Question for JLV?

Post anything about MX Simulator here. Please. I'm begging you.
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: Question for JLV?

Post by DJ99X »

I wasn't being defensive. I was just saying he is almost done making his textures. It says in one of his above posts that he only has 4 tracks left, so why stop now?
frederick
Posts: 2424
Joined: Fri Mar 21, 2008 5:05 pm
Team: Adept
Location: Sweden

Re: Question for JLV?

Post by frederick »

jlv wrote: It will be an installer that installs both the newest mx.exe and a saf file with the new textures.
Will we have to buy that installer?
Image
ddmx
Posts: 5373
Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI

Re: Question for JLV?

Post by ddmx »

Doubt it if you have already bought the full game.
Voutare
Posts: 4891
Joined: Sun Jan 13, 2008 5:22 am
Team: Privateer
Location: Southern Vermont
Contact:

Re: Question for JLV?

Post by Voutare »

gordy wrote:yeah the on track dirt looks like it needs to be lighter, and i reckon a bit more variation in the texture would be nice.

Not necessarily. Budds Creek did a piss poor job prepping and watering their track last year. Usually the color of the dirt is darker than the picture DJ posted, and lighter than the one JLV made.

http://i48.photobucket.com/albums/f222/ ... G_0544.jpg

MXoN.

Most people loved the track, saying it was perfect.

But then again, different parts get watered more, so you could add some variation in. For instance the uphills and downhill get watered a lot, but with the corners at Budds there usually is only an inside and outside line, so the inbetween doesn't need to be so dark.

http://i48.photobucket.com/albums/f222/ ... G_0536.jpg
Image
jlv
Site Admin
Posts: 14913
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Question for JLV?

Post by jlv »

My dirt was too dark. I just took a Budds Creek photo, used the perspective tool to remove the perspective and then used the resynthesizer to turn it into a texture (this is all in gimp). What I neglected to do was account for the shading. Since the sun wasn't directly overhead in the photo the ground already had some diffuse shading. But when the game draws it, it has even more shading added. So the texture was getting double shaded. I just had to divide by the shading value to offset it.
frederick wrote:Will we have to buy that installer?
No.
jlv
Site Admin
Posts: 14913
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Question for JLV?

Post by jlv »

Here's another screenshot. Do you guys think it's worth blending in a lighter texture like in the top image?

Image
gordy
Posts: 1099
Joined: Sat Jan 19, 2008 6:43 am
Team: Privateer
Location: Bathurst, Australia

Re: Question for JLV?

Post by gordy »

id go with the top one, the track seems to have more definition in it.
Also the decals look a tad oversaturated, gives the track a bit of an unnaturally orange look.
Image
instupitious.
Pumaxcs
Posts: 13205
Joined: Sat Dec 15, 2007 11:50 pm
Team: Kyle/Luiz
Location: Western, Kentucky

Re: Question for JLV?

Post by Pumaxcs »

i like the bottom one but gordy has a great point
Image
Everytime you post something stupid, a baby gets punched in the face. Please be smart, for the children.
MXS Cares
jlv wrote: Thu Nov 05, 2020 1:09 am Pumaxcs would know better than I do.
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: Question for JLV?

Post by DJ99X »

The whoops in the top one look like they are defined much better than the bottom one, but the tracks in the bottom one stand out better. I agree with Gordy on the saturation, but don't take too much of it.

But man, that looks fantastic. I think you should make some more 3d tree's for the side of the track. The billboards work well for the background, but the 3 next to the track in that screenshot need to be replaced by 3d ones. Some bushy ones. Sort of like the ones on my Old Goldberry track, but better quality.
Pumaxcs
Posts: 13205
Joined: Sat Dec 15, 2007 11:50 pm
Team: Kyle/Luiz
Location: Western, Kentucky

Re: Question for JLV?

Post by Pumaxcs »

once again i have to agree 3d trees are kinda whats in now maybe some like you see in toys just have them as billboards except they dont move but its like 2 trees ontop of each other were they make a +
Image
Everytime you post something stupid, a baby gets punched in the face. Please be smart, for the children.
MXS Cares
jlv wrote: Thu Nov 05, 2020 1:09 am Pumaxcs would know better than I do.
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: Question for JLV?

Post by DJ99X »

Eww, that would look worse than a billboard.
Pumaxcs
Posts: 13205
Joined: Sat Dec 15, 2007 11:50 pm
Team: Kyle/Luiz
Location: Western, Kentucky

Re: Question for JLV?

Post by Pumaxcs »

really i always pictured it to look better but ehh....
Image
Everytime you post something stupid, a baby gets punched in the face. Please be smart, for the children.
MXS Cares
jlv wrote: Thu Nov 05, 2020 1:09 am Pumaxcs would know better than I do.
Wilson
Posts: 987
Joined: Fri Dec 07, 2007 3:22 am
Team: Privateer
Location: Vegas

Re: Question for JLV?

Post by Wilson »

Well i got speed tree so maybe i could "donate" some tree models?
Voutare
Posts: 4891
Joined: Sun Jan 13, 2008 5:22 am
Team: Privateer
Location: Southern Vermont
Contact:

Re: Question for JLV?

Post by Voutare »

What looks the best for trees:


Model the trunk of the tree, with a fair amount of detail ,5 sides maybe, just enough to get the roundness.

Then for the top, i.e. branches, you do what Puma said, but instead of having 2 billboards cross, make around 6-7 planes throughout, and have them so they aren't perfectly aligned with every other one. That will make the tree look randomish, and it will still look fairly good. Also, if you model in braches and then have planes coming off those, (alot like how it is now) but have much higher res textures and more natural leaves it would look much nicer.

Really, I think the real problem is that there is absolutely no overgrowth, and the heightmap doesn't match up with the skyboxes. Not sure if this is possible, but with a lot of engines you can extend the heightmap into more 3d space, but you can't ride it. It's just there for looking at. I know a few games that do this are Richard Burns Rally, and Mount and Blade.


Adjusting the fog can also make the world feel bigger, but there is still a gray outline on the far away places. I haven't played with it so much that you can't see those, but what I do know is that the fog doesn't effect the skybox. If it were to make the skybox get cut off in the same way the terrain did, it would look really nice.

And, some sort of lighting, shadows, etc. would make the game pop more, along with under/overgrowth, nicer trees, and the new textures you are making that look great. I say top one, but less orangish. It has more definition in the bumps, but still looks good.
Image
ddmx
Posts: 5373
Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI

Re: Question for JLV?

Post by ddmx »

one thing i was thinking about lately. there needs to be an option in the editor for objects to be always vertical. something like when you select an object you press a button to make it straight up and down no matter what the terrain is. This would come in handy for a lot of things. sometimes i place banners on the side of the hill and they are angled so much when in real life they would be straight up and down.
Post Reply