Upcoming Tracks and Track Objects #2

All about making tracks for MX Simulator
Post Reply
mxsrider96
Posts: 3603
Joined: Mon Sep 10, 2012 12:15 am
Team: PoGo
Location: Indiana

Re: Upcoming Tracks and Track Objects #2

Post by mxsrider96 »

Those look like 2011 national replica structures, I think. I may very easily be wrong though
WAR CRY <3
Sun Burn
137
Posts: 2659
Joined: Wed Jun 24, 2009 1:31 am
Team: LCQ Studios / rF

Re: Upcoming Tracks and Track Objects #2

Post by 137 »

mxsrider96 wrote:Kyle, I can't tell. Is that compound or a hybrid track?
Hybrid :D
If you enjoy what I make, donate to the cause 8) It's very much appreciated!!
Image
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: Upcoming Tracks and Track Objects #2

Post by barrington314 »

mxsrider96 wrote:Has anyone made a tutorial about how to put a track map on an ortho, like Barrington does with SX? I'd like to be able to put my track drawings down to try it (assuming it's easy)
I do it with nationals too. But anyways, its pretty easy. Take your scale multiplied by your resolution - 1. so lets say your terrain.hf reads

Code: Select all

10 0.312500 0.000000 10.000000
You are only concerned with the first 2 numbers. The first one is the resolution of your terrain.png
9 = 1025
10 = 2049
11= 4097
The second number is the scale.
The math in this case would be 0.3125 x (2049 - 1) = 640 for decal scale.
Next you need the location of the decal. Thats whats in brackets in the decal file.
The math is decal scale divided by 2. In this case 640/2 = 320
Here is what your decal line would look like.

Code: Select all

[320.000000 320.000000] 0.000000 640.000000 1.000000 @barringtonsexample/decalfiles/overlay.png
This basically just gets you started somewhere. I dont know of any way to get this perfect right off the get go. If someone does PLEASE tell me. lol.
Now go in game and measure something with a gradient that you know the length of.
For supercross I did things a little different than I do for nationals when making the length correct. You can just adjust the decal scale (640) and then divide by 2 again to get the center location again, until you get the correct length that you need. I do this because I want the overall terrain size to stay the same.
For nationals, I dont really have an explanation why, But I would adjust the terrain scale and then redo my decal scale and location to get to the length I need something to measure in game.
This last bit might be slightly confusing. But I promise if you just try, its not that bad to figure out. Sorry I'm drawing a blank to give you examples right now. Every case is going to be different. You could measure too big or too small depending on your decal overlay drawing. But that should be more than enough to get you started.
I guess I should also so that you could even adjust the image in photoshop as well when trying to get it the right size in game. That would leave your terrain.hf and decal line the same.

Hopefully that helps. Did this pretty quick. I think its right. If not, someone will be along to tell me what I told you wrong. lol.
mxsrider96
Posts: 3603
Joined: Mon Sep 10, 2012 12:15 am
Team: PoGo
Location: Indiana

Re: Upcoming Tracks and Track Objects #2

Post by mxsrider96 »

That was a lot of information to take in. Thank you!
WAR CRY <3
Sun Burn
SMR 510RR
Posts: 2526
Joined: Sun Apr 08, 2012 6:36 am
Team: Privateer

Re: Upcoming Tracks and Track Objects #2

Post by SMR 510RR »

barrington314 wrote:
mxsrider96 wrote:Has anyone made a tutorial about how to put a track map on an ortho, like Barrington does with SX? I'd like to be able to put my track drawings down to try it (assuming it's easy)
I do it with nationals too. But anyways, its pretty easy. Take your scale multiplied by your resolution - 1. so lets say your terrain.hf reads

Code: Select all

10 0.312500 0.000000 10.000000
You are only concerned with the first 2 numbers. The first one is the resolution of your terrain.png
9 = 1025
10 = 2049
11= 4097
The second number is the scale.
The math in this case would be 0.3125 x (2049 - 1) = 640 for decal scale.
Next you need the location of the decal. Thats whats in brackets in the decal file.
The math is decal scale divided by 2. In this case 640/2 = 320
Here is what your decal line would look like.

Code: Select all

[320.000000 320.000000] 0.000000 640.000000 1.000000 @barringtonsexample/decalfiles/overlay.png
This basically just gets you started somewhere. I dont know of any way to get this perfect right off the get go. If someone does PLEASE tell me. lol.
Now go in game and measure something with a gradient that you know the length of.
For supercross I did things a little different than I do for nationals when making the length correct. You can just adjust the decal scale (640) and then divide by 2 again to get the center location again, until you get the correct length that you need. I do this because I want the overall terrain size to stay the same.
For nationals, I dont really have an explanation why, But I would adjust the terrain scale and then redo my decal scale and location to get to the length I need something to measure in game.
This last bit might be slightly confusing. But I promise if you just try, its not that bad to figure out. Sorry I'm drawing a blank to give you examples right now. Every case is going to be different. You could measure too big or too small depending on your decal overlay drawing. But that should be more than enough to get you started.
I guess I should also so that you could even adjust the image in photoshop as well when trying to get it the right size in game. That would leave your terrain.hf and decal line the same.

