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MX vs ATV (and prior MX games) Forum => General Discussion MX vs ATV Reflex => Topic started by: mototank on November 26, 2012, 12:49:24 AM

Title: 2013 AMA supercross tracks
Post by: mototank on November 26, 2012, 12:49:24 AM
i'm planning on making all of the 2013 SX tracks and am loking for a group of at most maybe five or so people to help. i've made about seven or eight unfinished tracks just sort of practicing making tracks but i havent released them because i want them to be finished with objects, zones, and correct textures. for the 2013 SX tracks i dont want them to scale per say i want them to feel like reflex tracks fast and fun, and minus the real life small bursts, stop and go of a supercross track if that makes any sense. hopefully finish the displacement maps before the season and have the ability to add times and laps to the tracks by then too. then the week leading up to the race release the track. after the race we could edit the track like if rained make it wet or if they changed a section then change our track to match. add me *T-USA*Tank on steam if you wanna help out. and if someone has already sparked this idea and its on a different thread post and tell me because i'd like to help them out.

Title: Re: 2013 AMA supercross tracks
Post by: al167 on November 26, 2012, 04:35:34 AM
im keen to help out, ive started anaheim 1 and pheonex (not alot of time spent yet). 17 tracks is a lot of work.. what scale are you thinking of? the stock scales are a little too big in my opinion. my mec 2012 track and vegas 2012 tracks are scaled at 1.333: 1. my 2011 mec track is at 1.5 :1. id prefer between 1.5:1 and 1.33:1 (35-45px wide track in photoshop).

maybe we should have a poll on track scale:
please indicate your desired scale.

my prefered scale is 1.33:1

cheers al
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on November 26, 2012, 08:05:59 AM
My preferred scale is 1:1 :P

But everyone has their own preferences on what is fun for them.  My advice would be to just make the tracks to whatever scale is fun for you.  If you're happy with your work, that's all that matters.  If others find them fun too, then that's a bonus.  The best thing would be to stick to your vision, and not worry about whether it's popular or not, as that's when you get the most enjoyment out of your work, because it will turn out exactly how you want it to.  If you do things to please the masses, your vision becomes compromised and it becomes less enjoyable for yourself.

Just my 2 cents ;)

I admire you trying to make the whole supercross series, Al is right, it's alot of work... So good luck man.  I hope you find a team of people to help you out.
Title: Re: 2013 AMA supercross tracks
Post by: karpuha on November 26, 2012, 10:37:17 AM
http://www.motocross.com/features/2013-supercross-tracks-revealed/ ;D ;D ;D Good luk
Title: Re: 2013 AMA supercross tracks
Post by: mototank on November 26, 2012, 12:55:23 PM
http://www.supercrossonline.com/Tracks.aspx is the link that AL167 gave me
the track width for tracks such as kingston on reflex is about 70 - 80px at any given section then the tough blocks on the edges make it the width a little bit smaller but i mean once we have a team together we can decide what works the best and i've started on a1 but one of the jumps is giving me a hard time and i just got back from camping at Dumont Dunes =))) so i havent been working on it recently
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 02, 2012, 07:27:39 AM
heres what i have for A1 at the moment.  ;D
beta testing will be soon for anyone thats interested

(http://i473.photobucket.com/albums/rr96/alberto167/a1displayers.jpg)
Title: Re: 2013 AMA supercross tracks
Post by: karpuha on December 02, 2012, 12:10:56 PM
I am redy karpuklf@mail.ru   ;D ;D
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 05, 2012, 05:21:16 AM
ok here is the first beta of a1 2013.
dont judge the visuals like textures yet as they are not done, let me know what you guys think of the heightmap.
once the heightmap is done then its time to work on the visuals.

