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April 26, 2024, 10:40:16 PM

News:

MX Bikes beta18j available! :)


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Topics - philiaN

21
Races / Fun Race
March 10, 2017, 10:50:33 PM
22:00 UTC
MX1 OEM
Track Paleta

in 10min!
22
Track Editing / World Creator 2 Standalone BETA
January 01, 2017, 11:48:24 PM
https://www.youtube.com/v/OekL3YFl4Wk
23
General Discussion / MX Bikes Discord Server
December 25, 2016, 01:16:41 AM
Feel free to join our Discord Server:

https://discord.gg/8wwwNDn

Discord is a voice chat like teamspeak, skype and ventrilo. You can use the client version or you can simply connect with the webbrowser.

more infos at www.discordapp.com
24
General Discussion / Daily development - Questions
November 03, 2016, 12:39:18 AM
@Piboso could you give us a little Status report? How is is going so far?
25
General Discussion / Daily development (MXB related)
October 19, 2016, 12:43:03 PM
* Released MX Bikes beta4 29.02.2016

* MXB: updated the master server

* GPB / WRS / MXB / KRP: support for shared skies models

* MXB: fixed the records stats

* GPB / WRS / KRP / MXB: added support for plugins sprite color

* GPB / WRS / KRP / MXB: fixed the track background lighting

* GPB / WRS / KRP / MXB: added support for a dedicated track layout image

* GPB / MXB: fixed a few bugs with stats recording and web pages

* KRP / MXB: some tuning of the websites

* KRP / MXB: revision of the registration web pages

* GPB / WRS / KRP / MXB: fixed the primary monitor detect, hence the default resolution

* MXB: added race1 results to the rating calculation

* GPB / WRS / KRP / MXB: improvements to the custom profiles support

* GPB / WRS / KRP / MXB: fixed a sound problem when loading the settings during a replay and when exiting a replay

* GPB / MXB: fixed the bike setup during a replay

* GPB / WRS / KRP / MXB: more improvements to the custom profiles support

* MXB: fixed the plugins output in the replay

* KRP / MXB: allowed to assign front and rear brake controls on the same input

* GPB / WRS / KRP / MXB: started update of the Rift SDK to the latest 1.3

* GPB / WRS / KRP / MXB: fixed the high-res screenshots track animations

* GPB / WRS / KRP / MXB: fixed the track animations timer

* MXB: allowed setting rear brake and clutch on the same input

* GPB / WRS / KRP / MXB: completed support for spectating / replay cameras control from plugins

* GPB / WRS / KRP / MXB: improvements to controller profiles support

* GPB / WRS / KRP / MXB: completed self-lighting emission support

* GPB / WRS / KRP / MXB: added support for objects receiving no lighting

* GPB / WRS / KRP / MXB: updated the tyre editor to the latest data format

* GPB / WRS / KRP / MXB: added support for random sky

* GPB / WRS / KRP / MXB: completed support for controllers profiles

* GPB / WRS / KRP / MXB: integrated the xinput plugin in the installer

* GPB / WRS / KRP / MXB: fixed the reflections on skinned meshes

* GPB / WRS / KRP / MXB: some bug fixes and improvements to the controller profiles support

* GPB / WRS / KRP / MXB: some minor engine debugging

* GPB / WRS / KRP / MXB: more work to update to Oculus SDK 1.3

* GPB / WRS / KRP / MXB: more work to update to Oculus SDK 1.3

* GPB / WRS / KRP / MXB: code cleanup

* GPB / WRS / KRP / MXB: improvements to the joystick calibration

* GPB / WRS / KRP / MXB: improvements to the joystick calibration

* GPB / WRS / KRP / MXB: improved the input plugins interface

* GPB / WRS / KRP / MXB: updated the XInput plugin

* GPB / WRS / KRP / MXB: added support for controller profiles for the plugin controllers, too

* GPB / WRS / MXB / KRP: more work on the upgrade to Oculus SDK 1.3

* GPB / WRS / MXB / KRP: added number of gears, max rpm and "unactive" fields to the SPluginsRaceAddEntry_t plugins structure

