Search found 2771 matches

by Shadow
Thu Dec 20, 2007 5:02 pm
Forum: General Discussion
Topic: Game Hints / Tips
Replies: 41
Views: 12189

have you clicked the 'automatic sit/dab' to on?
by Shadow
Wed Dec 19, 2007 5:33 pm
Forum: Media Room
Topic: Videos
Replies: 9431
Views: 1176016

http://youtube.com/watch?v=W6ZvLO13jAQ here's the best whip I've managed to land in this game. Done with 0 stability.
by Shadow
Wed Dec 19, 2007 2:56 pm
Forum: Track Editing
Topic: Friction maps
Replies: 28
Views: 4706

Friction maps

Jlv I remember you saying something that friction maps are working on this game. So, is there a way to make them with the current track making tools we have? I'd like to test different frictions for my track and their effect on cornering/riding. EDIT: scratch that, didn't read that one post thorough...
by Shadow
Wed Dec 19, 2007 1:27 pm
Forum: Track Editing
Topic: post your tracks for mx sim.
Replies: 55
Views: 11296

make a shortcut of the mx.exe and there to the 'target' tab. http://www.youtube.com/watch?v=HroROLimKlg Here's the first half of the track I'm doing. Basically all that's done is the jumps position, nothing else. Still a lot of way from finishing. Damn annoying, I was riding it perfect before record...
by Shadow
Mon Dec 17, 2007 9:50 am
Forum: Track Editing
Topic: Some initial pointers
Replies: 2
Views: 1825

Re: Some initial pointers

I havent even begun figuring out the textures yet.... that's another task. Add .raw extension to the tilemap file and you can edit the texs with PS. Once you open it, you'll get a grayscale pic, where different shades determine what texture tile goes where. As admin said in another thread, it's not...
by Shadow
Sun Dec 16, 2007 7:51 pm
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8969

For a 2050x2050 foot track with 1.5 inch texels you would need a 16384x16384 texture. That would be 805,306,368 bytes of texture memory for RGB texels. A high end card using texture compression might pull that off. Even without compression it's under 1GB. Still too much for most cards though. Would...
by Shadow
Sun Dec 16, 2007 12:32 am
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8969

Yeah I figured out that also. I took another look at it and noticed that it had different shades of grey instead of just black. Just curious though, would it be possible to do texture files instead of the tilemap? Eg. make a texture with a 3rd party tool say, PS or terragen, and then just sort of 'p...
by Shadow
Sat Dec 15, 2007 10:34 pm
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8969

Ok, I'm having a bit of a hard time figuring out how to edit texs/track path. Is it the tilemap file that defines it or what and what program can edit it? If I import it as a RAW file into PS it's just totally black. Anyone care to elaborate on this so I can start making the disp/track. :roll:
by Shadow
Fri Dec 14, 2007 3:37 am
Forum: General Discussion
Topic: Question for track designers
Replies: 26
Views: 8969

The height field dimension and resolution aren't hard coded so you can set them individually per track. Now that's music to my ears! Seconding wilsonatv's question, can't wait to start making tracks for this game. Just wondering how well the physics can cope up with tire wide ruts and tons of break...
by Shadow
Wed Dec 12, 2007 1:16 am
Forum: General Discussion
Topic: Lap times
Replies: 40
Views: 8230

I've got 81.3 How the heck you guys get so fast laps?
by Shadow
Sun Dec 02, 2007 6:20 pm
Forum: General Discussion
Topic: Welcome!
Replies: 308
Views: 51559

Ok, first of all good job for making this all by yourself, my hat's off to you. Now that I've ridden the demo for a 100+ laps I think I've got a fairly good idea of what I like/dislike about it. Likes: This game is hard! I like the challenge that the game gives and the fact that you have to be alert...