Bubba40 wrote:Ok so all the club mx tracks are scanned, MX tracks kinda suck because of the trees. Sx 1 is insanely detailed at 46 feet I scanned it, compared to the last track at 247 feet. Sx 2 is at 95 feet also very detailed. Should be up tomorrow for track makers to work on. I’ll release all the files for anyone that wanna works on it. Comment on what track you guys are working on please so we don’t have 6 of the same tracks thanks.
Good shit mayne
Re: Drone scanned track
Posted: Fri Oct 06, 2017 9:38 am
by Sandhapper
Bubba40 wrote:Ok so all the club mx tracks are scanned, MX tracks kinda suck because of the trees. Sx 1 is insanely detailed at 46 feet I scanned it, compared to the last track at 247 feet. Sx 2 is at 95 feet also very detailed. Should be up tomorrow for track makers to work on. I’ll release all the files for anyone that wanna works on it. Comment on what track you guys are working on please so we don’t have 6 of the same tracks thanks.
Thanks for sharing all this stuff, Hunter. It's super interesting to see. Also, by making it available for anyone to experiment with, you've enabled the track building community as a whole to learn from it. I think this kind of free flow of information is key to the progression of content for this game.
I downloaded the files for the Clubmx main track and quickly threw something together to see how it worked. The trees really do mean extra work is necessary to smooth things out, or rebuild sections that go under them, but it's really impressive how rideable a lot of it is out of the box. Here are my files if anyone wants to mess with them: http://openlightpictures.com/pub/ClubMXMainTrack.zip
Includes:
bastex.png - 8k overlay
terrain.exr - raw 32-bit export from Blender. Needs to be converted to 16-bit and linearized.
terrain.png - game-ready terrain. Still needs a lot of work, but it's rideable. I really roughly removed most of the trees, and I'm not sure if it's truly linear.
I don't intend to actually finish this track, I was just curious. So feel free to put these to use yourself if they are helpful at all.
Re: Drone scanned track
Posted: Mon Oct 09, 2017 7:18 pm
by Bubba40
ColtonD719 wrote:Thanks for sharing all this stuff, Hunter. It's super interesting to see. Also, by making it available for anyone to experiment with, you've enabled the track building community as a whole to learn from it. I think this kind of free flow of information is key to the progression of content for this game.
I downloaded the files for the Clubmx main track and quickly threw something together to see how it worked. The trees really do mean extra work is necessary to smooth things out, or rebuild sections that go under them, but it's really impressive how rideable a lot of it is out of the box. Here are my files if anyone wants to mess with them: http://openlightpictures.com/pub/ClubMXMainTrack.zip
Includes:
bastex.png - 8k overlay
terrain.exr - raw 32-bit export from Blender. Needs to be converted to 16-bit and linearized.
terrain.png - game-ready terrain. Still needs a lot of work, but it's rideable. I really roughly removed most of the trees, and I'm not sure if it's truly linear.
I don't intend to actually finish this track, I was just curious. So feel free to put these to use yourself if they are helpful at all.
Thanks for doing this.
Re: Drone scanned track
Posted: Mon Oct 16, 2017 9:52 pm
by Easter.7
Bubba40 wrote:
i cant wait until this is released, it looks so sick