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August 09, 2020, 10:22:13 PM

News:

MX Bikes beta14e available! :)


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Messages - philiaN

946
Track Editing / Re: TFC's Track Creation Tutorials
April 26, 2016, 07:52:59 PM
wow, i didnt expect that it is "so easy" :D

geo's and your tutorials will definitely help us beginners :)

and thank you that you changed the music :)

(@pibs/snappe please pin that thread)

947
Track Editing / Re: TFC's Track Creation Tutorials
April 26, 2016, 01:41:36 PM
btw. i can't watch the first tutorial, cause of the song (gema/germany), i have to use a vpn. the second seems to work. maybe u can always use this song or better without any song :))
948
Track Editing / Re: TFC's Track Creation Tutorials
April 26, 2016, 12:55:46 PM
Yep, all jumps in one project isnt so good :) All the rotation and stuff.. and for future projects it would be better to have it in seperate projects, too.

So, i will start again with ver. 0.01 :)) But i have to say that i learned so much in just one day :)
949
Track Editing / Re: TFC's Track Creation Tutorials
April 26, 2016, 12:02:12 PM
Heightmap version 0.02 :)

Fats, did you try to do all jumps in one project? i made more gradients for the jumps now, so i can set the height in ps (opacity). i can imagine if i do it with only one gradient, the jumps like the whoop section has to less information (grayscale), otherwise they are more black. :)
950
Track Editing / Re: TFC's Track Creation Tutorials
April 25, 2016, 07:06:33 PM
Thank you so much fats :) i never could have figured it out on my own  ::)
951
Track Editing / Re: L3DT Tutorials
April 24, 2016, 10:27:08 PM
Hey fats, could you maybe explain to me how you did the jumps in sketchup? I cant find a gradient tool..

i was only able to import the track path and made a block  ;D

i made the basics (geo's tuts from 1-5) and now i have to do a way better heightmap :) photoshop doenst work for me, i will use it only for the track path. then i would jump into sketchup make the jumps (and maybe the berms) and than smooth it in l3dt and/or do the berms there.

@geo if you have the time to do a new tutorial it would be really nice if you could use photoshop or better gimp (free), sketchup and l3dt  :D
And if you could show us how to create a replica nationals track (heightmap) with maybe 1 berm and 1 jump and how to import/export it the correct way :) (so "just" a new Heightmap Tutorial)

i found this really nice tutorial to do that, BUT it doenst work anymore. You need Sketchup2013 for the plugin, but sketchup13 doenst work anymore with that geolocation. there must be a similar way with 2016. maybe fats can help here :)

Here is the YT link for that Tutorial:
https://www.youtube.com/watch?v=3jrT5AVPVA8
952
Ofcourse, you have to open the map.bat with notepad/editor

there should be following line

terrained.exe track.hmf example/example.map params.ini

so, you have two options:

1. just delete the example/ (it stands for the folder example)
or
2. create the folder example (dont know if this works, but it should) - the map.bat should create than the map into that folder.
953
I had this morning the exact same problem! Maybe its just the map.bat!

try this code! without that folder structure :)

terrained.exe track.hmf example.map params.ini

954
Haha, no panic i'm riding with sit and stand :) and yes i definitely feel safer when I'm sitting in the curves, but i made a 1:56 on maryland only with standing and maybe i can make a 1:55 with standing. My hotlap is 1:54 so maybe the difference is this one second  ;D

*edit the comment
955
Sit/Stand

It would make sense if you are sitting in corners that you have a wider leaning angle.

Quote- Wider Angle for bike leaning

Since you can't really fall because of the limitation of the bike leaning (60°?),
it could be really interesting if the physics would allowed something like +10°.
956
Track Editing / Re: L3DT Tutorials
April 23, 2016, 07:20:17 PM
Thank you this will help me a lot :) My thoughts to make a SX track is that its flat so i dont have to think about the heights :)
Btw. do you make the berms and jumps in ps/sketchup or straight in l3dt? my idea was now to make only the track path in ps and the other stuff in l3dt.
957
Track Editing / Re: L3DT Tutorials
April 23, 2016, 06:48:23 PM
How do i make the measurements?

I want to make the replica of anaheim rd1 2016  so exactly as possible. So, i made a track path in ps.

1025 x 1025

the two longest track sections are 330 pixel

i know from google earth that in my case 60pixel = 20m

so 330pixel would be 110m

in l3dt i would make a blank designable map: 1024 x 1024
but what horiz. scale i have to use?? 1m=1pixel?

do i have just to go with 0.33?
958
Track Editing / Re: Project Glen Helen
April 22, 2016, 10:15:03 PM
Fats, is it possible that if you start your next track replica you could stream this? you dont have to explain/talk in the stream, if there are questions we could ask with a specific time from the vod. i would really love to make replica tracks like you do, but i have no clue how you do it :)
960
My thoughts about Beta 4

Thanks to the new stability help which makes such a good job the Beta is really enjoyable. In the last couple of weeks i tested the Beta intensively and learned a lot about the physics.
From bike setups, which I still have to test a lot, up to whip techniques and I can only say you never stop learning.
At the beginning of the beta I had  to play with the setup without even knowing what I was doing,
so i didn't notice a difference. Now after a lot of testing i found a really good Setup for Maryland (250 4stroke)
which really absorbs the whoop sections in the downhill. To what extent they can be upgraded i have no clue, but they work.
For the whip techniques i'm going to make a little youtube tutorial.

Physics

In my opinion the physics are at an extremely high level, there are only little things that could be better.

- If you do a wheelie over the 90° angle the bike flipped once around its own axis.
Maybe it would be better if the limitation of the angle would be a littlebit higher like 110°.

- Jumps: The front wheel is stuck as long until the rear wheel lifts off the ground

- Wider Angle for bike leaning

Since you can't really fall because of the limitation of the bike leaning (60°?),
it could be really interesting if the physics would allowed something like +10°.

- No Bike handling/control in corners with full acceleration

I can understand this if you do a wheelie, but often you have to go from the gas, because otherwise you can't get the bike up.

Development Roadmap

Now I have read several times that the Physics have the highest priority.
It would be very interesting if there is something like a development roadmap,
so what the development wants to improve to the Physics.
Because for me as a player, the online play in combination with the race series gets more and more important.
And to ride with collisions the netcode must be better same for the game crashes (Ode/Core).

Perhaps someone can correct the sentences who doesn't make sense :)