Upcoming Tracks and Track Objects #2

All about making tracks for MX Simulator
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Motoboss
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Re: Upcoming Tracks and Track Objects #2

Post by Motoboss »

Goardy wrote:
Motoboss wrote:Working on Pass Time for Mx Sim...hope to be done today idk..
Thanks to DJ for the awsome Sky Box

http://img293.imageshack.us/img293/1532/screenshot002v.png
nice textures dude, have you just got the ground res turned way up, or have you succumbed to to the mxs decal system?
Thanks Goardy...I dont know about succumbed ... :)
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yzmxer608
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Re: Upcoming Tracks and Track Objects #2

Post by yzmxer608 »

I just found out blending is super duper hard :(.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
joe_389
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Re: Upcoming Tracks and Track Objects #2

Post by joe_389 »

hey guys, this is my first track
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sorry for the big pics! any criticism welcome plz tell me what i can improove on, also trying to think of a name for it any ideas for that aswell would be apriciated.
Joey 389
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Garasaki
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Re: Upcoming Tracks and Track Objects #2

Post by Garasaki »

yzmxer608 wrote:I just found out blending is super duper hard :(.
photoshop, learn to love the smudge tool
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checkerz
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Re: Upcoming Tracks and Track Objects #2

Post by checkerz »

you can do more harm than good with smudge most the time. YZ, PM me and I'll get you my msn address if you want help. I know some good quick easy tips.
FactoryBR21
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Re: Upcoming Tracks and Track Objects #2

Post by FactoryBR21 »

What i've been working with a ton of help from ddmx
Track project going slow bug going....
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Mbutler183 wrote:I remember when we had to play mva instead of mxs, what a load of shit that was.
yzmxer608
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Re: Upcoming Tracks and Track Objects #2

Post by yzmxer608 »

Looks pretty fun, is it going to be relatively smooth or rough and rutted?
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
FactoryBR21
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Re: Upcoming Tracks and Track Objects #2

Post by FactoryBR21 »

well i'd say it will be a bit rough and maybe just a litte rutted.... something close to the huriccane hills
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Mbutler183 wrote:I remember when we had to play mva instead of mxs, what a load of shit that was.
Duckstream
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Re: Upcoming Tracks and Track Objects #2

Post by Duckstream »

i hope its not like huge wide jumps, more realistic style to the jumps and it will be perfect ;() dont know about it now, but just saying.
Judan
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Re: Upcoming Tracks and Track Objects #2

Post by Judan »

seeing as that is the *track project* track id say it'd be exteamly close to real as it's going to be the best track made so far (hopfully anyway)

and if not i take back what i've said ha xd
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ddmx
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Re: Upcoming Tracks and Track Objects #2

Post by ddmx »

There will be ruts in each corner to give multiple line choices. The two bigger jumps you see there are 3rd gear jumps with 0-0 gearing. The track mixs slow sections with fast sections really well right now.
Garasaki
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Re: Upcoming Tracks and Track Objects #2

Post by Garasaki »

I've thought about it for a long time, and I've come to the conclusion that the thing that makes really good tracks (ie Jagmeister tracks for MvA) is a mix of really slow and really fast sections (variety of speed).

Don't go too far with the ruts, sometimes ruts actually limit line choices thru a corner. And the physics of this game allow you to square up, flat track, or look for berms to bust so they don't need as much help as you'd think.
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jesplind
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Re: Upcoming Tracks and Track Objects #2

Post by jesplind »

ddmx wrote:There will be ruts in each corner to give multiple line choices. The two bigger jumps you see there are 3rd gear jumps with 0-0 gearing. The track mixs slow sections with fast sections really well right now.
Your ruts on mx488 as it's named was good as hell. make them something like that
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toonys66
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Re: Upcoming Tracks and Track Objects #2

Post by toonys66 »

good tracks for me are very realistic one like like cypress hollow, windcott,undadilla, timber hill, hurricane, lodge forest... with jump real (not some where you fly in the sky at like 30 meters high) and nice ruts (i like the one of cypress hollow, unadilla, timber hill). more real the best! but with ddmx leading the project i m sure something great is going to come along!
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checkerz
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Re: Upcoming Tracks and Track Objects #2

Post by checkerz »

Garasaki wrote:I've thought about it for a long time, and I've come to the conclusion that the thing that makes really good tracks (ie Jagmeister tracks for MvA) is a mix of really slow and really fast sections (variety of speed).

Don't go too far with the ruts, sometimes ruts actually limit line choices thru a corner. And the physics of this game allow you to square up, flat track, or look for berms to bust so they don't need as much help as you'd think.
Contrast is indeed one of my theories for a good track. You need slow sections to make fast sections fast. You need small jumps to make big jumps feel big. You need enough of something to set a standard and a small sprinkle of something to make an exception to stand out. Flow comes from combining these contrasting elements in a logical order to create beats.

This article doesn't directly apply to racing games, but should shed some light.

http://www.gamasutra.com/view/feature/4 ... esign_.php
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