Upcoming Tracks and Track Objects #2
Re: Upcoming Tracks and Track Objects #2
I really think I am going to start toying with using the editor. I'm curious to see it's strengths and see if a combo between it and PS would be a good idea for me. I know JLV's SX's are sooo clean in editor.
Re: Upcoming Tracks and Track Objects #2
Wow Hagg, looks amazing. Im going to try and start using only the editor to make the tracks, as well. Ive been fidgeting around with PS too much, trying to make things perfect, but really what I should be doing is working real-time so I can easily check how the track looks in-game, and editing with the editor is the only way.
If you could be kind enough to PLEASE post a reply regarding my question here, in the "How to get Real Height Data" thread". http://mxsimulator.com/benchracing3/vie ... 87#p244887
I've been trying to find a disp for my local track, and im not sure which way is best to do so. QGIS? MicroDem? Or the seamless viewer you suggested...
If you could be kind enough to PLEASE post a reply regarding my question here, in the "How to get Real Height Data" thread". http://mxsimulator.com/benchracing3/vie ... 87#p244887
I've been trying to find a disp for my local track, and im not sure which way is best to do so. QGIS? MicroDem? Or the seamless viewer you suggested...
Austin Mulhern | Motopixels REV
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p2sta wrote:since your name is CRF450R you should not worry about kawasaki
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Re: Upcoming Tracks and Track Objects #2
Hmm. Now that I think about it, the style which I make tracks is somewhat similar. I did nearly everything except jumps and ruts with simple raise-lower-smooth-smudge on Budds Creek. It really does give a more natural feel, with slight elevation change that is nearly unnoticable, but at the same time adds so much to the environment. Obviously I didn't do the ruts, someone else did, not sure if I can say though., but I've really started to learn how to use less gradient. I still use it for most jumps though, and smudge it to try to get a natural look.
I think you guys will like the Villopoto National track when it gets released. It's definitely leaps and bounds over Freestone. I'm sort of spending half my time looking at Haggqvist's tracks and studying them, and the other half with yFMX's, trying to get a perfect balance between ride ability and accuracy.
This stuff is really an art form. :/
I think you guys will like the Villopoto National track when it gets released. It's definitely leaps and bounds over Freestone. I'm sort of spending half my time looking at Haggqvist's tracks and studying them, and the other half with yFMX's, trying to get a perfect balance between ride ability and accuracy.
This stuff is really an art form. :/
Re: Upcoming Tracks and Track Objects #2
Nah, it just requires the anal retentive qualities of an engineer.Voutare wrote:This stuff is really an art form. :/
Those who possess strength have also known adversity.
Re: Upcoming Tracks and Track Objects #2
HurrhurrShadow wrote:anal
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Re: Upcoming Tracks and Track Objects #2
OMG ITS TUESDAY AND IT ISNT OUT YET WHY HAGG WHY?????????haggqvist wrote:The MXDN track at St Jean d'Angely will be released on tuesday night [CET].
http://i1203.photobucket.com/albums/bb3 ... hot240.png
http://i1203.photobucket.com/albums/bb3 ... hot241.png
http://i1203.photobucket.com/albums/bb3 ... hot242.png
http://i1203.photobucket.com/albums/bb3 ... hot243.png
Looks sick, can't wait.
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Re: Upcoming Tracks and Track Objects #2
It's already wednesday for Haggqvist
Just kidding, how longer it takes how more epic it will be
Just kidding, how longer it takes how more epic it will be
Re: Upcoming Tracks and Track Objects #2
^^
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Re: Upcoming Tracks and Track Objects #2
Dry Ridge MX: It's getting closer, but there is still a lot to do. It looks a bit wide in the pics, but it is a 1:1 scale.
Thanks to Garasaki for the sky and Checkerz & DJ for a few decals that I tweaked a bit.
Thanks to Garasaki for the sky and Checkerz & DJ for a few decals that I tweaked a bit.
