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How Asphalt surface?

Started by Jose Reina, March 09, 2017, 03:16:23 AM

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Jose Reina

Hello to all.
I hope it will not be much trouble, but someone could tell me how to put the floor with asphalt surface ?, I do not speak of texture, I speak of the grip of the asphalt.

I want to try to make a SM circuit with jumps, I thought of Pleven Bulgaria supermoto track. I already do the map of heights, import it into the game and I've spun it on !, but the terrain is dirt, and I need it to be asphalt but for more than I've tried I have not got it.

Somebody could help me? I have tried this in the .tht, but it does not work ...

Material_layer0
{
Material = asph
}


Jose Reina

http://www.youtube.com/v/Zd0JfcxKg7I&featurereload

This happens to me ... I want the surface to be asphalt but it's dirt!

Asdrael

I think Asphalt is an object, not a surface. So you have to build the track as an object in whatever 3D software and name is ASPH (see http://docs.piboso.com/wiki/index.php/Track_Creation_Rules ). Haven't tried making Asphalt out of an heightmap in the THT directly though.
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𝖙𝖋𝖈

It's not easy to use an object for a track with a heightmap. My recommendation would be to model the whole thing in blender, cut the track part out and render the rest of the surfaces as a displacement map. Not easy..

Asdrael

Honestly I don't think it's that bad. I would go the other way around though.

1. make your whole track as a heightmap with your usual technique

2. Import the Heightmap in Blender

3. Decide what is Asphalt, keep that in Blender, cut out the rest.

4. Lower the former Asphalt part from your heightmap by a few dozens of centimeters

5. Compile the usual way.

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Jose Reina

There must be some way to add material, because in the circuit of Holjes, with the Traked, you see the different materials, and that should influence the grip.
Otherwise it works with the Bob track builder, but with this I do not know if you can create heights map, I would have to study it.

I can make the track with the bob track builder and impose it to 3ds max, then export it in .map and .trp (colisions), and thus if it could differentiate asphalt from dirt, but I do not know if this way the height map could work.

I'll keep on trying tomorrow

Sure Piboso or Snappe can help me with this problem.
I just need to add the asphalt material, but I do not know the right shape, even ...

𝖙𝖋𝖈

Geo not sure where you got that list of material types.. The MXB track creation guide only lists a few, the others are from the PiBoSo track creation rules and I've only ever used them on objects not masks.. Saying that, I've never tried to use them as mask materials ???

𝖙𝖋𝖈

Ahaha.. Yeah.. the sand corner in JS7 really is sand ;)

But, the tyre file handles how the tyre behaves on any of those materials, I don't think it means those materials all work through masks. In the MXB Track Creation Guide it gives an example of the THT showing the use of soft soil, soil and compact soil, then goes on to say 'You can also have material types sand and gravel.'..

Might try it out sometime, it would be nice to be able to have an asphalt material to use via a mask. Honestly never tried..

𝖙𝖋𝖈

No man you're not getting what I'm saying lol.. I know how masks work, I've made a bunch of tracks that all use different surface types.

I'm saying I don't think asphalt / concrete / paint / kerb etc.. are available to use through masks in the THT. I think they are intended to be used on objects (like the road outside Stewarts house on JS7, it's TRKCONC_road in Blender).. ;)

Like I said, I'd like to be wrong, I'd love to be able to use these on the heightmap with masks but I can't say I've ever tried.

𝖙𝖋𝖈

I will give it a try tomorrow, unless PiBoSo or Snappe beat me to it with an answer..

All I know is TRKCONC could relate to 'concrete', and you can also use TRKASPH, TRKASPHB and TRKASPHC, which would relate..

But, if you can use these on the heightmap then that would be interesting, surely the heightmap wouldn't deform when using something like concrete?

𝖙𝖋𝖈

I don't follow you there.. I meant:

You get terrain deformation right, you ride on soil surface and the tyres deform it in MXB leaving a rut. Concrete IRL doesn't deform so does that in turn mean that if we can use the concrete material, does it deform when ridden on? Surely it shouldn't.. Would be great to have that.

Ruubs

Holjes was made with objects and a heightmap. 200% sure, no discussion needed. ;)

Jose Reina

Well, I have tried as Geo says, with the surfaces in the .THT, and I got asphalt !, playing with soil, compact soil, asphalt1 and sand. I got to do the asphalt! I also had to play with the thickness, which seems to be very important.

I still have much to learn, but little by little. This is what is used in the .tht

Num_material_layers = 4

Material_layer0
{
Material = soft soil
}

Material_layer1
{
Material = compact soil
Thickness = 0.005
}

Material_layer2
{
Material = sand
         Mask = mask_sand.tga
Thickness = 0.01
}

Material_layer3
{
Material = asphalt1
         Mask = mask_asphalt1.tga
Thickness = 0.1
}

http://www.youtube.com/v/ieEKBXRyzVQ&featurereload

Jose Reina

Quote from: geofanatec on March 10, 2017, 02:45:58 PM
All this is used :)

- asphalt1
- asphalt2
- asphalt3
- concrete
- paint
- kerb
- grass
- sand
- soil
- soft soil
- compact soil
- gravel
- rock

It is in tyre file and 100% all works in the tht as well.
Yes, I understand, thank you very much

Your tutorials are helping me a lot, again thank you very much.

I'm going to continue studying your videos hahhahahahaha

Jose Reina

Right. With the map height and material can be made.
Just as it can be done by believing an asphalt object, and naming TRKASPH, or trees or whatever ... Then it is exported as .edf, and added to the HMF (scene).

I have to try and try, it's all very complex hahahaha