2019 MotoOption Supercross Round 17 Las Vegas

Post your tracks here
Forum rules
If your topic doesn't contain a track link, this is the wrong place to post it.
MOTOZ293
Posts: 3054
Joined: Wed Mar 06, 2013 7:17 pm
Team: Hog Heaven Racing
Location: Ohio

Re: 2019 MotoOption Supercross Round 8 Detroit

Post by MOTOZ293 »

Track comments time:

1) Overall i thought this track was so fun. It surprisingly flowed really well.

2) The ruts were a little hard to see on the entrance and apex of the corners, but i saw some say something about a fix for that in the future

3) The split section was whisk (I know its not really under your control) I think the double in should have been a pushed back a little. I know that wouldnt have worked but just thinking as im typing here

i think that is all
Image
BrownSyndrome330
Posts: 10
Joined: Sun Jul 09, 2017 10:39 pm
Team: Privateer

Re: 2019 MotoOption Supercross Round 8 Detroit

Post by BrownSyndrome330 »

Anyone else getting a load of error messages after loading into Detroit?
Jakob Hubbard
Posts: 1152
Joined: Fri Nov 24, 2017 3:16 am
Team: Phil's
Location: Cold
Contact:

Re: 2019 MotoOption Supercross Round 8 Detroit

Post by Jakob Hubbard »

BrownSyndrome330 wrote:Anyone else getting a load of error messages after loading into Detroit?
try switching to the latest snapshot:
viewtopic.php?f=1&t=51622
Image
JumPerr
Posts: 140
Joined: Mon Apr 16, 2012 3:32 pm

Re: 2019 MotoOption Supercross Round 8 Detroit

Post by JumPerr »

client track modified.

i have the new snapshot oO
Image
Official rF Gaming
Posts: 175
Joined: Wed Nov 28, 2018 5:51 am
Team: RaceFactoryGaming
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by Official rF Gaming »

First post updated with Atlanta.
*Please do not use PM system on MXS Forums for support. Use the @RaceFactoryGaming bot on discord for support!
Image
Visit the Official rF Gaming Discord
Jeremy150
Posts: 3339
Joined: Mon Jul 30, 2012 9:56 am
Team: MV Films

Re: 2019 MotoOption Supercross Round 8 Detroit

Post by Jeremy150 »

Hang on 1 sec guys, fixing the links
Image
Official rF Gaming
Posts: 175
Joined: Wed Nov 28, 2018 5:51 am
Team: RaceFactoryGaming
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by Official rF Gaming »

Links are fixed and signups are now open
*Please do not use PM system on MXS Forums for support. Use the @RaceFactoryGaming bot on discord for support!
Image
Visit the Official rF Gaming Discord
Ddavis
Posts: 17959
Joined: Wed Sep 28, 2011 1:02 am

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by Ddavis »

tf is sx2019rr.09atlanta.playdough? :lol:
Racers52
Posts: 3217
Joined: Sun Feb 03, 2013 8:10 pm
Location: Texas
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by Racers52 »

Ddavis wrote:tf is sx2019rr.09atlanta.playdough? :lol:
guess youll have to find out :mrgreen:
Racers52
Posts: 3217
Joined: Sun Feb 03, 2013 8:10 pm
Location: Texas
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by Racers52 »

Racers52 wrote:
Ddavis wrote:tf is sx2019rr.09atlanta.playdough? :lol:
guess youll have to find out :mrgreen:
jk.

In all seriousness, it is a patch to try to combat erode visibility issues.

It takes all contrast out of the decals and makes and deviation in the dirt very noticeable, kinda.

If anyone struggles seeing erode I recommended using this but it will make your track look like playdough
Jeremy150
Posts: 3339
Joined: Mon Jul 30, 2012 9:56 am
Team: MV Films

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by Jeremy150 »

Just added an additional file to the track. It's just the billboard lights for the stadium too make it look cooler. I recommend downloading it but you don't have to.
Image
jlv
Site Admin
Posts: 14930
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by jlv »

Racers52 wrote:
Racers52 wrote:
Ddavis wrote:tf is sx2019rr.09atlanta.playdough? :lol:
guess youll have to find out :mrgreen:
jk.

In all seriousness, it is a patch to try to combat erode visibility issues.

It takes all contrast out of the decals and makes and deviation in the dirt very noticeable, kinda.

If anyone struggles seeing erode I recommended using this but it will make your track look like playdough
Did you get a chance to try that low frequency shading removal trick I told you about? If you didn't understand it post an unfiltered texture and I'll take a shot at it.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Racers52
Posts: 3217
Joined: Sun Feb 03, 2013 8:10 pm
Location: Texas
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by Racers52 »

Subject: 2019 MotoOption Supercross Round 9 Atlanta
jlv wrote:
Racers52 wrote:
Racers52 wrote:
guess youll have to find out :mrgreen:
jk.

In all seriousness, it is a patch to try to combat erode visibility issues.

It takes all contrast out of the decals and makes and deviation in the dirt very noticeable, kinda.

If anyone struggles seeing erode I recommended using this but it will make your track look like playdough
Did you get a chance to try that low frequency shading removal trick I told you about? If you didn't understand it post an unfiltered texture and I'll take a shot at it.
I was a little confused on the explanation and couldn't get anything noticeably different but I would love to take another shot. I would be very appreciative of another write up/example.
jlv
Site Admin
Posts: 14930
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by jlv »

Racers52 wrote:I was a little confused on the explanation and couldn't get anything noticeably different but I would love to take another shot. I would be very appreciative of another write up/example.
Say I have a texture that has some unwanted shading in it that's fighting with the terrain's shading. In this case, there are some vertical dark streaks.
Image

Load it up in your paint program, duplicate the layer, desaturate it, scale it to 1x1 and back to full size to convert it to one color and change the layer mode to add. You should get something with roughly double brightness like this. This is to offset the darkening from the subract layer we add next.
Image

Now, select the base layer again, duplicate it, desaturate it, move it to the top and change the layer mode to subtract. You should get a nearly solid color like this. That's because with no blurring in the top layer it's filtering out everything.

Image

To go over the layers again, the bottom layer should be the original image, the middle layer should be solid gray at the average intensity of the image in add mode, and the top layer is the desaturated original in subtract mode.

Now blur the top layer. With an 8x8 blur it will keep the details smaller than 8 pixels and throw away the rest.
Image

Here's 16x16:
Image

32x32:
Image

At 64x64 the radius is large enough that the shading we're trying to remove is smaller than the radius.
Image
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
ColtonD719
Posts: 631
Joined: Tue Jun 21, 2016 4:15 am
Team: Privateer
Location: Oregon
Contact:

Re: 2019 MotoOption Supercross Round 9 Atlanta

Post by ColtonD719 »

That's a great step-by-step, jlv, thanks!

In Photoshop, you can get a similar effect in less steps with the High Pass filter.
1. Duplicate your base texture.
2. On the newly duplicated layer, Filter>Other>High Pass... Set the radius to taste. The higher the radius the more low frequency detail will be visible (similar to the amount of blur used in jlv's method)
3. Set the blending mode of the filtered layer to Overlay.
4. On the original layer, Filter>Blur>Average. And away you go.

Image
Original

Image
Final, with High Pass radius at 4.
Post Reply