* GPB / WRS / MXB / KRP: more work on the upgrade to Oculus SDK 1.3

* GPB / WRS / MXB / KRP: more work on the upgrade to Oculus SDK 1.3

* GPB / WRS / MXB / KRP: more work on the upgrade to Oculus SDK 1.3

* GPB / WRS / MXB / KRP: completed the upgrade to Oculus SDK 1.3

* GPB / WRS / MXB / KRP: added rotation tracking in the user interface for proper Oculus support

* GPB / WRS / MXB / KRP: improved the Oculus rendering of the user interface background

* GPB / WRS / MXB / KRP: work to improve the resolution setting

* GPB / WRS / MXB / KRP: added debug code to try to find the mouse pointer bug

* GPB / WRS / MXB / KRP: misc bug fixing

* GPB / WRS / MXB / KRP: misc bug fixing

* GPB / WRS / MXB / KRP: misc bug fixing and a little change in sprgen

* GPB / WRS / KRP / MXB: a little improvement for mouse and resolution debug

* WRS / MXB: improved terrain rendering: http://forum.mx-bikes.com/index.php?topic=1118

* GPB / WRS / KRP / MXB: synced them all to the latest codebase

* GPB / WRS / KRP / MXB: added the yaw angle to the plugins track position

* GPB / MXB: added the lean angle to the plugins vehicle data

* WRS / MXB: started work to support extra centerlines

* GPB / WRS / KRP / MXB: more work to support extra centerlines, and to have the dynamic track surface in the pitlane, start area and joker lap route, too

* GPB / WRS / KRP / MXB: more work to support extra centerlines, specifically on the TrackEd

* GPB / WRS / KRP / MXB: completed the work on TrackEd to support extra centerlines

* WRS / MXB: started support for checkpoints for the start area and joker route

* GPB / WRS / KRP / MXB: added support for the dynamic track surface in the pitlane, start area and joker route, too: http://forum.piboso.com/index.php?topic=2991.msg58626

* GPB / WRS / KRP / MXB: debugging of 3D grass generation with x64 export plugin

* GPB / WRS / KRP / MXB: fixed the 3D grass generation with x64 export plugin

* GPB / WRS / KRP / MXB: integrated the multiple centerlines in the trackside cameras code, too

* GPB / WRS / KRP / MXB: support for open centerlines

* GPB / WRS / KRP / MXB: started work on OpenVR / Vive support

* GPB / WRS / KRP / MXB: more work on OpenVR / Vive support

* GPB / WRS / KRP / MXB: more work on OpenVR / Vive support

* GPB / WRS / KRP / MXB: a few optimizations to track collisions code, and fixed a bug with both heightmap and 3d mesh in the same track

* GPB / WRS / KRP / MXB: completed the OpenVR DLL

* GPB / WRS / KRP / MXB: cleanup of several memory leaks

* GPB / WRS / KRP / MXB: improved Oculus support

* GPB / WRS / KRP / MXB: added the Oculus mirroring to the window

* GPB / WRS / KRP / MXB: fixed a few TrackEd bugs

* WRS / MXB: fixed a TerrainEd bug

* KRP / MXB: added the start centerline and surface to Holjes

* GPB / WRS / KRP / MXB: fixed the rendering path with dynamic track surface and dual texture with alpha blending

* GPB / WRS / KRP / MXB: fixed the rendering path with dynamic track surface and dual texture with alpha blending with rain reflections, too

* GPB / WRS / KRP / MXB: fixed a bug in the Oculus mirroring to window

* GPB / WRS / KRP / MXB: fixed a bug in the race classification gap calculation

* GPB / WRS / KRP / MXB: fixed some bugs in TrackED and updated the track tools: http://forum.piboso.com/index.php?topic=2331.msg60602#msg60602

* GPB / WRS / KRP / MXB: debugging of normals conversion in FBX2EDF

* GPB / WRS / KRP / MXB: updated the track tools to improve the FBX2EDF normals generation for models exported from Blender: http://forum.piboso.com/index.php?topic=3565.msg60923#msg60923

* GPB / WRS / KRP / MXB: fixed a bug limiting the categories in the vehicle selection page after joining a server with restricted categories

* GPB / WRS / KRP / MXB: updated the track tools to fix a bug introduced in the latest version of FBX2EDF

