• Welcome to MX Bikes Official Forum. Please login or sign up.
 
July 13, 2020, 12:47:31 AM

News:

MX Bikes beta14e available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - rainey06au

1
Track Editing / My first track and learning the ropes
January 20, 2020, 05:35:07 PM
Totally new around here and new to MX Bikes in general (2 weeks in and loving it!).  People might know of me as the author of a mod racetrack originally designed for Assetto Corsa that got ported (without my permission) to GP Bikes, called Baskerville Raceway. I love racing sims, and I love creating, so those two passions combine once again since I've discovered that Piboso had released a MX Sim (I do own MX Simulator and have previously considered that game a masterpiece but gone slightly stale due to slow development) - MX Bikes is just what I was looking for (without looking!) so naturally I decided to play with the track tools and make my first experiment something that is loosely based on my local MX track (Cambridge Motocross in Tasmania, AUS) with added gnarly factor - not that I've ever ridden it in real life.  I've started by making a height map using a satellite image as a template and tracing around it - I have no idea what the sim scale will be like, I haven't seen any info on scaling in the threads here but my HM and CM are at 4096+1 but my render mesh is slightly lower poly.  I haven't gotten to the import process yet but have been rendering my progress as a 3D object with a version of the satellite image that I retouched for colour as well.  This is my progress so far!













And some terrain only renders - I'm really not sure if it's a good idea to have baked ruts into my height map already..





All feedback welcome! It's very early days but hopefully I can get something running in the sim over the next few days.