Hopefully that helps. Did this pretty quick. I think its right. If not, someone will be along to tell me what I told you wrong. lol.
But you need to work backwards from pixel size in the blueprint image to decal size not necessarily the terrain size.
aeffertz
Posts: 4039
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
Location: Wiscansin

Re: Upcoming Tracks and Track Objects #2

Post by aeffertz »

We're getting close! Just need to place some trees and finish the helicopter... Last preview picture, I promise.

Image

I'm super pumped on how the decals turned out. I decided to make some of my own and new norms to go with them and they turned out better than I could've imagined.
Image
Wahlamt
Posts: 7956
Joined: Mon Sep 13, 2010 3:15 pm
Team: MLG Compton
Location: Sweden
Contact:

Re: Upcoming Tracks and Track Objects #2

Post by Wahlamt »

aeffertz wrote:Last preview picture, I promise.
Nono, keep 'em coming. They're sexy to look at.
Boblob801
Posts: 3998
Joined: Mon Nov 16, 2009 4:59 am
Team: <3 Andy
Location: New Zealand
Contact:

Re: Upcoming Tracks and Track Objects #2

Post by Boblob801 »

I'm 50/50 about the white chalk lounge around the edge of the track. I personally used to do it a lot and like it. Except it doesn't make sense on an outdoor track. I must say I love your off track.
Hi
staydown
Posts: 558
Joined: Mon Feb 02, 2009 7:53 pm
Team: Building Tracks Only
Location: Lehigh Valley, Pa

Re: Upcoming Tracks and Track Objects #2

Post by staydown »

aeffertz, track is looking good, I love the environment. I agree with Bobbob about the white track outline. I would place some plain uncovered bales on the insides of your turns and also on jump faces and landings. One other suggestion I have, is try using a lighter colored decal on your jump peaks, it might break things up and give the track a more natural look.
aeffertz
Posts: 4039
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
Location: Wiscansin

Re: Upcoming Tracks and Track Objects #2

Post by aeffertz »

Thanks for the feedback.

I'm kinda torn on the outline as well. I like it a lot more now that it's not a solid white but I'll check it out to see what it looks like without it at all. I have some rocks on the inside of turns where it'd be easy to cut but I'm afraid of putting bales on the track due to its width. It's pretty skinny.

Again, I'll try it out though.
Image
mxrewind665
Posts: 2607
Joined: Sat Feb 12, 2011 4:12 pm
Team: FlowTech
Location: New England USA
Contact:

Re: Upcoming Tracks and Track Objects #2

Post by mxrewind665 »

I personally like the chalk. It's different and gives you some idea of out off track. For bales try on the inside some of the big bales like on unadilla. And some hay style bales on some landings. Would look odd covered in bales like a race day.
Image
mxsrider96
Posts: 3603
Joined: Mon Sep 10, 2012 12:15 am
Team: PoGo
Location: Indiana

Re: Upcoming Tracks and Track Objects #2

Post by mxsrider96 »

Image
Project #2 has started (and will be ready to be laid down in game by tonight) :)
WAR CRY <3
Sun Burn
mxsrider96
Posts: 3603
Joined: Mon Sep 10, 2012 12:15 am
Team: PoGo
Location: Indiana

Re: Upcoming Tracks and Track Objects #2

Post by mxsrider96 »

Image
Anybody know CAD? Got any ideas for how to draw a good looking inside rut?
WAR CRY <3
Sun Burn
mxsrider96
Posts: 3603
Joined: Mon Sep 10, 2012 12:15 am
Team: PoGo
Location: Indiana

Re: Upcoming Tracks and Track Objects #2

Post by mxsrider96 »

Image
Triple post FTW. Other than the missing inside ruts (which don't have to be drawn, I'd just prefer to see them) she's ready
WAR CRY <3
Sun Burn
mxsrider96
Posts: 3603
Joined: Mon Sep 10, 2012 12:15 am
Team: PoGo
Location: Indiana

Re: Upcoming Tracks and Track Objects #2

Post by mxsrider96 »

Image
Forgot about the first section and the section heading into it :oops: :oops: :oops: :oops: :oops:
WAR CRY <3
Sun Burn
Post Reply