* GPB / WRS / MXB: added code to calculate the damping ratio at the wheel

* GPB / MXB / WRS: added the suspension natural frequency calculation

* GPB / MXB: tuning of the dampers

* GPB / WRS / KRP / MXB: tuning of the 3d grass and marbles draw distance

* GPB / MXB: changed the plugins interface to switch the suspension normalized length with the actual travel, and added the shock velocity to the telemetry, too

* GPB / WRS / KRP / MXB: fixed a bug with joystick calibration ( KRP Beta15b coming soon... )

* GPB / MXB: started work to improve the reset functionality

* GPB / WRS / KRP / MXB: fixed a bug in the xinput plugin

* GPB / MXB: more work to improve the reset functionality

* GPB / WRS / KRP / MXB: now the dedicated server saves the replay after each session, instead of a single save at the end

* GPB / WRS / MXB: started work on shape blend support, mainly for spring animation ( but in the future it could be useful for KRP, too, to show the chassis deformation )

* GPB / WRS / MXB: completed work on shape blend support, and modified FBX2EDF to convert it ( integration in the 3dsmax export plugins coming later )

* GPB / MXB: brand new bike reset system

* GPB / WRS / KRP / MXB: added normals re-calculation support for the FBX shape blend

* GPB / WRS / MXB: added start area and joker lap checkpoints support in TrackEd

* GPB / WRS / KRP / MXB: updated TrackEd to generate the bestline loading the latest replays

* GPB / WRS / KRP / MXB: assembled and set up the new PC for Vive debug

* GPB / WRS / KRP / MXB: debug of the OpenVR ( Vive ) interface

* MXB: fixed the onboard view model parts animations

* GPB / WRS / KRP / MXB: more debug of the OpenVR ( Vive ) interface

* GPB / MXB: finally found a way to reliably replicate the ODE crash. Started debugging.

* GPB / WRS / KRP / MXB: synced all to the latest, updated, plugins interface, and fixed some bugs

* GPB / MXB: ported the latest version of the controller profiles support

* GPB / WRS / KRP / MXB: general bug fixing

* GPB / WRS / KRP / MXB:  more debug of the OpenVR ( Vive ) interface

* MXB: increased the max FOV setting to 110

* MXB: increased the number of tearoffs to 15

* MXB: ported the latest improvements from KRP and WRS

* MXB: added the track category selection in the user interface

* MXB: added a quick reset

* MXB: added the possibility to offset the chase view laterally

* MXB: added a new control that allows to place a track marker, and reset the bike to it

* GPB / MXB: suspensions' tuning

* GPB / MXB: added the generation of the checkpoints lines in TrackEd

* GPB / WRS / KRP / MXB: fixed the testing plugins classification data

* GPB / MXB: more work on the new reset

* GPB / MXB: more work on the new reset functionality, including TrackEd data generation

* GPB / MXB: more work on the bike reset

* GPB / WRS / KRP / MXB: some debugging of TrackEd

* GPB / WRS / KRP / MXB: added a little hack to the 3dsmax export plugins

* GPB / MXB: more work on the bike reset

* GPB / MXB: fixed the setup html export

* GPB / MXB: added a delay to the tearoff

* MXB: started integration of the secret control

* GPB / WRS / KRP / MXB: work on the track tools

* GPB / MXB: fixed a bug in the rocker - chassis linkage geometry

* GPB / MXB: fixed a bug in the rear suspension simulation

* GPB / MXB: tuning of the rear suspension physics data because unfortunately the bug affected the simulation

* MXB: work on the rider's animations

* GPB / MXB: more work on physics data tuning

* MXB: more work on the rider's animations

* GPB / MXB: fixed a couple bugs in the rocker - chassis linkage geometry support, when the shock link is higher than the rocker link to the chassis ( example: Panigale )

* GPB / MXB: fixed some bugs that prevented rear suspensions geometries not aligned with the bike's central axis ( example: Panigale )

* MXB: more work on the rider's animations

* GPB / MXB: more work on the rear suspension simulation

* GPB / MXB: some fixes to the new reset functionality

* GPB / MXB: work on BikeEd

* MXB: tuning of the physics data

* GPB / MXB: added a graph to the physics debug mode to show the effect of the forks oil level on the spring strength