Re: Upcoming Tracks and Track Objects #2
Nice Job Sky ,looks very nice
One thing you probbly already know is the rider lines .If your going to use decals for them try warping them in PS to make them fit the curve,I also dont see any inside burms but you may want it that way idk ,its your track and im sure its fun ...It looks it anyways
One thing you probbly already know is the rider lines .If your going to use decals for them try warping them in PS to make them fit the curve,I also dont see any inside burms but you may want it that way idk ,its your track and im sure its fun ...It looks it anyways
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Re: Upcoming Tracks and Track Objects #2
Hey Motoboss, think you can take a look at my post in the Tutorials forum up top? I need some help...Motoboss wrote:Nice Job Sky ,looks very nice
One thing you probbly already know is the rider lines .If your going to use decals for them try warping them in PS to make them fit the curve,I also dont see any inside burms but you may want it that way idk ,its your track and im sure its fun ...It looks it anyways
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p2sta wrote:since your name is CRF450R you should not worry about kawasaki
Re: Upcoming Tracks and Track Objects #2
This looks like it's gonna be SIIIICCCCCCKKKKKKVMX_SKYmx99 wrote:Dry Ridge MX: It's getting closer, but there is still a lot to do. It looks a bit wide in the pics, but it is a 1:1 scale.
Thanks to Garasaki for the sky and Checkerz & DJ for a few decals that I tweaked a bit.
http://i39.photobucket.com/albums/e192/ ... ridge2.jpg
http://i39.photobucket.com/albums/e192/ ... ridge3.jpg
http://i39.photobucket.com/albums/e192/ ... ridge1.jpg
I love that kinda track
New creator, Tight design, rough, not perfect, but still amazing none the less
Re: Upcoming Tracks and Track Objects #2
What's the lowest value you need?haggqvist wrote:I'm still using the old 1.3 editor btw for terrain work because it still has tool strength values less than .25, which is way to strong for details. When working on things like ruts, berms or breaking bumps I rarely use anything above .12. For ruts I mainly use .06 with both lower and raise but it depends somewhat on the disp scale.
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Re: Upcoming Tracks and Track Objects #2
Thanks MB! I have been trying to figure out how you guys get the decals right in turns. I'll give that a shot. Some turns do have inside and outside lines, just most of them I showed in the pics do not. I'm half tempted to leave it that way though, because it has that "practice track" feel. The corners may be one lined but the rhythms sure aren't.Motoboss wrote:Nice Job Sky ,looks very nice
One thing you probbly already know is the rider lines .If your going to use decals for them try warping them in PS to make them fit the curve,I also dont see any inside burms but you may want it that way idk ,its your track and im sure its fun ...It looks it anyways
Thanks man, I hope it lives up to your expectations. Just for the record... I am "new" to the MXS track making community, but I've been making tracks since MCM2 and had a short career at Rainbow.yz171kx12 wrote: This looks like it's gonna be SIIIICCCCCCKKKKKK
I love that kinda track
New creator, Tight design, rough, not perfect, but still amazing none the less
Re: Upcoming Tracks and Track Objects #2
VMX_SKYmx99 wrote:Dry Ridge MX: It's getting closer, but there is still a lot to do. It looks a bit wide in the pics, but it is a 1:1 scale.
Thanks to Garasaki for the sky and Checkerz & DJ for a few decals that I tweaked a bit.
http://i39.photobucket.com/albums/e192/ ... ridge2.jpg
http://i39.photobucket.com/albums/e192/ ... ridge3.jpg
http://i39.photobucket.com/albums/e192/ ... ridge1.jpg
Looks good, but you might want to desaturate the sky a bit, or adjust the lighting file to match the track to the sky. Right now they don't match that well.
Also, take a look at haggqvist's sorketorp decal files and in particular the fallen leaves decal, doing something like it would get those leaves under the trees looking better.
Those who possess strength have also known adversity.