mxs lighting
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DankeKTM21
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Re: mxs lighting
i dont know why some guys always critism hvpunk's topic, i remember when he shared his rebull shrouds, and someone start critisism him, alot of things PEACE

Kawasakis wrote:Hah yeah, because basketball and football requires just one ball - two balls just only for motocross riders haha
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Voutare
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Re: mxs lighting
Yea, that does make sence. The physics in MXS are a lot more realistic as in MvA, so it makes everything seem more real, but I did notice a few wierd parts of the track. Some 'jumps' in the track don't really exist, as well as some of the corners being to sharp/open. (Like right after the finish, the right hander, that is almost a straight line, but in real life it is a 90 right*). There are other ones too, but it is still recognize the entire track.

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Garasaki
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Re: mxs lighting
Actually that's a 100% accurate statement and this is why:Voutare wrote: I guess track accuracy is on a whole different level for MXS than MvA can do.
MvA is limited to a 257x257 disp map, unless you go multi tile, which btw I remain the only person to have released a non square MvA track. Since that entire community is NOT interested in learning how to make tracks that use other then a 257x257 disp map, they hamstring themselves into replicas with lots of headaches and compromised layouts to fit on a (tiny) square tile.
Since MXS supports 2049x2049 (what I've tested) and perhaps bigger disp maps, it's possible to make detailed replica's with very large scales. By the way that resolution is 64 times bigger then what MvA supports.
I'm glad DDMX did that video, I was thinking about trying out MvA again, and it reminded me exactly why I don't like that game. Those physics are just horrid.
I don't like the still shot lighting that was posted, but it does sure look nice in the video. MXS could definately use a lighting upgrade.
BTW to MvA09 team members that might read this, what you guys did with the camera is awesome.

DR.MIZ wrote: Keeping something "secret" so you can be "cool" is not making a flourishing community.
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hvpunk62
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Re: mxs lighting
wow way to be a jerk about it, i wish i knew everything about skinning in my opinion i honestly suck at skinning and im sure many of you would agree mostly you though,but im only 14 give me some credit i mean wht r u ddmx in your twenties and u still play game .....loser haha just messin manddmx488 wrote:And here we go: I can overjump that table after the little rythym section 9 times out of ten, but if you noticed I cased the double before hand because I missed the preload leading me to underjump the table. The physics aren't as forgiving as they used to be as they've seen a major overhual. The lighting effect Is amazing in game, makes everything look perfect imo. It adds to the flare of the bike and also creates a sense of speed with a blurring effect.
hvPUNK, you're living up to your name lately. You think your a freaking god on here and we should all look up to you. You always feel your opinion is right, you think you know everything about skinning, and let me tell you, you have a LONG way to go. At this rate your just losing respect when the object is to gain it. Constructive criticism is how you get respected, ripping others every chance you get to show your dominance does not cut it.
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yzmxer608
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Re: mxs lighting
Hey now saki, I'm very interested in making multi-tiled tracks
. Actually, you can get pretty good definition with multi-tile and POVray TGA's from what I've tested so far. Might be able to use POVray in mxs too, not sure if you can save the POVray as png.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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DJ99X
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Re: mxs lighting
Wait, what do you use Povray for? Rendering terrains? Just convert the TGA to PNG
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yzmxer608
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Re: mxs lighting
Povray has a lot more definition since it uses RGB as well, so thats a lot more levels of definition (or height). Here is a quote from ElDiablo (Paul) from the Twisted Dirt forums:
Just to put things in perspective, the traditional Photoshop or Editor generated displacement maps are regular greyscale images that have colours ranging from 0,0,0 to 255,255,255...or 256 levels of detail possible IF you use both 0,0,0 AND 255,255,255 on your displacement map somewhere. With this tool you can have the full POV displacement range of detail which since it uses RGB colour maps is 65,536 (which equates to 256 times the detail of a traditional greyscale displacement map)! So if you want those finite details and ruts that look and ride like REAL...this is just the ticket for you!
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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DJ99X
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Re: mxs lighting
As good as that would be, I don't think height definition is that important. Nonetheless, are there any instructions on how to do that?
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yzmxer608
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Re: mxs lighting
Well, theres instructions on how to do it for MvA, but I can tell you since it's not that hard. You have to have Leveller though.
- Open Leveller and go to Edit>Resize Grid>Custom (or choose a preset). Make the grid size whatever the resolution of your dismap is.
- Now go to File>Import>Bitmap. Find your dispmap.
- I haven't really found the height box that comes up to effect the end result, so just click Ok for now.
- Now go to File>Export>POV-Ray. Choose your settings for the bitmap (be sure to change the file type to PNG) and click Ok. You can save the actual POV file if you want, you don't need it if you aren't going to use Leveller anymore. If your track is in beta stages, there is no need to keep the POV file since you are just going to be doing this again later on.
- That should be it, rename the PNG you just made and see if it works in game. You will most likely have to adjust the terrain height now.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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DJ99X
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Re: mxs lighting
Thanks, I'll look into it