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Track editing

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

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GDUBMX

cheers guys, i'll have to figure out this height map thing in gimp then. ive only made track using MXsims in game editor.
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PiBoSo

Quote from: AWood on February 02, 2014, 05:16:24 pm
Quote from: Midbeck on February 02, 2014, 05:09:40 pm
Quote from: gdubmx on February 02, 2014, 04:58:25 pm
What software would you recommend piboso for making tracks for this game?


If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.

16 bit heightmap programs. Photoshop, GIMP, mud box, and I think earth sculptor might be able to do It also.


Even 3D modelling programs like 3dsmax and Blender can do the job.

AWood

Quote from: PiBoSo on February 02, 2014, 05:24:30 pm
Quote from: AWood on February 02, 2014, 05:16:24 pm
Quote from: Midbeck on February 02, 2014, 05:09:40 pm
Quote from: gdubmx on February 02, 2014, 04:58:25 pm
What software would you recommend piboso for making tracks for this game?


If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.

16 bit heightmap programs. Photoshop, GIMP, mud box, and I think earth sculptor might be able to do It also.


Even 3D modelling programs like 3dsmax and Blender can do the job.


Oh cool! I knew they could turn a plane into a heightmap. But didn't know they export in .raw format.

PiBoSo

Quote from: AWood on February 02, 2014, 05:26:12 pm
Quote from: PiBoSo on February 02, 2014, 05:24:30 pm
Quote from: AWood on February 02, 2014, 05:16:24 pm
Quote from: Midbeck on February 02, 2014, 05:09:40 pm
Quote from: gdubmx on February 02, 2014, 04:58:25 pm
What software would you recommend piboso for making tracks for this game?


If I have understood him correctly Photoshop and GIMP will be the way to go, I'm not sure tho.

16 bit heightmap programs. Photoshop, GIMP, mud box, and I think earth sculptor might be able to do It also.


Even 3D modelling programs like 3dsmax and Blender can do the job.


Oh cool! I knew they could turn a plane into a heightmap. But didn't know they export in .raw format.


Even if they cannot export directly to RAW, there is plenty of programs to convert a PNG or TIFF to RAW.

Motoboss

MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?
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PiBoSo

Quote from: Motoboss on February 02, 2014, 05:28:27 pm
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?


Only TGA and BMP are supported.

Midbeck

Quote from: PiBoSo on February 02, 2014, 05:29:07 pm
Quote from: Motoboss on February 02, 2014, 05:28:27 pm
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?


Only TGA and BMP are supported.

May I ask why PNG isnt supported? I'm a total nob at this so I thought i'd learn something
#DirtyEuro

PiBoSo

Quote from: Midbeck on February 02, 2014, 05:50:46 pm
Quote from: PiBoSo on February 02, 2014, 05:29:07 pm
Quote from: Motoboss on February 02, 2014, 05:28:27 pm
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?


Only TGA and BMP are supported.

May I ask why PNG isnt supported? I'm a total nob at this so I thought i'd learn something


Just because PNG is a format quite complex to read.

MX181

Just to be sure...............
You said there was going to be an ingame editor right?

Live by the YOLO - UID #2

PiBoSo

Quote from: MX181 on February 02, 2014, 10:52:53 pm
Just to be sure...............
You said there was going to be an ingame editor right?


No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

AWood

Quote from: PiBoSo on February 02, 2014, 10:57:15 pm
Quote from: MX181 on February 02, 2014, 10:52:53 pm
Just to be sure...............
You said there was going to be an ingame editor right?


No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )


So placing billboards and models will be done at which one of those steps?

MX181

Quote from: PiBoSo on February 02, 2014, 10:57:15 pm
Quote from: MX181 on February 02, 2014, 10:52:53 pm
Just to be sure...............
You said there was going to be an ingame editor right?


No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

curious to see how this will pan out as the ingame editor was mx simulator biggest win in my view. although i will wait eagerly hehe

Live by the YOLO - UID #2

PiBoSo

Quote from: AWood on February 02, 2014, 10:59:42 pm
Quote from: PiBoSo on February 02, 2014, 10:57:15 pm
Quote from: MX181 on February 02, 2014, 10:52:53 pm
Just to be sure...............
You said there was going to be an ingame editor right?


No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )


So placing billboards and models will be done at which one of those steps?


Between A and B, editing a text file.

MX181

Quote from: PiBoSo on February 02, 2014, 11:33:06 pm
Quote from: AWood on February 02, 2014, 10:59:42 pm
Quote from: PiBoSo on February 02, 2014, 10:57:15 pm
Quote from: MX181 on February 02, 2014, 10:52:53 pm
Just to be sure...............
You said there was going to be an ingame editor right?


No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )


So placing billboards and models will be done at which one of those steps?


Between A and B, editing a text file.


Just a general observation pib. If something is hard, less people will try to learn how to do it, and with even less people achieving how to do it. The ingame track editor is easy as you dont need any other programs and everyone can do it. This also helps grow the community as more people will give it a go with more people achieving success. i for one would highly recommend a ingame editor. i know how much and if it will be a lot of extra work, but it will help grow a far bigger and better community.

Live by the YOLO - UID #2

GDUBMX

Quote from: MX181 on February 03, 2014, 01:09:41 am
Quote from: PiBoSo on February 02, 2014, 11:33:06 pm
Quote from: AWood on February 02, 2014, 10:59:42 pm
Quote from: PiBoSo on February 02, 2014, 10:57:15 pm
Quote from: MX181 on February 02, 2014, 10:52:53 pm
Just to be sure...............
You said there was going to be an ingame editor right?


No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )


So placing billboards and models will be done at which one of those steps?


Between A and B, editing a text file.


Just a general observation pib. If something is hard, less people will try to learn how to do it, and with even less people achieving how to do it. The ingame track editor is easy as you dont need any other programs and everyone can do it. This also helps grow the community as more people will give it a go with more people achieving success. i for one would highly recommend a ingame editor. i know how much and if it will be a lot of extra work, but it will help grow a far bigger and better community.

I have to agree. I appreciate the effort involved but as mx181 said it will take the game to the next level.  I'm happy to throw my money at you either way anyway :)
Add me on Steam : GDUBMX
GDUBMX YouTube