Baja 1000 map idea!

All about making tracks for MX Simulator
wheels1758
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Re: Baja 1000 map idea!

Post by wheels1758 »

TeamHavocRacing wrote:I have tried and had some abortive attempts at track making. I figure if I can use MasterCam and Gibbscam, I can do the editor and/or models. I'd love to be able to create based off dimensions in CAD/CAM and then translate(or export as...?) to 3D programs or MXS editor. Maybe some Ritalin might help me get our local Thursday night MX track replicated this fall/winter. It's pretty flat and good for a beginner such as myself. I usually end up gaming(or trolling?) instead of something productive. :\
Not sure about either of the CAM softwares mentioned, but I know there is a plugin for Autocad to export .obj files (which can be imported to blender then exported to .jm). Might be worth looking for an obj exporter if you don't want to learn blender (you still need to UV map in blender).
TeamHavocRacing
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Re: Baja 1000 map idea!

Post by TeamHavocRacing »

I started on some handlebars a while back and should open it and see what file extensions I can get.
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
CHILLYDOGZZ
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Re: Baja 1000 map idea!

Post by CHILLYDOGZZ »

TeamHavocRacing wrote:I started on some handlebars a while back and should open it and see what file extensions I can get.
nice 8)
CHILLYDOGZZ
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Re: Baja 1000 map idea!

Post by CHILLYDOGZZ »

yea i could some what make the track but i only know one way how to do that and that is taking a prebuilt map as to say the James stuwert compound map and flat in it out and then build. but i dont think that would work for this idea or will it? :?
TeamHavocRacing
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Re: Baja 1000 map idea!

Post by TeamHavocRacing »

So, GibbsCam will export 3D files in the following formats...

dxf (.dxf)
iges (.igs)
parasolid v8. to v24. (.x_t)
point list (.txt)
stl and stl binary (.stl)

I wonder how they translate into Blender or whatever is used for models. Hmmm.
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
CHILLYDOGZZ
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Re: Baja 1000 map idea!

Post by CHILLYDOGZZ »

TeamHavocRacing wrote:So, GibbsCam will export 3D files in the following formats...

dxf (.dxf)
iges (.igs)
parasolid v8. to v24. (.x_t)
point list (.txt)
stl and stl binary (.stl)

I wonder how they translate into Blender or whatever is used for models. Hmmm.
what do you mean im new to the building a track thing
TeamHavocRacing
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Re: Baja 1000 map idea!

Post by TeamHavocRacing »

GibbsCam is Computer Aided Manufacturing (CAM). It's like AutoCad, but, you program cutting tools to move around your creation as well. Those are the file types that can be output from that program. You create a model based off of dimensions and polar coordinates instead of free-form modeling(like Blender does).
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
wheels1758
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Re: Baja 1000 map idea!

Post by wheels1758 »

This might be of some use to you.

Or other things near the bottom of this page.
TeamHavocRacing
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Re: Baja 1000 map idea!

Post by TeamHavocRacing »

WOW! Thanks. I just need to find spare programming time to create more than just "Trials bend" handlebars. :oops:
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
CHILLYDOGZZ
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Re: Baja 1000 map idea!

Post by CHILLYDOGZZ »

TeamHavocRacing wrote:WOW! Thanks. I just need to find spare programming time to create more than just "Trials bend" handlebars. :oops:
yep hahaahaha jk
dearnhardtfan7
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Re: Baja 1000 map idea!

Post by dearnhardtfan7 »

Sorry to yank this thread back up but I've just discovered that blender will import a .stl file. :shock: Also Rhino3d will export a .obj file. I've been looking for a while for a way to use my rhino and solidworks experience for objects for mxs and basically tripped over this info lol. I'm beyond excited right now! :D

Oh and I don't know if you've had any luck from that 3d converter program but every filetype I tried from solidworks was incompatible with that program
R.I.P. Jacob Nash #241
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TeamHavocRacing
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Re: Baja 1000 map idea!

Post by TeamHavocRacing »

It might be on purpose, lol.
dearnhardtfan7 wrote:...every filetype I tried from solidworks was incompatible with that program.
I'd bet they did this on purpose, lol. Ya, I try to be creative but every time I get distracted by gaming.:evil: I've been toying with the idea of beer-bribing one of our engineers to show me the ropes on SolidWorks. :idea:
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
CHILLYDOGZZ
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Re: Baja 1000 map idea!

Post by CHILLYDOGZZ »

TeamHavocRacing wrote:It might be on purpose, lol.
dearnhardtfan7 wrote:...every filetype I tried from solidworks was incompatible with that program.
I'd bet they did this on purpose, lol. Ya, I try to be creative but every time I get distracted by gaming.:evil: I've been toying with the idea of beer-bribing one of our engineers to show me the ropes on SolidWorks. :idea:
Aww man i havent posted on this page in decades hahaha. Yet still we have never mannage to make the baja 1000 map):
dearnhardtfan7
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Re: Baja 1000 map idea!

Post by dearnhardtfan7 »

TeamHavocRacing wrote:I'd bet they did this on purpose, lol. Ya, I try to be creative but every time I get distracted by gaming.:evil: I've been toying with the idea of beer-bribing one of our engineers to show me the ropes on SolidWorks. :idea:
It's so good man. I work in it every day. Started last year in the 05 version because that's just what we had but now we've upgraded to 2013 and 14 is coming out next month. There's some people on here that could probably do some ungodly things for this game in a program like solidworks. Sucks that its too expensive to just buy to have at the house lol. If you've got access to it tho there's tons and tons of tutorial info and tips online. I'm re-motivated about creating mxs stuff lol
R.I.P. Jacob Nash #241
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