Post anything about MX Simulator here. Please. I'm begging you.
jlv
Site Admin
Posts: 14962 Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:
Post
by jlv » Thu Dec 02, 2010 3:42 am
Changes:
Editor now uses same gui code as the other menus.
Editor now remembers multiple gradients.
Fixed gate non-jamming bug.
Client version is now 6.
Windows users:
http://mxsimulator.com/snapshots/mx-2010-12-01.exe
Linux users:
http://mxsimulator.com/snapshots/mxbin-2010-12-01
Replace mx.exe or mxbin with one of the above files. I'd keep a backup of the originals since these aren't well tested.
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.
DarkLord
Posts: 47 Joined: Mon Feb 16, 2009 4:16 pm
Team: Privateer
Location: FR
Post
by DarkLord » Thu Dec 02, 2010 3:54 am
Thx Jlv
LanEvo, what else
yzmxer608
Posts: 15352 Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A
Post
by yzmxer608 » Thu Dec 02, 2010 4:03 am
Like the editor now, looks very nice. The bars for radius etc are a lot better too, give you more control.
TeamHavocRacing wrote: If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
ddmx
Posts: 5374 Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI
Post
by ddmx » Thu Dec 02, 2010 5:21 am
Great work! I see we get a tilemap preview as always. Would be nice to get a decals preview as well. Also nice that the placement arrows are so much easier to see.
Sweendoggy
Posts: 3649 Joined: Sat Feb 21, 2009 5:10 am
Team: Lone Wolf
Location: California, US
Post
by Sweendoggy » Thu Dec 02, 2010 6:29 am
Just in time since ima be working on my competition track a lot in the next few days! hahaha
MX196
Posts: 2263 Joined: Thu Feb 11, 2010 1:02 am
Team: Privateer
Post
by MX196 » Thu Dec 02, 2010 12:36 pm
Nice. Thanks.
ShackAttack12
Posts: 3131 Joined: Fri May 09, 2008 1:51 am
Location: San Diego, CA
Post
by ShackAttack12 » Thu Dec 02, 2010 1:29 pm
Thanks for fixing the gate glitch so quickly.
ShackAttack12
| 2010 Supercross Champ | 2011 Supercross Champ | 2019 Supercross Champ |
Mcbroom#474
Posts: 131 Joined: Tue Sep 28, 2010 12:33 pm
Team: Mob Dirty Inc
Location: New York
Contact:
Post
by Mcbroom#474 » Thu Dec 02, 2010 2:01 pm
can someone help me bout the track editor. how do u open it on windows 7
yzmxer608
Posts: 15352 Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A
Post
by yzmxer608 » Thu Dec 02, 2010 10:32 pm
TeamHavocRacing wrote: If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
magnusson
Posts: 2618 Joined: Fri Jan 15, 2010 12:38 am
Team: Wannabe
Contact:
Post
by magnusson » Fri Dec 03, 2010 12:22 am
hey jlv how would it be throwing a FOW zoom in the next one, i remember you ones saying that you where always meaning to do that
???
yzmxer608
Posts: 15352 Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A
Post
by yzmxer608 » Fri Dec 03, 2010 12:24 am
Not sure if this always happened or not, but you can't switch the camera view while in the editor if the cursor is on the toolbar on the left.
TeamHavocRacing wrote: If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Mona
Posts: 1645 Joined: Thu Jul 31, 2008 6:46 pm
Team: MotoOption
Post
by Mona » Fri Dec 03, 2010 12:40 am
Wow, I like it. The multiple gradients will be very useful.
The only thing that I don't like, is the strength only goes up to 16. I've been using up to 64.
livefast259
Crushed Dissenter
Posts: 206 Joined: Fri Apr 30, 2010 1:41 pm
Team: WHITE TRASH
Post
by livefast259 » Sat Dec 04, 2010 8:11 am
good menu in editor,thanks Josh..
this is my idea(i dont say do this-do that)
-please is possible make to the future in editor premade and editable bumps and ruts that you can put and edit on track?I know alot of guys use PS,but gr8 track makers did gr8 job,and i think its not enaught to do real fealing on the bumps..with this alot (not best) TM can make better tracks..example:ju have 8 premade rut that you are alowed to edit Y X and depth and fit it in turn.. (sorry my bad E im CZE)
Voutare
Posts: 4891 Joined: Sun Jan 13, 2008 5:22 am
Team: Privateer
Location: Southern Vermont
Contact:
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by Voutare » Sat Dec 04, 2010 9:57 am
Having premade ruts and jumps wouldn't work.
A true track needs to flow. That means every jump, rut and berm need to be specific for the exact spot they are in.
Using the gradient editor should be enough to be able to customize it the way you need, and beyond. Having premade stuff would really only be a lazy way out, personally.
livefast259
Crushed Dissenter
Posts: 206 Joined: Fri Apr 30, 2010 1:41 pm
Team: WHITE TRASH
Post
by livefast259 » Sat Dec 04, 2010 12:57 pm
Using the gradient editor should be enough to be able to customize it the way you need, and beyond. Having premade stuff would really only be a lazy way out, personally.[/quote]
you are right,i explain it bad..but you sad it right i dont mean premade rut but shape and gradient editor for rut and bums,i hope you understand me..i can make skin in PS but not track