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Track editing questions/help

Started by Ruubs, April 24, 2014, 01:38:04 PM

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GDUBMX

This will be awesome. Good job Gio
<br />GDUBMX YouTube<br />

Snappe

Glad you got it fixed. Remember to name your tree textures with the CK_ prefix!

giopanda

Quote from: Snappe on October 16, 2014, 03:05:27 PM
Glad you got it fixed. Remember to name your tree textures with the CK_ prefix!
yep, i'm reading it right now..
so, since i have 4 trees textures, how am i supposed to name them?
does the example in the track creation rules still apply?
can i do CK_TREE01.tga CK_TREE02.tga CK_TREE03.tga etc..?

and to make the fences 'collidable' should i name them WLLWIRE?

janaucarre

How i named my trees textures:
CK_TREE_001, etc...
for others (3d models) you must name them/it :
WLLWIRE_001, WLLCONC_001, TRKASPH_001, etc..
but only in 3ds max or other programs.
You don't need to name the texture of these parts.

Ruubs

Quote from: janaucarre on October 16, 2014, 04:48:03 PM
for others (3d models) you must name them/it :
WLLWIRE_001, WLLCONC_001, TRKASPH_001, etc..
but only in 3ds max or other programs.
You don't need to name the texture of these parts.

I don't think that's how MXB works.

If you want them to have collisions you have to make collisions in FBX2EDF, as far as I know. I haven't done collisions myself yet, but that's how I guess it has to be done.

janaucarre

Ok sorry i thought it was like gpbikes but only tracked works same as gpb. I watch right now the videos tutorial.

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Anyone know a way of changing the roost colour?  ???

giopanda

Quote from: TheFatController on October 17, 2014, 12:49:12 PM
Anyone know a way of changing the roost colour?  ???

piboso said it's not possible yet..if i'm not wrong

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fair enough, would be a nice touch in the future..  the mud roost looks a bit daft on stoney sand atm

kamloops

Hello,
Does we have a limit for the number of tris in objects track ?

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I didn't really want to start a new topic for this as I've started a few, but is there a way to have no ground texture when adding grass?

For example, I'm just adding dry twigs, and don't want to change the ground texture beneath the foliage - how would I do this?

Have tried a few things with no luck..

Snappe

There's currently no way to do this... You have to duplicate your ground texture I'm afraid.

Quote from: TheFatController on October 17, 2014, 12:49:12 PM
Anyone know a way of changing the roost colour?  ???

if you specify a sand layer instead of soil you will get sand particles

Quote from: kamloops on October 18, 2014, 07:01:29 PM
Hello,
Does we have a limit for the number of tris in objects track ?

Nope!

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Thanks snappe,

One question on the roost though, I changed it from soil to sand in the tht file but nothing changed... Do I need to add any texture files? I notice that there aren't any 'soil' texture files in the example track so a bit confused  ??? (nothing new there lol)

kamloops

Thanks Snappe !

Furthermore,
When I try tu put reflection on a building window I have a problem,
Here is the code in the shd file :
bump
{
map = sheet_metal_n.tga
repetitions = 1
}
specular
{
shininess = 25
}
reflection
{
factormin = 0
factormax = 0.15
factorexp = 0.25
envmap = env.tga
map = sheet_metal_r.tga
}

When I try to make the "track.map" the terrained.exe crash, but if I try to make it without the relfection section in the shd file I don't have crash..
What am I doing wrong?
(Of course, i have 6 "env_xxx.tga" in 256*256px)