Here you will find links for my tracks under the production name of TFC Factory Tracks. So far I will have two series - AMA Replica Series and MXGP Replica Series. I'm only going to add links here for tracks under the name TFC Factory Tracks as this will eventually include remakes of my old replicas.
Please note that I don't do this for money, but I do sink hours into these tracks for you, the community. If anyone wants to Buy Me a Beer to say thank you I would definitely appreciate it!
Ironman 2018 I started this layout before the 2019 race but to be honest I much prefer this layout. Theme is race week, not race day (it's easier on graphics processing). This is my first track with 3d trees and 3d dirt. The dirt can be disabled by turning off 3d grass if it's too much for online but the track should still look good.
This is also my first track with custom pit locations. Each pit has been painfully tested to ensure it works. Hopefully this gets easier to achieve when new track tools are released.
Massive thanks to GDUBMX for doing the cams for this track and providing feedback!
This might be a graphically demanding track but if I'm not pushing the envelope of quality then what's the point right? Hope you all enjoy!
Hi mate welcome! Not much has changed other than the location of the mods can now be in your documents. Makes it easier for updating versions and not losing all your stuff. MXB has come a long way. Have fun!
With the recent influx of players due to the Steam release I've been getting asked for help by quite a few people. This is great! MXB needs more content. Myself and Ruben (Sandbiter) can be found on the official Discord, we are labelled as MODDER EXTRAORDINAIRE and we're both happy to help answer any questions people might have. MXB Forum or Discord is the best place for this and it's best to ask questions in the 'Mod Track' channel not private message at first - This way, others also have the opportunity to read your question, read our (or other peoples) answer and learn too. Just tag myself @TFC or @Ruben Kuilder
That being said, I don't think either of us have the time or will to write down the entire process. 80% of questions I get are something along the lines of 'Please can you explain how to make a track for MXB from start to finish'. This is difficult for many reasons, two main ones being:
1. just how many steps and processes are involved in making tracks for MXB
2. how each step to make a track isn't just a simple 'do this do that', and a step like 'make a heightmap' or 'do your textures' or 'create objects' are actually long involved processes that require proper learning and different software to achieve
Individual processes, would be useful to be competent at: -Using MXB apps (TrackEd, FBX2EDF etc..) -Using a paint program (heightmap, texture and texture mask creation) -Using a heightmap specific program (L3DT, EarthSculptor etc..) -Using a 3d modelling program (Blender, Maya, 3DSMax, SketchUp etc..) Understanding / Abilities that will make the process a whole lot easier from the start: -Using and editing basic config files (NotePad ++ and editing values, following language rules and proofing for errors, anyone with HTML and CSS experience should find this easy) -File and folder structure competency, copying files, moving files, creating new files, making sure folders include the right files etc.. -The ability to read - You must be able to do your own research, learn on your own and follow instructions -Understanding of file formats. Formats in MXB are quite specific from heightmap to texture format, bit depth, heightmap and texture map size, objects etc.. -Understanding image editing. Knowledge of alpha, alpha masks, normal maps, spec maps and layers is important
All of this can be learned easily! Google! look for answers, watch videos on L3DT, Photoshop, Gimp, Blender, 3DSMax - but maybe you're starting to get an idea of why we can't just quickly explain the process in 10 minutes on Discord! Making tracks for MXB is easy if you know how, and easy to pick up if you are competent at learning new software/processes. If not, it might take a while, but anyone who helps is going to want to see some effort put in first and questions about a specific part of making tracks are encouraged over generalised questions that are very difficult to answer.
So, please, ask as many questions as you like. But neither myself, Ruben or probably anyone else will have the time, ability or willing to write down the entire process start to finish upon request with all steps explained in enough detail for a complete novice to be able to take and make a track from scratch.
This is basically the only document you need to read in order to make tracks. This gives you 100% of the information in an easy to read and understand way. It can be a bit confusing or daunting as tying up all the information to the process takes some getting used to, but when you know how, it will 100% make sense. Best place to start and bookmark it for later reference.
Not everything here applies to MXB, but it's definitely a useful document to bookmark for reference. It contains some very useful information about how to name objects in Blender such as how to create walls, track surface and more from objects. There is also some very useful information regarding animated textures, reflection maps and more. Fundamentals.
Track Tools and example track files. Everything you need to get started. Track tools should be kept updated so make sure you grab new ones when they are, and the example track is probably the most important reference you can get.
Extract the example track to your HD and you have a perfect example of how your track folder should look if you're making your own. Take a look at a track folder in your Mods or MX Bikes > Tracks folder for an example of how it needs to look when it's in game.
I'm working on Ironman and Ernee. Ironman will be released next beta when we get a fix for the tree alpha bleeding. After these two I will be revamping some of my old tracks like Red Bud, Unadilla and Hawkstone.
Race 1 was fun until it glitched out and stopped half way through. Trying over and over to get race 2 going was painful.. A reminder of why I don't really play this online much unless it's practice only. Thanks for putting it on anyway, Unadilla was glarly you guys rutted it up good and proper!
PiBoSo would you ever consider trying to add automatic braking and acceleration bump generation?
This could work differently to deformation as you wouldn't need to change the texture map at all, just add very slight whoop type bumps on extreme braking and acceleration sections. It could work somewhat like:
It wouldn't need to be extreme as lots of people would be braking and accelerating in the same spots, but if 10 people could add a bunch of fairly heavy bumps over the space of 20 laps that would be amazing I think.