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MX Bikes beta18j available! :)


Pictures of the tracks!

Started by MxMonster725, April 21, 2014, 01:05:34 AM

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𝖙𝖋𝖈

Very nice walkthrough, looking forward to trying out. I haven't made anything since mcm2 either I know what you mean. Who were you from those days? Still geo? Or a different name

Ruubs

May 20, 2014, 10:49:13 AM #91 Last Edit: May 20, 2014, 10:58:34 AM by Sandbiter
Looks fun!

You can add a smoothing group on the whole tree to make it smoother. I don't think you've got normal maps to work on your objects yet, just like jason and me, but that'll make it look even better.

And being 16 isn't an excuse buddy :D

al167

Quote from: gdubmx on May 20, 2014, 09:01:10 AM
Wow geo, thanks a lot for that dude. Really does it justice in the video.. Plus the bit when your wife is shouting lol "f'ing wives"lol good times! Anyway keep it up! I'm tempted to convert an mxsim track I made but never released. How would I go about doing that do ya think?

start off by getting these files http://forum.mx-bikes.com/index.php?topic=89.0

then read the track creation guide by piboso

first id convert the heightmap to RAW format.(do this in photoshop)
then take your terrain HF data from mxs and apply it to the track.hmf file. remember mxs is in feet and mx bikes is in meters. so if you have a scale of 1 in mxs on a 2049x2049 map, the width and height will be 2049 feet. you need to convert it to meters. (multiply by 0.3048 to go from feet to meters so 2049x 0.30408 = 623.05m)
and the sight is the same, take the max height - min height then convert to meters

I just modify the example track files using notepad++.






Ruubs

If you figured out how to get the normal maps working on objects, could you tell me? Me and Jason have been searching and tried our asses off to get it working, nothing worked tho. I've asked a few times if there is a bug or if we're doing something majorly wrong, but I didn't get an answer, so I assume it's a bug which they'll have to fix.

GDUBMX



so this is what i have, a basic track to get use to PS track creation. the track appears alot lot smoother in Earthsculptor than it does in mapview,so i guess i'll have to scale stuff down alot more and smooth alot more.
<br />GDUBMX YouTube<br />

JT43

Tracks are looking good but how can you make a track without feeling how the game performs in the first place. Like how do you know that you have positioned your jumps im a suitable place for the rider to be able to clear it and stuff like that?

Ruubs

Quote from: JT43 on June 01, 2014, 10:07:45 PM
Tracks are looking good but how can you make a track without feeling how the game performs in the first place. Like how do you know that you have positioned your jumps im a suitable place for the rider to be able to clear it and stuff like that?
I made all the jumps in PS with seperate layers, I can easily change the height, steepness and space so I don't think it'll be a major problem for me.

JT43

Quote from: Sandbiter on June 01, 2014, 10:13:41 PM
Quote from: JT43 on June 01, 2014, 10:07:45 PM
Tracks are looking good but how can you make a track without feeling how the game performs in the first place. Like how do you know that you have positioned your jumps im a suitable place for the rider to be able to clear it and stuff like that?
I made all the jumps in PS with seperate layers, I can easily change the height, steepness and space so I don't think it'll be a major problem for me.
Clever Thinking

Ruubs

Object normal maps anyone? 8)



Tuffblocks are made by DDMX from Mx Simulator a while back. Tent is made by bearded4glory (as far as I know, please correct me if I'm wrong). I'll make my own objects soon.
I still need to figure out how the alpha-ing works, I can't get the tents to look as good as they should look.

onlyonetone


thisisdef

Quote from: PiBoSoIt's actually an ambitious project, and at some point, hopefully sooner than later, it will show its full potential.

robinf36


bearded4glory

Yea the tents I made for the RF Nationals.  I have some tough blocks you can use if you want, I have multiple norms for them so they can look a bit more random.

Ruubs

As promised, I started to work on some outdoor objects. I want to make a huge pack with a lot of different objects which the community can use on their tracks. I started on the big object behind the MXGP start, there's still some stuff to do eg. duplicate some things since the engine that was used to make this game doesn't support 2 sided planes and fix some of the modelling.

All the seperate unwrapped parts:
http://gyazo.com/5b420ac83758776d8a2bbda89b3474db

Whole object:
http://gyazo.com/6caac94e1efc827ff3376c4a3047777e
http://gyazo.com/13c7d5e6de5661bdccbcd6da3d6885d0

Podium:
http://gyazo.com/a7b016a097e5c762a1ccfb72eed504b4

In map viewer:
http://gyazo.com/a2040282ff7638a900ba2e9db5b0a1da
http://gyazo.com/0ad77aefe75874a4177e28f9400becd1

I choose not to use the img tag because I don't like to page rape.

Vortex_Damien

Quote from: Sandbiter on July 20, 2014, 04:07:28 PM
As promised, I started to work on some outdoor objects. I want to make a huge pack with a lot of different objects which the community can use on their tracks. I started on the big object behind the MXGP start, there's still some stuff to do eg. duplicate some things since the engine that was used to make this game doesn't support 2 sided planes and fix some of the modelling.

All the seperate unwrapped parts:
http://gyazo.com/5b420ac83758776d8a2bbda89b3474db

Whole object:
http://gyazo.com/6caac94e1efc827ff3376c4a3047777e
http://gyazo.com/13c7d5e6de5661bdccbcd6da3d6885d0

Podium:
http://gyazo.com/a7b016a097e5c762a1ccfb72eed504b4

In map viewer:
http://gyazo.com/a2040282ff7638a900ba2e9db5b0a1da
http://gyazo.com/0ad77aefe75874a4177e28f9400becd1

I choose not to use the img tag because I don't like to page rape.
Looks amazing!