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Question for track designers

Posted: Sun Dec 02, 2007 11:22 pm
by jlv
What software do you use to edit height fields and what formats does it output?

Would it be good enough if I could read in a 16 bit greyscale png?

Posted: Sun Dec 02, 2007 11:26 pm
by Guest
i would use 24 bit tga's. I use Photoshop.

Posted: Sun Dec 02, 2007 11:28 pm
by wakestyle21
Anonymous wrote:i would use 24 bit tga's. I use Photoshop.
That's me ^^^

Posted: Sun Dec 02, 2007 11:34 pm
by Mayfly
I'm used to making some tracks for Mx Atv. For that I use photoshop / paintshop pro and .png files 257 x 257 res. I think they are 16 bit

Posted: Sun Dec 02, 2007 11:36 pm
by nickmx
i use photoshop

Posted: Sun Dec 02, 2007 11:59 pm
by Phathry25
I wanna be able to build a track in 3ds max. Easiest to place objects, plus you can still use a height map if you are comfertable.

Posted: Mon Dec 03, 2007 10:43 pm
by nickmx
i got couple track designs for you JLV there isent any jumps or anything on the pics just the layouts but if you need any track ideas ill post some pics for you if you wish

Posted: Wed Dec 12, 2007 9:35 pm
by BoNalls
Format is a very important aspect of track creation as we have found with MCM1,MCM2, and MVA.

PNG files are highly detailed and would be great to use when creating greyscale terrain maps. We have always used TGA format, though. One thing we hated about the track editors in past MX games was the limitation on the size of the greyscale terrain map... we've been stuck at 512x512 until people figured out how to trick the games and utilize 2 512x512 maps and produce high definition terrain maps. I would like to see ATLEAST 1024x1024 greyscale maps, and if possible a little larger. The higher in definition, the more defined we can make jumps, ruts, whoops, berms, etc, and that means better tracks and more fun... ofcourse this is all limited by the game engine which im sure you can manipulate since you are creating it :wink:.

You have already stated that friction maps are already being utilized which is great. Another cool feature would be wind, blowing riders to the side a little bit while in the air.

Keep up the good work!

Posted: Wed Dec 12, 2007 10:50 pm
by jlv
All the tracks I've made so far are 1025x1025 with 2 foot resolution. The height field dimension and resolution aren't hard coded so you can set them individually per track. The dimensions are limited to power of 2 plus 1 (i.e. 513x513, 1025x1025, 2049x2049). The resolution isn't limited, but going much higher would make too many polygons for a good framerate.

Posted: Fri Dec 14, 2007 2:11 am
by Wilson
so when can we expect to make soem tracks for this game?because im really tired of the low res. mx vs atv tracks.

Posted: Fri Dec 14, 2007 3:37 am
by Shadow
jlv wrote:The height field dimension and resolution aren't hard coded so you can set them individually per track.
Now that's music to my ears! Seconding wilsonatv's question, can't wait to start making tracks for this game. Just wondering how well the physics can cope up with tire wide ruts and tons of breaking bumps :mrgreen:

Posted: Fri Dec 14, 2007 7:28 pm
by nickmx
is there any way that i can help build tracks for you jlv or ideas. i want to help out alittle. if so thanks man

Posted: Fri Dec 14, 2007 10:09 pm
by jlv
Look at this page: http://mxsimulator.com/editing.html

If you're enough of a geek to handle that, send me a PM and I'll give you a login so you can download the blank track and mx.exe. Please only ask if you are serious about making tracks.

Posted: Sat Dec 15, 2007 2:23 am
by FactoryBR21
what autorization i need for dwl the Creator mod and etc??

Posted: Sat Dec 15, 2007 12:30 pm
by MXF_Popopski
I have send MP has jlv but not yet answer