* GPB / WRS / KRP / MXB: installed Windows 10 on a test PC and found the bug that makes the image bigger than the screen when in fullscreen

* GPB / WRS / KRP / MXB: fixed a bug in the resolution setting

* GPB / WRS / KRP / MXB: fixed the bug that caused the screen to be bigger than the monitor in fullscreen

* GPB / WRS / KRP / MXB: fixed a few bugs in the settings page

* GPB / WRS / KRP / MXB: fixed a few more bugs in the settings page

* GPB / MXB: work on BikeEd

* GPB / MXB: work to improve the suspensions's simulation

* MXB: exported the latest, revised, rider animations

* GPB / MXB: work on the rear suspension geometry simulation

* GPB / MXB: work on BikeEd

* GPB / MXB: fixed a bug in the rear suspension simulation

* GPB / MXB: fixed a bug the quick reset

* MXB: work on the rider's physics simulation

* MXB: tuning of the suspensions' physics data

* MXB: work on the tyres simulation on dirt

* GPB / WRS / KRP / MXB: fixed a VR bug when forced to pits after a session ends

* GPB / WRS / MXB: fixed the race length when reconnecting to a server

* MXB: work on the tyres simulation on dirt

* MXB: added the lean heading option

* MXB: added the option for an on-screen sign to show when the rider is standing, in the cockpit views

* MXB: more work on the tyres simulation on dirt

* GPB / MXB: work to improve BikeEd

* MXB: more work on the tyres simulation on dirt

* MXB: integrated new rider animations

* MXB: more work on the tyres simulation on dirt

* MXB: work on the rider animations

* MXB: a little bit of work on rider animations

* GPB / MXB: work on BikeEd

* GPB / MXB: released updated BikeEd: http://forum.piboso.com/index.php?topic=1458.msg64828#msg64828

* MXB: tuning of the bikes' suspensions

* MXB: completed the suspensions' tuning

* MXB: fixed a bug with too many paints

* GPB / MXB: fixed a setup compare bug

* MXB: more work on the tyres simulation on dirt

Beta 5 updates so far - postponed
26
General Discussion / So, what's going on?
August 29, 2016, 06:27:43 PM
It seems since the series is over the forum died :) So is there any update to Beta 5 (release date)? New tracks(Southwick)? Anything new?

27
So, maybe we can work together on this track?

I've done the Base Heightmap, Folder Setup and a Trackpath. So you can copy the folder "Hangtown" in your track folder, to see how it looks.

If you are working on the track, let us know, just write it in the comments.

Download Link:

http://www.file-upload.net/download-11642919/HangtownMX_v05.zip.html
http://www.file-upload.net/download-11643278/HangtownMX_v06.zip.html
http://www.file-upload.net/download-11645273/HangtownMX_v07.zip.html  (new)

Reference Video

https://www.youtube.com/v/HW8rDbdCrD4

Programs you will need (free):

Gimp 2.8, Earthsculptor/L3dt
28
IMPORTANT: Always use the latest Track Tools

You need Track Tools and Example Track Files
Download Link: http://forum.mx-bikes.com/index.php?topic=89.0
Wiki: http://docs.piboso.com/wiki/index.php/MXB_Track_Creation_Guide

Replica Track Building - Folder Setup

Create Main Folder "Trackname"
   Create Sub Folder "track" (this will be the final track folder)
   Create Sub Folder "misc"

Copy into Main Folder:

Copy from /mxb_track_example following files:

map.bat
params.ini
track.hmf
track.tht
trh.bat
trh_params.ini

Copy from /TrackTools/Terrained following files:

terrained.exe (map.bat is using this application)

Copy from /TrackTools/mapview following files:

mapview.exe
mapview.ini (you have to start the mapview.exe once to get the .ini)

*1
Edit the map.bat and change the following Code example/example.map to track/track.map
Edit the trh.bat and change the following Code example/example.trh to track/track.trh



Replica Track Building - Heightmap

There are many ways to do a heightmap. (Earthsculptor, L3DT, any Image Editor, etc.)

