OLD 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?
Download link is below, just want to make a few notes on this week's track:
Again...backyard, pretend you've got unlimited resources and are building replica layouts in your backyard, just to have some fun
Tried something different with scaling this week, would be interested to hear thoughts if anyone has them
Reverted back to an older texture map for the bottom layers of deformation, and thickened those layers up a bit, so hopefully we won't see the space-dusk-like weird bottom layer color pop out like it did on A2
No walls this week! haha
I knew that I wasn't going to have more time this week to work on this, hence why I'm posting today. Thanks to Niko (hopefully I got that right) for his Blender tutorial video in English, which I am part way through - point is, I'm hoping to learn how to start adding even just simple objects to these, most notably bales, in the future
On that note, you'll notice a few sections that I've tried to...limit...what I thought were video-game-only lines. I was a bit bummed with how the split lane entry turned out in A2, so I've added a bit more in the way of terrain deterrence in a few spots - you'll see them. If building tracks in any mx game, this one or otherwise, has taught me anything, it's that someone will always find a way to game the layout, or hit something in a way you didn't think was possible which nullifies the barriers put in place to make those unrealistic lines at least incredibly difficult. The main one this week is definitely still possible for you highly skilled players out there, but it shouldn't be easy (hopefully) or at least easily repeatable (...hopefully), and I hope that's an understandable approach to this problem in trackbuilding. Once you get on the track you'll see what I mean. If you have thoughts on that general philosophy and people think it's making these less fun, let me know!
Lastly, as always, this was built on my best interpretation of the track map that was published publicly. I can almost guarantee the irl layout will differ in at least a few ways, but hopefully this is still fun to ride a few laps on leading up to the race this weekend.
All that said, hope you enjoy, let me know if anyone has feedback - cheers.
Last post by Niko Mouk - January 22, 2020, 10:17:03 pm
Hey dear developers, Would it be possible to give us the MxBikes URL Protocol Handler script ? The goal is to make the Steam versions able to open servers URL. Need it for the racing website I'm working on.