im pretty happy with most of the track, the scale is 1.33:1 but there is a few sections that coulld be tidied up. Im not real happy with the section with the wedge jump in it (after the double berm), you sortof bounce through that section, any ideas there?, remember to compare it to the track layout pic as it cant vary too much from that;)

http://www.mediafire.com/?768vg6hq6203cea (http://www.mediafire.com/?768vg6hq6203cea)

(http://i473.photobucket.com/albums/rr96/alberto167/A1SX13_650.jpg)
Title: Re: 2013 AMA supercross tracks
Post by: flarer#245 on December 05, 2012, 11:43:16 AM
Nice track, you have done a good job!
I like the track =)
I only don't like one jump ( the jump befor the sand section) I'm not able to find the right speed for a clean landing, probably you can change something with the landing but the rest is quite good.
And maybe you can try to make the sand section and the whoops harder so that we must look every round to stay on the bike ;D


sorry for my englisch i hope you can understand it  :)
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 06, 2012, 04:28:19 AM
ok yeah im not too keen on that jump either. ill remake it maybe alittle more vert, and ill increase the height of the stepped down section. so you want the whoops taller? and maybe some ruts and bumps in the sand? please be specific. thanks al
Title: Re: 2013 AMA supercross tracks
Post by: flarer#245 on December 06, 2012, 07:58:37 AM
Yes when you make the whoops taller and some ruts and bumps in the sand I think it is more realistic.
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 06, 2012, 09:28:28 AM
Track looks good so far Al, a few things that I would change though.

After the first turn, you seemed to have missed out a roller there. At the moment you have a single 3 footer before that larger 5ft jump. From the track map, it looks like two small rollers which go into the 5 footer. The roller you have used after the double bermed corner would fit perfectly here. I'd say that they will be wheely tapping those rollers, and then launching off that 5 footer when it comes to the race. Then with the 3 footers in the this rythm section... looking at your disp map, the last four seem to be grouped together closer than the rest, instead of an equal distribution.

Also after the first triple, that table top bugs me a little, because you have a lip on the 'landing' of the flat part, if that makes sense. So I think that lip should be removed.  Then just after this part there are two rollers leading into corner. At the moment, those rollers are bigger than the 3 footer before it. The rollers I mentioned before would go better here i think.

Then after this corner the next 3 footer seems pretty small compared to the other 3 footers. It makes that double alot more difficult than it should be. If it was easy to over shoot, it would make it a nicer challenge imo opinion because you'd have to time the jump right so that you land on the down side of the 4 footer in order to get a good run through the whoops.

Everything else seems great. The vert wall seems prety high, but we've got no idea how big this is gonna be, but I wouldnt anticipate anything higher than 5 foot, but it still rides fine. The whoops seem to be good imo, they look like the right proportions in size.  That lane you mentioned with the wedge jump seems fine to me, I dunno what more you can do here.

Look forward to more updates :)
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 07, 2012, 10:16:50 PM
thanks Jamie! i cant believe i missed that roller... lol!, ill fix up that roller, ill take the lip off the tabletop, and increase the jump into the whoops. ive already done a heap more small changes, including fixing the wedge section so the inside and outside lanes are similar in speeds. ive also modified the sand section,whoops, vert jump ect. the next beta will be out soon.
thanks guys for the input.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 08, 2012, 03:18:07 AM
sorry i havent had time yet to really work on the tracks, my college semester is nearing the end and ive had 4 tests this week and next week is finals... its like 2 weeks of finals :/ but i hav 4 weeks off before the next semester i should be able to get able half of the displacement maps finished still looking for people experienced in track making to help AL and i.
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 08, 2012, 05:59:02 AM
Heres Anehiem 1 2013 beta test 2
http://www.mediafire.com/?0iht4cn7639593f (http://www.mediafire.com/?0iht4cn7639593f)