1. Create the "Terrain/Heightmap" Base Layer 

Geolocation of AMA and MXGP 2017 tracks: http://forum.mx-bikes.com/index.php?topic=1946.0

https://www.youtube.com/v/m91V9rCSrLo

credits to TFC

Remember: Scale your heightmap (and texture in this case) to 2049x2049px

2. Create a rideable Heightmap

Open your Base Layer with Photoshop or any other Image Editor

Use following Settings

1025x1025 or 2049x2049 or 4097x4097
Modus Greyscale 16bit

And add the Gaussian Blur Filter (i used a radius of 8 )



Save as

Save as Basic_Track.RAW (Select IBM PC)

Tip: Get high quality textures
https://www.google.com/maps/d/u/0/edit?mid=1ybnwqbU8eh4calticN85wK-3D2s&ll=50.87130771273404%2C10.4515265&z=6

Click green to change to satellite and red for printing the map.

Step 1: Zoom in Step 2: Map print Step 3: Select A3 / your format (it depands on your track) / and picture -> Print and save the image. Your track isnt fully on the image? You can zoom out or maybe it helps to move the map! Then overlay the new texture on top of your old one. (Scale/rotate until it fits)

3. Create a simple texture mask

Create the mask with the following Settings:

2048x2048
Modus RGB 8bit


Create 2 Layers

top layer = track path (use a hard brush / color black transparency 100%)
bottom layer = white
(third layer) = use your texture as reference for the track path (find the widest track section and use it for your brush size - forced width!)

white will use the dirt.tga and black the mud.tga



Tip: Hold Shift (straight lines) for making the track path

Create the Alpha Channel (Channels -> select Red (or Green or Blue doenst matter) duplicate and name it Alpha 1. Turn on the RGB channel.)



Now it should look like this:


Save as mask_mud.tga

Tip: You can also downscale your masks to 1024x1024 (maybe even 512x512 should be enough, not tested yet)

Copy the /maps folder from the example track

Now you have all Textures you'll need, of course it is possible to change them.

4. Edit the track.hmt and track.tht

Now you should have the "heightmap".raw and "mask".tga

Open the track.hmf - delete all the code and copy/paste the following Code as base - same for the track.tht

Make sure to use your size_x/z and scale (you got from the TFC's Geolocation Tutorial)

samples_x = 2049
samples_z = 2049

data = Basic_Track.raw

size_x =
size_z =
scale =


Copy/Paste the following Code into the track.hmf

num_layers = 4
layer0
{
map = maps/mud_treads.tga
frame1
{
map = maps/mud_treads_wet.tga
}
repetitions = 50
}

layer1
{
map = maps/mud.tga
frame1
{
map = maps/mud_wet.tga
}
repetitions = 50
thickness = 0.14
}

layer2
{
map = maps/dirt.tga
frame1
{
map = maps/dirt_wet.tga
}
repetitions = 60
mask = mask_mud.tga
thickness = 0.06
}

layer3
{
map = maps/grass.tga
repetitions = 40
mask = mask_grass.tga
thickness = 0.03

grass
{
max_density = 25
height = 0.2
height_diff = 0.1
width = 0.25
width_diff = 0.1
texture = maps/grassfx.tga
densitymap = mask_grass.tga
}
}

To Check if it worked: Run the map.bat (takes a few seconds) and open with mapview.exe - load the .map file

Open the track.tht

Copy/Paste the following Code

num_material_layers = 3

material_layer0
{
material = soft soil
}

material_layer1
{
material = soil
thickness = 0.01
}

material_layer2
{
material = compact soil
thickness = 0.005
}

Tip: You can also make a folder for your masks - only change the code to mask = masks/mask_mud.tga

Run the trh.bat (takes only a second)

5. Create the Track file

Open TrackED.exe

File -> Load the track.trh (To Move hold the Z key and move the mouse - To zoom in and out use the mousewheel)

Tip: You only have to do the Centerline and the Pits for testing

Go to Centerline -> New
Rightclick -> Add Segment -> Straight -> Move it to the end of a Curve (click and drag) (the created segment will be spawn in the bottem left corner)
Rightclick for adding the next segments

Important:*3 You have to Start with a Straight and End with a Curve and they have to connect (better zoom in to check if they are connected)

