Author Topic: Pictures of the tracks!  (Read 82427 times)

тғc

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Re: Pictures of the tracks!
« Reply #525 on: November 18, 2017, 01:22:26 PM »
Fingers crossed I'll be releasing Unadilla this evening 8)
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GDUBMX

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Re: Pictures of the tracks!
« Reply #526 on: November 18, 2017, 07:42:14 PM »
please do it!!! :D
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BadStar

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Re: Pictures of the tracks!
« Reply #527 on: November 18, 2017, 09:24:03 PM »
oh.. they are crossed buddy!   ;)
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тғc

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Re: Pictures of the tracks!
« Reply #528 on: November 18, 2017, 09:30:00 PM »
Sorry something's come up.. Hopefully can get back to it tomorrow.
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Re: Pictures of the tracks!
« Reply #529 on: November 20, 2017, 07:22:09 AM »
Sorry something's come up.. Hopefully can get back to it tomorrow.


How's the creation going mate? I hope the thing that come up wasn't too far into a distant galaxy.. Lol
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Re: Pictures of the tracks!
« Reply #530 on: November 22, 2017, 03:42:33 PM »

giopanda

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Re: Pictures of the tracks!
« Reply #531 on: November 26, 2017, 01:30:32 PM »
slowly back to Lierop, sorry guys i'm buried with work lately..
anyway, here's the stock bumpiness of the track plus ruts formed after 3 laps.
hopefully Sandbiter will help with his deformation map thing to make it as much realistic as possible.






Asdrael

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Re: Pictures of the tracks!
« Reply #532 on: November 26, 2017, 02:37:56 PM »
Looking good!

For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.

So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.

So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
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Sandbiter

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Re: Pictures of the tracks!
« Reply #533 on: November 26, 2017, 02:53:48 PM »
Looking good!

For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.

So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.

So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Asdrael is right. That's how the deformation maps are done.

giopanda

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Re: Pictures of the tracks!
« Reply #534 on: November 26, 2017, 10:26:31 PM »
Looking good!

For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.

So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.

So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Doesn't sound that complicated afterall.. But is there any documentation about it?
So I don't have to go by trial and error or keep asking questions..

Asdrael

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Re: Pictures of the tracks!
« Reply #535 on: November 26, 2017, 10:33:24 PM »
Doesn't sound that complicated afterall.. But is there any documentation about it?
So I don't have to go by trial and error or keep asking questions..
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More seriously, nop, no extensive documentation - at least not when it comes to tricks for making "good" tracks. Just have to do trial and error, and sometimes compile what you've learned in tutorials ;)
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Sandbiter

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Re: Pictures of the tracks!
« Reply #536 on: November 27, 2017, 10:51:51 AM »
Looking good!

For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.

So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.

So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Doesn't sound that complicated afterall.. But is there any documentation about it?
So I don't have to go by trial and error or keep asking questions..
This might give you an idea of what we mean. This documentation is for MvA Reflex tracks though, and doesn't apply in Mx Bikes. However how the softness maps looks is how it should look in Mx Bikes as well, but only done with the alpha channel.

http://twisteddirt.com/wiki/SoftnessMapTexture

тғc

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Re: Pictures of the tracks!
« Reply #537 on: February 11, 2018, 10:02:28 PM »
So.. Do people like collidable or non collidable bales in Supercross?  8)

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stevo

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Re: Pictures of the tracks!
« Reply #538 on: February 11, 2018, 11:01:01 PM »
non collidable.....

ChamP_Mx

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Re: Pictures of the tracks!
« Reply #539 on: February 11, 2018, 11:03:21 PM »
So.. Do people like collidable or non collidable bales in Supercross?  8)



Wow! the looks very nice! tbh when i play supercross i feel like i would like them non collidable but, it doesn't effect me that MUCH so i'm down with the rest of the community.
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