im pretty happy with this version now 8)
cheers al
Title: Re: 2013 AMA supercross tracks
Post by: geecomonster on December 09, 2012, 12:53:44 PM
Ive just tested the 2nd beta version and it looks good but there are some points to work on i think, The jumps i find personaly they are to big and the layout to small ive tested the track with all kind of bikes 125/250/250 2s/450(i think to resolve this you have two options you can lower the jumps or make the layout bigger so the biggnes of the jumps fits the layout), the whoops for me they are to big ! i should put some more whoops in the straight line now you have some of like 10 whoops i should put 20 whoops and lower them a little bit so that you come with some speed in it and just hit the tops of them and if you dont have enough speed that you struggle and you whole whoops section is messed up like in real life now you can double or triple them out . . . . ., i know texture and objects are not done even from far but i should put some other dirt in it and another color of sand for the final release. for this beta its really great keep going it will be great at the end !
Now i have a question is there gona be a championschip or something with those tracks like the real life sx championschip a lites and 450 class in reflex ?
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 09, 2012, 08:47:18 PM
Hey Al,

I gave it a few laps and the table top looks and rides alot better now that you've removed those lips.  I thought you would have just removed the first 'landing' lip, but it actually rides great with both of them taken out :) You have to spot your landing perfectly to get a good 'bounce' off it, to clear the 3 footer.

After this table top though, you have two big jumps before the corner. From the track map it looks as though they are two small rollers like the other ones on the track map.  These are usually really 'shallow' and rounded, and aren't very big at all. I'd say at a guess, they are probably around 1.5 - 2 feet tall in real life.

I see you have added in the extra one after the first turn, but it also looks like you've split them, so that the outside still gives you that 'pop' to triple over the 5 footer. The inside though, works great and gives you the correct rythm that I expect the pros will be doing in the race. From looking at the track map it looks like you will hit those rollers and maybe double off the larger jump, then triple, triple into the corner.  Better riders may even be able to triple off the larger jump, and triple, double into the corner.  I think this section could still do with a litte more work imo, as it looks like the second roller is a bit squashed up against the larger jump.

Then the jumps in this rythm section after the first turn, it's quite noticable to me that the peaks of jumps aren't evenly spaced out. As I say, the last four seem to be grouped quite closely together.  Then the berm after these jumps feels very rough now. I didn't notice it being this rough before, but I think that a tiny bit of blur in photoshop would make the feel a litte more natural.

Finally... The finish line landing jump also feels like it should be changed. There doesn't seem to be much of a gap between the two jumps like there is on the track map.  I think if you shortened the length of the table top landing it would look a bit better, and also make the down ramp of it, a little more shallow and rounded.

I hope I don't sound like I'm being too picky, or negative about things, so I apologise if it comes across that way. :P  But hopefully you will take my comments on board.
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 10, 2012, 05:28:49 AM
thanks guys for the quick beta testing!
i realise i wont be able to make everyone happy, so ill take those sugestions in and see what i can do. i will try my best to change a couple of things, but i dont really want to spend alot more time on the height map. sorry geecomonster im not going to change the whoops. there is only seven in each section on the track map, so i will leave it like they are (i kinda like really big hard whoops anyway lol) , but i will lower some of the jump heights i think(what ones?). ill fix the finish landing(smaller and shorter), and i'll even up the last four jumps in that rhythm lane.  sorry jamie, for some reason i like that kicker entering on the right hand side, so i dont really want to remove that!! (you can quad into that section from it too jamie but its really risky!) ill try and fix the left side up a bit though.
ill lower those two rollers as well, i was meaning to do that after the last beta test, but i didnt get round to it.
about the berm, i made that the berm rough to prevent you quading out of that tripple. im hoping with highlights that those bumps look really cool, but if they look *#*#* ill remove them.



geecomonster - about the racing series, it would be fantastic, but that all shifts around when splines are possable. laurie is working hard on getting this to happen, but he is one man and its a massive job. also this is the only track for the series being built so far....so it wont be much of a series, are you keen to join in and knock up a track or two maybe?
cheers al
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 10, 2012, 06:08:31 AM
on second thought, I just knocked down the whoops a bit for a try, they do seem better now! :o
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 10, 2012, 10:02:40 AM
Quote from: al167 on December 10, 2012, 05:28:49 AM
sorry jamie, for some reason i like that kicker entering on the right hand side, so i dont really want to remove that!! (you can quad into that section from it too jamie but its really risky!) ill try and fix the left side up a bit though.

