Upcoming Tracks and Track Objects #2

All about making tracks for MX Simulator
Big Smooth one3
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Re: Upcoming Tracks and Track Objects #2

Post by Big Smooth one3 »

Anyone care to talk me off the cliff and explain how after changing the name of my track folder - and all the corresponding "@" destinations in my decal file - I all the sudden am seeing this? Image
I literally laid out some final decals, saved, closed the game, renamed everything, opened it up, and now I've got nothing. Beyond frustrated, would love some ideas on what to try here, I'm at a loss...
Aggressively Mediocre Image
Wahlamt
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Re: Upcoming Tracks and Track Objects #2

Post by Wahlamt »

Quite certain that something is incorrectly named, copy/paste the names into the replacement just to make sure.

Little more on Leon :)
ROSE822
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Re: Upcoming Tracks and Track Objects #2

Post by ROSE822 »

Wahlamt wrote:Quite certain that something is incorrectly named, copy/paste the names into the replacement just to make sure.

Little more on Leon :)
Some of the faces need smoothing out at the bottom of them, also the track width looks to wide, other than that looks lit
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checkerz
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Re: Upcoming Tracks and Track Objects #2

Post by checkerz »

yzmxer608 wrote:
Racers52 wrote:I haven't used height data for my stuff. Is this something I should look into?
I was just curious if you used it for the offtrack stuff like rain ruts and stuff but normally it isn't detailed enough to look good.

Here's an example of what world machine can do, I did from a track Darr was working on. Obviously you'd mask out the track path and whatnot afterwards, but for a base texture, and smoothing the output displacement map (to decrease geometry for in game use) with a normal map created from the actual output it probably wouldn't look too bad.


It might be too much of a pain and cause fps decreases to be worth it for tracks specifically made to race on, but otherwise I think you could get some really cool results. If you ride the original Mission Valley Checkerz did you can see rain ruts and stuff, not sure if he did those by hand or this method though.
Mission Valley was all drawn in by hand.

At THQ, we'd use something very similar to what you had Nate, and then mask out the track path manually even letting some of it seep into the track in spots. For MXS, it'd probably ideal to then also blur and/or mask more the further away from the track you go. I would think creating a shading layer for a decal and/or shadows would definitely help add some nice variation to the off track. Probably have to use the same mask you used from the terrain on it to really make it work/look good.
Sandhapper
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Re: Upcoming Tracks and Track Objects #2

Post by Sandhapper »

Sorry for huge pics
Will update crowd textures.
Decals aren't finished at all.
Track objects aren't final.

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Yes the 3D flaggers work.
2013 EMF outdoors 2nd place overall
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Wahlamt
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Re: Upcoming Tracks and Track Objects #2

Post by Wahlamt »

ROSE822 wrote:
Wahlamt wrote:Little more on Leon :)
2wDMkzxi-QU
Some of the faces need smoothing out at the bottom of them, also the track width looks to wide, other than that looks lit
What needs to be smoother? Can you mark it out the video with the time? The track is wide, yeah, but it suits it. The track from the gorpro in real life looks ridiculously wide too ;)
Rayvenator
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Re: Upcoming Tracks and Track Objects #2

Post by Rayvenator »

ROSE822 wrote:
Some of the faces need smoothing out at the bottom of them, also the track width looks to wide, other than that looks lit
Normally I would agree with you but Leon in particular is ridiculously wide in real life.
The real track had tons of ruts everywhere cause of it and maybe that could be incorporated more in the sim track.
Otherwise looks really promising!
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Wahlamt
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Re: Upcoming Tracks and Track Objects #2

Post by Wahlamt »

Rayvenator wrote:
ROSE822 wrote:
Some of the faces need smoothing out at the bottom of them, also the track width looks to wide, other than that looks lit
Normally I would agree with you but Leon in particular is ridiculously wide in real life.
The real track had tons of ruts everywhere cause of it and maybe that could be incorporated more in the sim track.
Otherwise looks really promising!
Thanks!!

Almost every gp track has much more ruts in each turn in real life. However tracks that rutted are usually not that well received e.g. Fermo and Red Bud 2012, as they're extremely hard since you will fall if you aren't hitting the ruts perfectly. So to not make it a last mak standing, I choose to on my tracks have fewer ruts and more open, since that will most likely increase competitiveness, since you have a few (trying to make them) pretty equaly difficult vs fast lines. Also some room for mistakes :)
lars@crossmag
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Re: Upcoming Tracks and Track Objects #2

Post by lars@crossmag »

Some more work being done to my first track :) I just made a super short version out of my complete layout so I actually have something to ride and to show :D Some custom models for the track and some other environment goodness will be presented in the next "update".

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jonracer594
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Re: Upcoming Tracks and Track Objects #2

Post by jonracer594 »

lars@crossmag wrote:Some more work being done to my first track :) I just made a super short version out of my complete layout so I actually have something to ride and to show :D Some custom models for the track and some other environment goodness will be presented in the next "update".

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Lars das sieht echt geil aus :shock: :shock:
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BeezyBreezy
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Re: Upcoming Tracks and Track Objects #2

Post by BeezyBreezy »

Preview of Up and coming AUS MX Rnd 04
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Any Information on the series go through to this link, Also will be a post out later on the forums about pushing dates back and changing times to suit. Hope to see you all their!
http://forum.mxsimulator.com/viewtopic.php?f=6&t=39167

Sign Ups are open a week before now to draw more people in : http://mxslobby.com/race.php?race_id=176
Track will be out Sunday Night week before as planned
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Do Custom skins and Tracks for $$
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Craig
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Re: Upcoming Tracks and Track Objects #2

Post by Craig »

looks avg
BeezyBreezy
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Re: Upcoming Tracks and Track Objects #2

Post by BeezyBreezy »

Craig wrote:looks avg
Awesome Criticism helps me a tone!
Track Builder, Bike Skiner For Mx Sim and Others
If you would like to see more work from me, donatioans are always nice
Do Custom skins and Tracks for $$
https://www.paypal.me/TyraLynch
Big Smooth one3
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Re: Upcoming Tracks and Track Objects #2

Post by Big Smooth one3 »

Wahlamt wrote:Quite certain that something is incorrectly named, copy/paste the names into the replacement just to make sure.
Turns out you were right...kind of. Before my post I had spent a good 30 minutes making sure the name was spelled correctly, figured I had been looking at it so long that I was overlooking something obvious. After running a bunch of trial-and-error shit yesterday, I found random 0's and 1's about two-thirds the way down all my lines of base.png's. I have literally no idea how they got in there, I have never seen anything like it in a decal file. It looked like "[coordinates]...@trackname00000110100" so I have to guess I accidentally tabbed into the file while editing and somehow ended up hitting those keys? Regardless, we're all fixed up :D Trying to finalize everything for my first MX release by the end of the week.
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Big Smooth one3
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Re: Upcoming Tracks and Track Objects #2

Post by Big Smooth one3 »

Quick preview. Getting close...
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