Ruts and rough

All about making tracks for MX Simulator
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Nxsty|Graphic Prod.
Posts: 5
Joined: Mon Jan 01, 2024 8:56 pm
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Ruts and rough

Post by Nxsty|Graphic Prod. »

Im making this post because i suck at making ruts
how i get my ruts like rf ruts:
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Another great example is BAC's Mx California Heaven
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And this is my track:
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like look at ts bro :cry:
Ik they aint use gradients so if someone could show me or send me how to do it my discord is:im_bane.
I would also appreciate if someone could help me with rough. :D
help is appreciated
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AtlasZoor
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Re: Ruts and rough

Post by AtlasZoor »

Pretty sure rf and bac's track are using the newer 4k terrain whereas your terrain is 2k giving you those ruts. If you were to build those ruts on a 4k terrain and a little smaller they would probably come out a lot better. You can make 2k ruts look like that but it just takes more time and skill. Also, I'm not sure how you would upscale a 2k track to 4k, so you might have to restart which would suck.
If you like my tracks and wanna support, paypal or venmo @evanwebb110
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Nxsty|Graphic Prod.
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Re: Ruts and rough

Post by Nxsty|Graphic Prod. »

AtlasZoor wrote: Thu Nov 14, 2024 2:31 am Pretty sure rf and bac's track are using the newer 4k terrain whereas your terrain is 2k giving you those ruts. If you were to build those ruts on a 4k terrain and a little smaller they would probably come out a lot better. You can make 2k ruts look like that but it just takes more time and skill. Also, I'm not sure how you would upscale a 2k track to 4k, so you might have to restart which would suck.
I'm fine with restarting because I'm only on corner 2 but how I get it to 4K?
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Wahlamt
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Re: Ruts and rough

Post by Wahlamt »

Nxsty|Graphic Prod. wrote: Thu Nov 14, 2024 2:43 am
AtlasZoor wrote: Thu Nov 14, 2024 2:31 am Pretty sure rf and bac's track are using the newer 4k terrain whereas your terrain is 2k giving you those ruts. If you were to build those ruts on a 4k terrain and a little smaller they would probably come out a lot better. You can make 2k ruts look like that but it just takes more time and skill. Also, I'm not sure how you would upscale a 2k track to 4k, so you might have to restart which would suck.
I'm fine with restarting because I'm only on corner 2 but how I get it to 4K?
Think I explain it somewhat in here, but instead of 2049, it's 4097. Also 11 instead of 10 in terrain.hf. Then you also need to make the 2nd value smaller by half.
Nxsty|Graphic Prod.
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Re: Ruts and rough

Post by Nxsty|Graphic Prod. »

Wahlamt wrote: Thu Nov 14, 2024 8:34 pm
Nxsty|Graphic Prod. wrote: Thu Nov 14, 2024 2:43 am
AtlasZoor wrote: Thu Nov 14, 2024 2:31 am Pretty sure rf and bac's track are using the newer 4k terrain whereas your terrain is 2k giving you those ruts. If you were to build those ruts on a 4k terrain and a little smaller they would probably come out a lot better. You can make 2k ruts look like that but it just takes more time and skill. Also, I'm not sure how you would upscale a 2k track to 4k, so you might have to restart which would suck.
I'm fine with restarting because I'm only on corner 2 but how I get it to 4K?
Think I explain it somewhat in here, but instead of 2049, it's 4097. Also 11 instead of 10 in terrain.hf. Then you also need to make the 2nd value smaller by half.
so my terrain.hf file should be {11 5.500000 -31.457733 136.845108?}
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BDawg
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Re: Ruts and rough

Post by BDawg »

Nxsty|Graphic Prod. wrote: Sun Nov 17, 2024 2:47 am so my terrain.hf file should be {11 5.500000 -31.457733 136.845108?}
5.5 for your hf scale is massive and would give you spikey, jagged ruts like you have. probably dont even need to go over 1 unless youre making something huge. For example, 2024 Fox raceway was 0.52
Jakob Hubbard
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Re: Ruts and rough

Post by Jakob Hubbard »

Nxsty|Graphic Prod. wrote: Sun Nov 17, 2024 2:47 am so my terrain.hf file should be {11 5.500000 -31.457733 136.845108?}
The second value of your terrain.hf is a representative value of ft / pixel. When it's at 5.5, every pixel on your terrain.png will represent 5.5ft (roughly - there is always 1 extra row and column of pixels on the terrain.png). One way to alleviate that is by raising your terrain.png size. But with that terrain.hf it looks like you're already at 4097.

I'm not sure why you'd an 18 square mile track but that's just me :lol:
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Jakob Hubbard
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Re: Ruts and rough

Post by Jakob Hubbard »

DP but here's a good resource that kind of reiterates my point viewtopic.php?f=11&t=1134&hilit=terrain.hf
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