on Saturday!
The link for Oakland can be found below. We again have a stadium around this week's track, but you may recognize this stadium from another location :) We are in the process of trying to bring more objects into these tracks, but as anyone who has learned that skill knows, it's not something that happens overnight. We hope to add bales, most readily, and other objects as these tracks progress - but no promises, just know that we're trying our best to bring you guys some fun sx replica's to play, that's the bottom line for me.

As always, this track layout was based off of the published AMA track graphic and is my best guess at how it might ride irl - but that's far from an exact science, as last week showed lol. Hope you all enjoy, and for those of you participating in the series, best of luck!
Races / Re: 2020 MXB Supercross
January 30, 2020, 04:57:25 pm
Quote from: Big Smooth one3 on January 29, 2020, 08:18:28 pm
Quote from: CSchmied986 on January 29, 2020, 06:19:37 pmWhen will the track be released?
I believe on Friday, but am ready to be corrected by the organizers here if that is not the case...
Correction, have been given the go-ahead to release the track today, so keep your eye out for it something this afternoon!
Races / Re: 2020 MXB Supercross
January 29, 2020, 08:18:28 pm
Quote from: CSchmied986 on January 29, 2020, 06:19:37 pmWhen will the track be released?
I believe on Friday, but am ready to be corrected by the organizers here if that is not the case...
Track Editing / Re: Motocross GP tracks
January 28, 2020, 11:44:21 pm
Haggs version of Valk was one of my all time favorites, hope that one is on the to-do list from his heightmap database, would love to see it in mxb!
January 26, 2020, 06:45:19 pm
Thanks for the track! Only comment that I want to make relates to the visibility of bumps and ruts, which is something struggled with in a few of my WIP outdoor tracks. I'm not sure what your texture masking strategy is or how many layers and masks your using, but if you use a "path" mask to differentiate on-from-off-track, lightly erasing some of the path where your bumps and ruts are - basically giving them a tiny bit more differentiation on color from the "base" on-track - makes a huge difference in visibility. Also, using a low sun angle (I default to 2 now) seems to really help, too (thanks for that tip Ruben). I you imported the sim terrain at a good scale (which isn't as simple as it seems sometimes), so kudos on that. My only "complaint" (which isn't really a complaint lol) is not being able to see anything other than what mostly looks like a flat track, only to feel my bike running over all kinds of little bumps and chatter, etc., that I have no way to account for since I can't see it. Really wish that I could see the minute terrain variations that I'm riding, both for the visual "looks" but more importantly so that I can adjust my riding to account for the roughness rather than just pin-and-hope, if that makes sense. Anyway, that doesn't take away from a great effort here, just trying to provide a bit of critical feedback for you to think about on your next one, and definitely thanks again for the publish!
Thanks GDub for posting (since I ran out of time lol) snd connecting me with others to make this stadium version possible, and huge thanks to TFC for taking time to go back and forth with me and make this stadium fit. Awesome to have such a welcoming community here so willing to help out. Have fun!
Quote from: CSchmied986 on January 23, 2020, 04:34:47 amWould really love to see your tracks with objects and stadiums! They ride great, and making these tracks will bring us closer to a real race series, and more interest in this game.
I hear you man, and agree on the stadiums and other things. For me it's mostly a time issue, and the fact that I would have to learn it all from  scratch immediately, then spend that extra time to do all of the actual placement, etc. I also have no clue if these stadiums have been made or publicly available. Mostly it's the time constraint, though, which was especially true this week. That's why I put the call out for anyone else who could/wanted to help to do so, because the tracks would definitely feel more sx-ish, no argument there. I asked Ruben about this one since he did last years Glendale but as I understand it he is also short on time and just wasn't totally interested, which is completely understandable. Anyway, hope you enjoyed the track, even if it's just a track in the middle of a field, hopefully I'll find some spare time to learn all the objects stuff in future weeks - but I thought a track like this was at least better than nothing.
Download link is below, just want to make a few notes on this week's track:
  • Again...backyard, pretend you've got unlimited resources and are building replica layouts in your backyard, just to have some fun
  • Tried something different with scaling this week, would be interested to hear thoughts if anyone has them
  • Reverted back to an older texture map for the bottom layers of deformation, and thickened those layers up a bit, so hopefully we won't see the space-dusk-like weird bottom layer color pop out like it did on A2
  • No walls this week! haha
  • I knew that I wasn't going to have more time this week to work on this, hence why I'm posting today. Thanks to Niko (hopefully I got that right) for his Blender tutorial video in English, which I am part way through - point is, I'm hoping to learn how to start adding even just simple objects to these, most notably bales, in the future
  • On that note, you'll notice a few sections that I've tried to...limit...what I thought were video-game-only lines. I was a bit bummed with how the split lane entry turned out in A2, so I've added a bit more in the way of terrain deterrence in a few spots - you'll see them. If building tracks in any mx game, this one or otherwise, has taught me anything, it's that someone will always find a way to game the layout, or hit something in a way you didn't think was possible which nullifies the barriers put in place to make those unrealistic lines at least incredibly difficult. The main one this week is definitely still possible for you highly skilled players out there, but it shouldn't be easy (hopefully) or at least easily repeatable (...hopefully), and I hope that's an understandable approach to this problem in trackbuilding. Once you get on the track you'll see what I mean. If you have thoughts on that general philosophy and people think it's making these less fun, let me know!
  • Lastly, as always, this was built on my best interpretation of the track map that was published publicly. I can almost guarantee the irl layout will differ in at least a few ways, but hopefully this is still fun to ride a few laps on leading up to the race this weekend.

All that said, hope you enjoy, let me know if anyone has feedback - cheers.

Quote from: kiernan22 on January 22, 2020, 01:03:47 amhow do you install a PKZ and/or a RAR file? i dont know if it is like a zip file cause i get an error everytime i try to download the track
Download the .pkz and put it directly into your mods/tracks folder, no need to open the file up or install anything.
Appreciate the feedback fellas, will help to refine these going forward.

The wall...lol. There is a way to do it right - have to slow down significantly, roll onto the throttle, get off of it at peak and lean forward - but point taken. I watched GDubs video of yall playing the track, and even though there is a way to do it that's not back-flipping :D I agree with the points that were made, she was a bit too steep!

I was watching some press day vids while tweaking this one, and part of me wishes I wouldn't have taken what I saw into account so much, because I made changes based on what I could see in those videos that didn't play out in the race - for instance, no one was tripling into the first rhythm section (not the split lane, the one after the 3 little roller-ish singles), everyone was roll-2-3. I thought it was roll-2-4 based on the track map, but after watching the race it was clear that they removed a single from that and the next double table top lane vs what was in the track map. Tripling into that lane from the outside is obviously still very possible if I can do it on a 250oem somewhat regularly, but I still didn't end up being thrilled with how that played vs the irl track. Also wished that I'd figured out a way to make the split lane more legit since you can basically swing way outside and jump as far as you want into that, but it was always going to be challenging to make that in a video game, I suppose.

If anyone has thoughts on jump height/scaling, I'd love to hear them. In GDubs video, the initial comments were along the lines of the jumps feeling small - anyone else think that? I'm trying to scale things properly so that you can't do ridiculous jump combos without jumps being way too separated, and also making the lanes wider than irl for gameplay, but it's obviously a work in progress. Please feel free to throw any of those comments out and I'll try to adapt to what folks think would be fun. I have an idea for something to try in the future, but we'll see...

Anyway, thanks again for all the kind words, really happy that you guys had some fun, and hopefully we'll see more of these rough backyard sx replica layouts moving forward. Cheers.