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January 27, 2020, 05:10:06 pm


MX Bikes beta13c available! :)

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Messages - Ruubs

Track Editing / Re: TFC's Track Creation Tutorials
January 23, 2020, 03:05:53 pm
Quote from: Crucify on January 23, 2020, 02:07:44 amOLD MCM track creator here, I just stumbled across this Sim a few days ago.
Outstanding job from what I can tell so far. Who is the actual team or person that brought MX-Bikes to life?
I see we can still use our old height maps from MCM, that's nice. I'll have to dig through my mess and find my old tracks.

Do any of you use TS or Voice of any kind? I'm sure I'm going to drive someone nuts with questions.
I haven't had a chance to over the docs yet, wondering, can we apply material maps over the height map for such things as traction and different substrate?

Good to see other old MCM modders joining the community!

Piboso and Snappe is the team that brought Mx Bikes to live. The rest of us simply like modding!

We've got a Discord channel which is way more active than the forums. Feel free to ask all your questions in there, and if needed PM some of the modders you think might be able to help you out.

Yes we can apply different material maps over the heightmap. There's a couple of different types of soil:
Soft soil
Compact soil
And I think a few others but I'm not quite sure what their exact name is. The ones above are the most used ones though.
Media / Re: Videos
January 19, 2020, 11:44:45 pm
Lommel preview

Media / Re: Videos
January 19, 2020, 12:48:50 am
First person.

Support / Re: Syncing............
January 18, 2020, 05:17:04 pm
Quote from: jtrs_61 on January 18, 2020, 03:49:04 pmI put SIM on the D drive like it belongs lol.  Freed up a lot o space!  all MXB docs are on the SSD and now so is the application.  still, Ironman wont load on OEM, but I can host a lobby and it'll go...

I have to put all my graphics in the lowest setting possible to be able to load Ironman. Gotta say my PC needs an upgrade too.
Media / Re: Videos
January 18, 2020, 12:57:20 am
Gettin my burners on.

You actually can change start gate. It has to be done before a race session begins. For example, you have to choose your gate in practice for it to affect your gate pick in the race session.

You can reset the track already too. It's just no UI button yet. Simply type !poll track reset in the chat (http://forum.mx-bikes.com/index.php?topic=199.0).

If you don't vote the vote goes to neutral when you're in the pits. When you're on track the vote does automatically go to no. This was the best option.
Track Editing / Re: Track collisions
January 15, 2020, 08:14:44 pm
Sounds like you have setup your .HMF and .THT incorrectly.

Could you upload both files so we can take a look at it?
Tracks / Re: Thoughts on 3D Scan tracks? (Trbovje)
January 15, 2020, 08:13:28 pm
The textures on Glendale and St. Louis are actually from a 3D scanned SX track (ClubMX).

I've got a few 3D scanned tracks on my hard drive, of which two are already custom made by other creators and I don't want to release the same track as them.
Track Editing / Re: Track editing questions/help
December 27, 2019, 09:04:52 pm
Quote from: Big Smooth one3 on December 27, 2019, 08:43:40 pmFirstly, great tip on low sun angle, wow did that make a difference. That said, my only worry is that such a low sun angle - which brings out some of the smaller terrain variations really well - would make the overall lighting too dark. Is there a simple work-around for that?
You can do a lot of lighting adjustments in the .amb file. Not quite sure if you can make it much lighter, but it's worth a try.
All RGB files in the .amb file are in 0-1 scale. Lets say you want your red to be 240, simply devide 240 by 255 and the result is what you use in your .amb file.

Oh btw. you don't have to compile the .map each time you edit your .amb file. Simply reload the .map in mapview or change the weather. In game simply reload the track.
Track Editing / Re: Track editing questions/help
December 26, 2019, 06:55:23 pm
Quote from: Big Smooth one3 on December 26, 2019, 03:23:00 pmLooking for help/a tip, hope this is a good place to do so...

I'm wondering if anyone can share a "best practices" type of tip for ways to get bumps and smaller ruts to be more visible on track. My elementary thinking is to modify my "path" texture mask, basically making the bumps and ruts a bit lighter to distinguish from the rest of the on-track texture shade. Really any general tips for building in roughness (i.e., larger or smaller brush size, more blurred or sharp, spacing, etc.) and making it as visible to the player as possible would be greatly appreciated - whether it's tile/texture/decal related, some masking trick, etc, I'd love to know how you guys do it so well. I'm pretty confident in figuring out the first part, the actual design of the roughness into the heighmap, but the visibility is something I'm really struggling with.

A low sun position will do wonders, so you can play around with the sun position a bit and see if you like it.
What you said about making the bumps and ruts a bit lighter is exactly what I do. Pretty sure Snappe does that for the stock tracks as well.

I think Snappe and I do our layers the same way too, it's a very basic set up, but you can do a lot with it and it's good on performance:
First (bottom) layer = dark dirt
Second layer = light dirt (use mask to make the ontrack darker while leaving bumps a little lighter, this is also the texture I have my 4k/8k normal map overlay on)
Third and on = additional textures like grass

Both first and second layer need to be the same texture, except for the brightness off course, to make it work.
Hi Showtime! I remember you from MCMFactory and MX Sim, very cool to have you here.

Regarding the objects placement in Blender, I think this video should help you out in some ways. I don't know how well your French is, but at least you can somewhat see how it's done:

Sorry if you didn't want me to post this Niko
Quote from: Docfumi on December 21, 2019, 10:38:01 pmDownloading and Uploading, thanks for the track really cool CHEERS

Thanks Doc! I've added this link in the first post. :)

Quote from: conceptgraffmxs on December 22, 2019, 04:26:07 pmamazing ruben very good job thanks for this release
I'm glad you like it! Thanks!
Bikes / Re: 125 2 stroke sound mod
December 21, 2019, 11:19:04 pm
Quote from: jtrs_61 on December 21, 2019, 02:31:11 pmany update or fix of the delay and second engine sound we pointed out on YT?  it really does sound great except for that
Not yet. I've been busy finishing up St. Louis.
I'll take a look to fix the 125 sounds asap! :)
Quote from: Big Smooth one3 on December 21, 2019, 07:31:39 pmSt. Loui is not showing up for me in game, for some reason...what am I missing here?
I'm sorry. Apperently there's something wrong with the .pkz. I'm uploading another file now which should work.

It should be available at the following link in a couple of minutes:
In this topic I will be releasing and storing all my future tracks. I'll be focussing on the AMA SX, AMA MX and MXGP series and maybe a custom track here and there.

If you enjoy my work, please consider making a donation:

Complete track list:
Supercross 2020 Rd. 2 St. Louis - DOWNLOAD
        Supercross 2020 Rd. 2 St. Louis - ALTERNATE DOWNLOAD (Thanks Docfumi)

Latest release - Supercross 2020 Rd. 2 St. Louis:
Supercross 2020 Rd. 2 St. Louis - DOWNLOAD

For this track I didn't go for a full on AMA supercross theme, instead I went with a private track at sunset theme. Despite this being a private track, the jump shapes, height and gaps are all 1:1 to real life.

This might be a graphically demanding track but just like TFC has said in the past, if we are not pushing the envelope of quality then what's the point right?