Niklas Sandbox MX - most realistic track ever

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MXfish
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Re: Niklas Sandbox MX - most realistic track ever

Post by MXfish »

Jack175 wrote:Track's fun but it's all white for me :cry:
You have to put all 4 files (the folder and the 3 images) into the main dirctory. Don't put them into a sub folder.
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stevenroyce863
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Re: Niklas Sandbox MX - most realistic track ever

Post by stevenroyce863 »

Technology is amazing! Cool track.
Racers52
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Re: Niklas Sandbox MX - most realistic track ever

Post by Racers52 »

We knew it was possible, but I believe you are the first to use 3D scanning to create a "real" track in mxs. Awesome stuff dude, I'd like to see a larger track or is that possible?
model_90
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Re: Niklas Sandbox MX - most realistic track ever

Post by model_90 »

ilove the sort of innovation your putting into track making, love the creativity and would love to see more larger tracks come to life thru your track making methods
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MXfish
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Re: Niklas Sandbox MX - most realistic track ever

Post by MXfish »

Racers52 wrote:We knew it was possible, but I believe you are the first to use 3D scanning to create a "real" track in mxs. Awesome stuff dude, I'd like to see a larger track or is that possible?
Today I built a larger national track with my friends. But the 3D scanning and post processing takes some time...
The only problem will be the performance, because I will need at least a 16k groundtexture for this. :?

Anyway, heres a sneak peak:

As you can see, we really had fun building it, like kids :D . This track will not have so difficult roots and bumps. It will be a perfect shaped track...

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Racers52
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Re: Niklas Sandbox MX - most realistic track ever

Post by Racers52 »

thats awesome dude, unfortunately I don't think youll get a 16k map to work (I wish it would)! :cry:
MXfish
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Re: Niklas Sandbox MX - most realistic track ever

Post by MXfish »

Finished the 3D scanning, still the problem with the texture :(

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Racers52
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Re: Niklas Sandbox MX - most realistic track ever

Post by Racers52 »

whats exactly wrong with them?
Motolife_99
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Re: Niklas Sandbox MX - most realistic track ever

Post by Motolife_99 »

it's freakin awsome how you can do that, track creators usually spend months on a track and you're pulling out sick stuff like this
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Pumaxcs
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Re: Niklas Sandbox MX - most realistic track ever

Post by Pumaxcs »

So you only take top-down photo's for your reference photo's? I suppose with 1:1 scale tracks and photogrammetry it would top and level photo's to get a sense of height. Do you find your smaller scale still is accurate for height? Do you adjust any jump faces once ingame? Would love to see a tutorial from start to finish on something like this. Even if this is for smaller scale items I think it would work for 1:1 items on a smaller scale. Say we can't get a full triple in but we could take enough pictures of a jump face, the turn before for more accurate ruts, etc. We could replace Barrington for good!

While I appreciate the realism and the textures there has to be a better way to implement this. Maybe only using the ontrack for decals and a normal offtrack decal, using the offtrack decals but with a lower resolution, this. I'm sure there is a way to get this to work but I don't know enough about how it's implemented into current games to really be much help.
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jlv wrote: Thu Nov 05, 2020 1:09 am Pumaxcs would know better than I do.
MXfish
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Re: Niklas Sandbox MX - most realistic track ever

Post by MXfish »

Racers52 wrote:whats exactly wrong with them?
Its the size, which kills my computer. If you rode my first track, that was a 8k texture. This track is way bigger, so the texture also has to be way bigger.
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Motolife_99
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Re: Niklas Sandbox MX - most realistic track ever

Post by Motolife_99 »

MXfish wrote:
Racers52 wrote:whats exactly wrong with them?
Its the size, which kills my computer. If you rode my first track, that was a 8k texture. This track is way bigger, so the texture also has to be way bigger.
what about doing multiple textures for different parts of the map? in like 5k, idk if that would help or not
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LOGANYZ125
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Re: Niklas Sandbox MX - most realistic track ever

Post by LOGANYZ125 »

this is the coolest damn thing ive ever seen.
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MXfish
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Re: Niklas Sandbox MX - most realistic track ever

Post by MXfish »

Pumaxcs wrote:So you only take top-down photo's for your reference photo's? I suppose with 1:1 scale tracks and photogrammetry it would top and level photo's to get a sense of height. Do you find your smaller scale still is accurate for height? Do you adjust any jump faces once ingame? Would love to see a tutorial from start to finish on something like this. Even if this is for smaller scale items I think it would work for 1:1 items on a smaller scale. Say we can't get a full triple in but we could take enough pictures of a jump face, the turn before for more accurate ruts, etc. We could replace Barrington for good!

While I appreciate the realism and the textures there has to be a better way to implement this. Maybe only using the ontrack for decals and a normal offtrack decal, using the offtrack decals but with a lower resolution, this. I'm sure there is a way to get this to work but I don't know enough about how it's implemented into current games to really be much help.
My first thought was to scan my hometrack. I did some testing, and I was able to scan sections, which are about 300 meters long. The problem is that if you walk around a reel 1:1 track, you have to shoot thousands of pictures. This is almost impossible to calculate, maybe possible for a NSA computer, but not for mine.

I have a Canon EOS 100D, which makes pretty sharp fotos with 18 Megapixels. And Agisoft Photoscan does a great job, turning this Photos in a 3D object. I think there is at maximum a half centimeter missing, for a accurate height.

The good thing about miniature sandbox tracks is, that I only had to shoot 100 pictures for my first track. The second is up to 300 pictures.
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Pumaxcs
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Re: Niklas Sandbox MX - most realistic track ever

Post by Pumaxcs »

Have you tried smoothing off track to see if that helps at all? I know with a few enduro tracks that the rough offtrack was creating unneeded poly's for the game to keep up with. I know you also said its an 18k image, why not just resize it to 4k image to the whole track? Wouldn't downsampling the image by that much just make it that much sharper?

About the splitting idea, I am pretty sure I remember JLV mentioning this and the split idea would work better. As it is now the single image is loaded and kept in view the whole time. With split images the game could use its quadrants to scale back the decals that are farther away and it would make it alot smoother. The link in my last post would be a tutorial on how to split the decal and place it on the track. Give both of those a shot and see how it turns out.
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jlv wrote: Thu Nov 05, 2020 1:09 am Pumaxcs would know better than I do.
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