Finish the Centerline

Centerline -> Save as track.tcl
Centerline -> Merge
File -> Save -> Overwrite track.trh

Reopen TrackED -> Load track.trh (It should have now a Red line)

View -> Race Data -> Select MX Bikes

Create the Start / Finish line (Long)

Create the Splits (Click Splits for autogenerated)

Create Checkpoints -> Add

Select Pits -> Select Absolute -> Create the Pits (X and Z)

Create the Pitboards

Select Grid -> Select Absolute -> Create the Grid

Save -> into track as track.rdf

Update the .MAP and .TRH File


Replica Track Building - Final Folder Files

Copy/Paste the following Files from mxb_example_track into the Final Folder (track)

example.ini (Edit with Notepad and change the name etc.)
example.amb
clearsky.edf - cloudysky.edf - rainysky.edf - background.edf

Copy/Paste the following Files from your Trackfolder into the Final Folder (track)

track/track.map
track/track.trh
track/track.rdf (should be already saved into that folder)

Go sure that the .ini .amb .map .trh .rdf have the same name.

*2
Important: If you change anything on the Heightmap etc., you have to update the .MAP and .TRH File, also you have to  merge the centerline again!!
So, Run map.bat -> Run trh.bat -> Open TrackED -> File -> Load the .trh File -> Centerline -> Open... -> select the .tcl -> Merge  -> File -> Save -> Overwrite the .trh File

Otherwise it could be that your Bike is sinking into the Ground.

To speed up the map.bat process, use the following values

shadowmaps_scale = 0.3 / default 0.2
shadowmaps_supersampling = 1  / default 4

Copy/Paste the Final_folder into MX Bikes/tracks

Test the width of your track!

Problem List

map.bat doesn't create a file -> go to *1
trh.bat doesn't create a file -> go to *1

Cant load the Track/Game Crash -> go to*2 or *3
Bike is sinking -> go to *2

General Stuff

Textures must be in TGA or BMP truecolor format. Size must be power of 2 (256, 512, 1024, 2048, 4096). Textures can be rectangle ( for example: 256x512, 1024x64 )
Heightmap etc. +1 Pixel (1025x1025, 2049x2049 etc.)

Main Track folder



Final Track folder - without objects



6. Prepare your Base Terrain Heightmap

Tip: To work with your tested width in Earthsculptor you can do something like that:



Open Earthsculptor

File -> New



Import -> Heightmap image

Select the Brush Tool -> Set Texture -> Select your Texture (Make sure pure white is also selected, otherwise your texture will be colored)
->
Use following Settings to paint your texture on the track:


Now go back to the Terrain Tool and use following Settings:



Now save the Project into a new folder -> Save as... -> /ES Projects/ -> Track_Base_01

6.1 Terraform Tool

Select the Terraform Tool -> Level (Strength 1, Softness 0)

For this section i used the Stairs technique to prepare the track. Simply build stairs from the side you want to be on the same level.

->

Then use the Ramp Tool to even the stairs and smooth it. (Tip: Try different Strength's and Softness' to understand how it works and try different Radius' for the edges)

Tip: Activate the Grid in the Terrain Tools to better see what you are doing.

Now it should look like this:


For sections like this: Use the Ramp Tool (Strength 1, Softness 0)



It's possible that you have to lower or raise certain sections of the On/Off Track. You can use the Raise/Lower Tool or simply the Grab Tool. Just figure out how to use these tools.
Remember you can also combine those Tools.. e.g. Level an area and than grab this area to raise/lower it.

So this is my final Base layer: You see there aren't really any jumps etc.



Save again and Export -> Heightmap image

Remember: You can always make adjustments to this base layer to effect areas!

7. Create your Jumps

There are different ways to make Jumps. You can do it in Sketchup (how i did it), L3DT, Earthsculptor (i can't recommend this for a beginner, you'll need some good skills. Otherwise it's to time consuming and frustrating) or do it with gradients (Photoshop)

With the following Technique you will know excatly how the Jump will look like.

https://www.youtube.com/v/CUSQWQ2ynQE
credits to TFC

Tip: When you save the Jump make another save from the Front, so you know how the jump looks. (Camera -> Standard Views -> Front)

7.1 Place your Jumps in Photoshop over the Base Layer

Open the Jump and Copy/Paste it into your heightmap, always use a seperate layer for each jump. (you dont have to select the jump) Now select Negative Multiply and use Strg+T to scale, place and rotate the jump. Then bring the Opacity down to X% (you have to test it ingame, which % is the best.)

