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Track editing

Started by pulse, January 31, 2014, 02:06:53 AM

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pulse

would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?

PiBoSo

Quote from: pulse on January 31, 2014, 02:06:53 AM
would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?

There is no editor yet.
1. There is a tool to view the generated track in 3D.
2. It is possible to change the skybox
3. ???
4. Yes. 16 bits grayscale RAW.
5. There are no "decals". Just layers. They do support normal and specular map.
6. ??? It is possible to set tiling for each layer.

pulse

Quote from: PiBoSo on January 31, 2014, 02:22:19 AM
Quote from: pulse on January 31, 2014, 02:06:53 AM
would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?

There is no editor yet.
1. There is a tool to view the generated track in 3D.
2. It is possible to change the skybox
3. ???
4. Yes. 16 bits grayscale RAW.
5. There are no "decals". Just layers. They do support normal and specular map.
6. ??? It is possible to set tiling for each layer.

So when you say layers your talking about like in reflex?
a Mask Map, RGB channels and it's alpha channel
Top Down Texture?
Shadow Mask?

http://twisteddirt.com/wiki/Textures

pulse

this is what I mean by scale of the tracks.

resolution scale minaltitude maxaltitude
eg.
9 2.000000 -5.146564 48.516369

'resolution' specifies the size of the terrain.png and shading.ppm you are using. The formula is 2^(n+1)+1. So 2^(9+1)+1=1025, hence standard tracks use 1025x1025 pixel terrains.

'scale' is in feet/pixel, so standard tracks are 2 feet/pixel.

PiBoSo

Quote from: pulse on January 31, 2014, 02:28:33 AM
Quote from: PiBoSo on January 31, 2014, 02:22:19 AM
Quote from: pulse on January 31, 2014, 02:06:53 AM
would there be a 3d preview?
able to change skyboxs?
Scale changes?
16 bit?
Normal maps on the decals?
tile map editing?

There is no editor yet.
1. There is a tool to view the generated track in 3D.
2. It is possible to change the skybox
3. ???
4. Yes. 16 bits grayscale RAW.
5. There are no "decals". Just layers. They do support normal and specular map.
6. ??? It is possible to set tiling for each layer.

So when you say layers your talking about like in reflex?
a Mask Map, RGB channels and it's alpha channel
Top Down Texture?
Shadow Mask?

http://twisteddirt.com/wiki/Textures

No idea about reflex, but basically: a diffuse texture and a mask texture.

PiBoSo

January 31, 2014, 11:18:38 AM #5 Last Edit: January 31, 2014, 11:38:19 AM by PiBoSo
Quote from: pulse on January 31, 2014, 03:56:37 AM
this is what I mean by scale of the tracks.

resolution scale minaltitude maxaltitude
eg.
9 2.000000 -5.146564 48.516369

'resolution' specifies the size of the terrain.png and shading.ppm you are using. The formula is 2^(n+1)+1. So 2^(9+1)+1=1025, hence standard tracks use 1025x1025 pixel terrains.

'scale' is in feet/pixel, so standard tracks are 2 feet/pixel.

This is quite confusing  :o

This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

Ruubs

Track texturing like Mva U? AWESOME.
Loved doing that, and still do!

rafagas

Quote from: PiBoSo on January 31, 2014, 11:18:38 AM

This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

If I understand it, size_x and size_z will be meters/px?

PiBoSo

Quote from: rafagas on January 31, 2014, 02:05:34 PM
Quote from: PiBoSo on January 31, 2014, 11:18:38 AM

This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

If I understand it, size_x and size_z will be meters/px?

It's just the size of the terrain.

GDUBMX

Will the track editing be similar to gp bikes? I'm unfamiliar with that so will have to learn how to do it. Would love to make tracks for this.
<br />GDUBMX YouTube<br />

PiBoSo

Quote from: gdubmx on February 01, 2014, 07:11:59 PM
Will the track editing be similar to gp bikes? I'm unfamiliar with that so will have to learn how to do it. Would love to make tracks for this.

The terrain creation is completely different.
But everything else is mostly the same.

mxrewind665

Will there be an in game editor like Mx Sim. I dont have photoshop but I do have gimp can tracks be made in there? Or can tracks be made in earth sculptor?

PiBoSo

Quote from: mxrewind665 on February 02, 2014, 01:30:26 AM
Will there be an in game editor like Mx Sim. I dont have photoshop but I do have gimp can tracks be made in there? Or can tracks be made in earth sculptor?

There is no editor at the moment.
It is possible to use any program that can save a 16 bits grayscale image.

Richard de Kuijper


PiBoSo

Quote from: Richard de Kuijper on February 02, 2014, 12:28:15 PM
please give us a editor :D

To sculpt a high-quality track it's probably better to use one of the many professional tools already available.