Upcoming Tracks and Track Objects #2

All about making tracks for MX Simulator
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DJ99X
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Re: Upcoming Tracks #2

Post by DJ99X »

Its obviously resized, it probably does have noise
hvpunk62
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Re: Upcoming Tracks #2

Post by hvpunk62 »

well im just saying ;] no worries
Garasaki
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Re: Upcoming Tracks #2

Post by Garasaki »

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DJ99X
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Re: Upcoming Tracks #2

Post by DJ99X »

That track looks rough
Duckstream
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Re: Upcoming Tracks #2

Post by Duckstream »

.....but fun.
FactoryBR21
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Re: Upcoming Tracks #2

Post by FactoryBR21 »

DJ wrote:That track looks rough
Get in server 19800 its load of aslphalt tracks :D hehe joke
looks great bro
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Shadow
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Re: Upcoming Tracks #2

Post by Shadow »

And yet not nearly rough enough. :lol:
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checkerz
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Re: Upcoming Tracks #2

Post by checkerz »

Garasaki,

I know you've heard it before, but I feel you're using a bit too much blur trying to make the jumps look TOO natural, and in the end it makes them look like random piles of dirt. The jumps can be built into the terrain, but still should have some definition of on track and off track. It'll help big time with navigation and gameplay both. As always, looks like a nice flowing layout.
hvpunk62
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Re: Upcoming Tracks #2

Post by hvpunk62 »

agreed add a lil more definition to the disp map i know you can
[imghttp://www.freewebs.com/westflmx/West%20FL%20MX%20326.jpg][/img]
as you can see the outside of the jumps are not smooth there ruff and bumpy ;]
Garasaki
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Re: Upcoming Tracks #2

Post by Garasaki »

Checkerz448 wrote:Garasaki,

I know you've heard it before, but I feel you're using a bit too much blur trying to make the jumps look TOO natural, and in the end it makes them look like random piles of dirt. The jumps can be built into the terrain, but still should have some definition of on track and off track. It'll help big time with navigation and gameplay both. As always, looks like a nice flowing layout.
I agree with that but for the majority of THIS track, it ain't happening :lol:
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Garasaki
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Re: Upcoming Tracks #2

Post by Garasaki »

Garasaki wrote:
Checkerz448 wrote:Garasaki,

I know you've heard it before, but I feel you're using a bit too much blur trying to make the jumps look TOO natural, and in the end it makes them look like random piles of dirt. The jumps can be built into the terrain, but still should have some definition of on track and off track. It'll help big time with navigation and gameplay both. As always, looks like a nice flowing layout.
I agree with that but for the majority of THIS track, it ain't happening :lol:
To expand a bit, that disp is a full 3 years old. I don't have the original source files, and I was doing a "quick" conversion from MvA to MXS - I'm only on month 4 working on it. Here are some examples of more recent work (only a year and a half old!!!) which is less "random blobs of dirt". In fact, the track pictured had been even further blended and defined, alas that work was lost and I don't have the gumption for this track to ever see public release (and would not be a popular track anyway due to the 6 minute lap times):

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Jones221
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Re: Upcoming Tracks #2

Post by Jones221 »

That looks cool, i would ride a 6 minute track. Plus 6 minutes for you is like 4 for me haha
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Garasaki
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Re: Upcoming Tracks #2

Post by Garasaki »

Jones221 wrote:That looks cool, i would ride a 6 minute track. Plus 6 minutes for you is like 4 for me haha
I took that into account. I run 7:30ish laps :lol:
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DJ99X
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Re: Upcoming Tracks #2

Post by DJ99X »

The steep hill looks overly rough in my opinion. Might just be the angle of the pic
checkerz
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Re: Upcoming Tracks #2

Post by checkerz »

That definition is definitely what I was talking about. As far as the jump face falling off the slope of the hill :shock: ...

If lap times are that long, you could consider chopping it up into 3 shorter versions and then one massive long version. Basically like they do with road courses for cars.
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