->

Tip: When you are done with your jumps duplicate your jump folder and merge the layers (Strg+E)

Apply a Gaussian Blur Filter -> Blur Filter -> Gaussian Blur (something between 1 - 1.7 should be enough, dont use too much)

Tip: Is the ramp to steep? You can cut the jump into two/three layers than scale the jump(+landing) just a little bit.



Tip: Organise your Project (specially the jumps/ruts)



7.2 Create your Berms/Ruts

Make a new path for each berm! Use the Path Tool to create the shape of your berm. Right Click -> Create selection -> Radius 0 -> OK
Make a new Layer for each berm! Now fill it with white -> de-select the selection -> Filter -> Blur Filter -> Gaussian Blur (use X radius / i used 2.7 for outside and 2.3 for inside berms -> trial and error) Bring down the Opacity to X % (trial and error)

-> -> ->

Tip: The thin sections of the berm isnt really noticable later ingame. So make sure your wider berm is helping to get into the straight again.

7.3 Create the Roughness

Tip: Use different layers, you will need seperate layers later for the texture masks!

Create the natural bumps:

Create a new layer -> Simply use a soft white brush and paint some dots -> Gaussian Blur -> Lower the Opacity
Create a new layer -> Simply use a soft black brush and paint some dots -> Gaussian Blur -> Lower the Opacity

Create the braking bumps:

Create a new layer -> Simply use a soft white brush and paint some braking bumps -> Gaussian Blur -> Lower the Opacity

Result:
->

Tip: You can always use a Mask to adjust your Roughness (soft brush, transparency ~25%)
29
Suggestions and wishlist / Big squares
April 12, 2016, 12:07:43 PM
@Hornet this is not the problem.

https://youtu.be/QE__V4mCEpQ?t=53 Here you can see the big squares we are talking about
30
Paints / Custom Plate Numbers #2
March 25, 2016, 04:11:52 AM
First thanks to Dan who told me the first steps. After 4 hours im finally done.  ::)

Download

http://www.file-upload.net/download-11422710/misc.zip.html Update included 2 Black custom plate numbers (dif. position) and 2 White custom plate numbers

(in the zip file is the root folder you can copy the content (misc and rider) and paste it into the root.)

https://www.youtube.com/v/B87B0AWFWag
31
Media / Race - Live Replays / Livestreams
March 22, 2016, 01:02:05 AM
https://www.youtube.com/v/97VyjOJGjgU

Test Race - Live Record - Paleta Raceway

(Ready to Watch - 1080p60fps should be ready in a few minutes)
32
Suggestions and wishlist / Suggestions for Beta 5
March 08, 2016, 03:33:50 PM
Online Play / Netcode

- Laggs, maybe something like interpolation

Fixes

- Game Crashes

Physics

- Front wheel is stuck as long until the rear wheel lifts off the ground

- Wider Angle for bike leaning - idk if the rider affects the bike physics, in the air he does. So if you lean the rider in the opposite direction of the corner (hips), he should stabilze the bike that you can press the bike to a lower angle.

- No Bike controlling in corners with full acceleration

Graphics

- Improved draw distance rendering (big squares)

Camera View

- Possible settings allowed in Options (like fov 130..)

- Headmovement for 1. FPV

- Improved view for whips/wheelies etc. (or higher angles)

Sound

- 250XF and 350XF imo there are too many misfires.

Controls

- Double assignment of a key/button, dont know if this is correct :) Maybe useful for brakes

March 20, 2016 KRP / MXB: allowed to assign front and rear brake controls on the same input

Animation

- Rider animations

Replays

- Would be nice if we can save/add our own camerapoints in Free-Roam, so we could switch fast between those. (good for Livestream)

- Both FPV's for Replay

Other

- Bike registration

- Indicator for standing and sitting

Multiplayer Respawn

- Better respawn/wreck recovery system

Server Communication

- External Server Admin Port
So maybe other can add more points.