Question for track designers
Question for track designers
What software do you use to edit height fields and what formats does it output?
Would it be good enough if I could read in a 16 bit greyscale png?
Would it be good enough if I could read in a 16 bit greyscale png?
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Format is a very important aspect of track creation as we have found with MCM1,MCM2, and MVA.
PNG files are highly detailed and would be great to use when creating greyscale terrain maps. We have always used TGA format, though. One thing we hated about the track editors in past MX games was the limitation on the size of the greyscale terrain map... we've been stuck at 512x512 until people figured out how to trick the games and utilize 2 512x512 maps and produce high definition terrain maps. I would like to see ATLEAST 1024x1024 greyscale maps, and if possible a little larger. The higher in definition, the more defined we can make jumps, ruts, whoops, berms, etc, and that means better tracks and more fun... ofcourse this is all limited by the game engine which im sure you can manipulate since you are creating it .
You have already stated that friction maps are already being utilized which is great. Another cool feature would be wind, blowing riders to the side a little bit while in the air.
Keep up the good work!
PNG files are highly detailed and would be great to use when creating greyscale terrain maps. We have always used TGA format, though. One thing we hated about the track editors in past MX games was the limitation on the size of the greyscale terrain map... we've been stuck at 512x512 until people figured out how to trick the games and utilize 2 512x512 maps and produce high definition terrain maps. I would like to see ATLEAST 1024x1024 greyscale maps, and if possible a little larger. The higher in definition, the more defined we can make jumps, ruts, whoops, berms, etc, and that means better tracks and more fun... ofcourse this is all limited by the game engine which im sure you can manipulate since you are creating it .
You have already stated that friction maps are already being utilized which is great. Another cool feature would be wind, blowing riders to the side a little bit while in the air.
Keep up the good work!
All the tracks I've made so far are 1025x1025 with 2 foot resolution. The height field dimension and resolution aren't hard coded so you can set them individually per track. The dimensions are limited to power of 2 plus 1 (i.e. 513x513, 1025x1025, 2049x2049). The resolution isn't limited, but going much higher would make too many polygons for a good framerate.
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 breaking bumpsjlv wrote:The height field dimension and resolution aren't hard coded so you can set them individually per track.
Look at this page: http://mxsimulator.com/editing.html
If you're enough of a geek to handle that, send me a PM and I'll give you a login so you can download the blank track and mx.exe. Please only ask if you are serious about making tracks.
If you're enough of a geek to handle that, send me a PM and I'll give you a login so you can download the blank track and mx.exe. Please only ask if you are serious about making tracks.
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