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FMX ramps with test track

Started by TheFluffyGecko, May 03, 2021, 04:41:03 AM

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TheFluffyGecko

May 03, 2021, 04:41:03 AM Last Edit: August 04, 2021, 05:10:47 PM by TheFluffyGecko Reason: New Ramps
Hello everyone. These are some fmx ramps and a test track that I have been working on. Currently there are two ramps; a super kicker and a standard competition ramp. There is also something to put in front of the ramps to keep the ground from deforming(I call it a runner). I did some research and made them very close to scale. They are not designed to be hit at full speed.
ramps.jpg

The runner is 6m long so it should be easy to place in a line. The standard competition ramp hits good when the gap is about 80ft. The Super kicker hits good at about 50ft. They could be pushed closer or farther away by about 10ft and still hit good.

In the future I will be updating the textures, making more ramps, and making any other needed adjustments.

Here is an image of the test track.
TrackExample.jpg

You can download the ramps here. Included is a blender file, a fbx file, textures, and shd for textures. If you use the ramps in a track then please credit me TheFluffyGecko.
https://drive.google.com/file/d/1JtRs1a5tqFeayDFDfXCTCSj69GW12Bat/view?usp=sharing

Note on ramp name in fbx and blender file: To get collision and shadows in game they must be named a certain way. The walls of the ramps and the surface of the ramps are split into separate objects. This is because the surface name must start with "TRKCONC_" while the name for the walls of the ramp must start with "WLLCONC_". When the object starts with "WLLCONC_" it gets a shadow and collision but when your wheels are on a "WLL" surface the game's physics wont let you turn the bike. "TRKCONC_" Gives collision and still allows you to turn but doesn't cast shadows. Thus the ramp is split to give both. I recommend parenting meshes together so that they can be moved as one but can still be named separately. If there is another naming convention that I don't know about then please tell me.

Short version: The ramps are split to give shadows and proper collision.

You can download the test track here.
https://drive.google.com/file/d/1w_PWI0snVXRyHbei1Kg-zGArT_YmcLes/view?usp=sharing

Track model credits:
ramps: TheFuffyGecko
Water Truck: tfc
foliage and all other models: giopanda

7/18/21 Update 1: New Textures

RampComparison.jpg

I have updated the textures on the ramps. They now have expanded sheet metal on top. I changed how I make the sides so they should look different too. Lastly the back corner of the ramps is exposed to show a little metal under the fabric sides. The runner uses the same textures as before. In the future I plan on making a version of the ramp that shows the exposed frame.

Here are the new(U1) ramps.
https://drive.google.com/file/d/1UWJZZu_xalD1_wR0O3JLPqFDz4DQBBmD/view?usp=sharing

Here is the new test track. You will need to replace the old test track in your mods folder.
https://drive.google.com/file/d/1pPXfXap3YOVaXYCb0cFGciuqY_TtlN6I/view?usp=sharing

7/30/21 Update 2: New Ramps

I have added two new ramps to the pack. A 120ft long jump and a quarter pipe. The long jump ramp was based off a 120ft ramp but it can be pushed to make a bigger gap. The quarter pipe is about 15 feet high with a 75 degree take off. I couldn't make the quarter pipe any steeper without weird things happening on takeoff. The surface of the quarter pipe is considered sand because all other materials felt slippery when approaching vert. An example of the ramps are below along with links to the ramps and the new test track.
Untitled2.jpg

Here is the new ramp file with all ramps.
https://drive.google.com/file/d/1KRIdJBXXX6x4kc_GS_g2DOFnxC-6ZqOw/view?usp=sharing

Here is the new test track using all ramps.
https://drive.google.com/file/d/1kRZ0c7C4Qn8tLnb8jecDO32t7eu-6_iu/view?usp=sharing


StoneRider

this is awesome mate thanks a lot !!!

dylan44frisch

Hey man I'm interested in making my own fmx compound. I'm aware of the TFC track tutorial with l3dt and google earth and stuff. But how would I go about starting out with just a flat square lot like this? Thanks in advance!

TheFluffyGecko

Quote from: dylan44frisch on August 12, 2021, 08:35:04 PMHey man I'm interested in making my own fmx compound. I'm aware of the TFC track tutorial with l3dt and google earth and stuff. But how would I go about starting out with just a flat square lot like this? Thanks in advance!
I edited the heightmap from the official example track in photoshop to make this. I duplicated some berms and landings then turned off all the layers. After that it is as simple as stretching and shrinking the images. Not all my dirt jumps are made this way but it is a fast and easy way to get them done. I also changed the scale of the heightmap in the tht and hmf file. If you got more questions you can send me a message.

Niko Mouk

Hey ! If you like my work, you can 💰 donate on Paypal, thank you !