Hehe, ok. :) Who knows... maybe when the race comes, that section may change, and it will have a proper jump in there rather than rollers.  I appreciate that it can be a fun rythm with that kicker, but for me, it doesn't reflect the track map, so it just doesn't feel right to me.


Quote from: al167 on December 10, 2012, 05:28:49 AM
about the berm, i made that the berm rough to prevent you quading out of that tripple. im hoping with highlights that those bumps look really cool, but if they look *#*#* ill remove them.

Ahh ok, I understand. But it does feel slightly too rough, and the bike can react very strangely sometimes, if you enter the corner with a certain line. Have you added any drag or friction to this track yet? That may help you keep to realistic lines. Or possibly add some bumps and holes to the exit of the corner instead.  At the moment it seems to disrupt the flow a little bit, because all your other berms are smooth in comparison, and it just seems like the odd one out.
Title: Re: 2013 AMA supercross tracks
Post by: geecomonster on December 10, 2012, 01:11:35 PM
@Al167 i can try to make a few of the tracks wich tracks have you started on so we dont work on the same tracks . . . .
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 10, 2012, 07:30:21 PM
ive started a2 and i think he has a1 and dodger stadium
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 10, 2012, 08:06:52 PM
Im not sure if Al has the LA (dodgers stadium) one done, but I do know that he'd started Phoenix, thinking that it was A1.  An easy mistake to make, as there was a list that I saw, that had the titles/locations underneath the picture... :-\ Where is the logic in that?

But anyway... it seems that there will be no such thing as "LA Dodgers Stadium" round this year.  We are now back to having three rounds in Anaheim.  The track design for LA is now going to be Anaheim 2. So mototank, the A2 track you've started will now be Anaheim 3.

The final two missing track maps (Seattle & Salt Lake City) are now up on http://www.supercrossonline.com/Tracks.aspx  so you've now got the full set :) except for Daytona of course, which isn't a Feld promoted event, so the track map that usually gets released, is that awful coloured picture, with no details about the obstacles :P

But if you wait until closer to the event, the AMA Live Timing website had some great track maps last season, which included Daytona, so I hope that they do the same this year, because those had all the correct height and jump spacing measurements.  If you notice on the current track maps, there are random black dots everywhere, because for some reason, they like to rub out all those measurements in photoshop  >:( which they've been doing for years!!
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 11, 2012, 07:01:59 AM
i havent spent any real time on phoenix (RD2). it is too close to Rd 1 for me to do anyway. id like to do vegas and daytona.

3 rounds is about all i can fit in.
if anyone wants what i have for phoenix, ill send it to them as a photoshop .psd with all layers ect.
heres a pic (http://i473.photobucket.com/albums/rr96/alberto167/phoenix2013.jpg)
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 12, 2012, 05:34:25 PM
if anyone is doing dodger stadium sx stop. its been cancelled and will be at anaheim so there will be 3 at anaheim like the old days so the a2 that im working on is now a3 and dodger stadium is now a2.
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 12, 2012, 05:50:45 PM
Mototank - Didn't you read my post above? :P
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 12, 2012, 06:43:27 PM
 :o.... ???..... :-[...... :-\ oops
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 12, 2012, 07:42:16 PM
Hehe :)

Hopefully the track layout won't change too much for A2 from the old LA layout. They're both baseball stadiums, so I'm guessing that they'll have a similar floor area.  Although if last year was anything to go by, half the tracks will changed anyway :( When it gets to race day, the track usually get tweaked some way or another from the track map, it always happens, but last year was ridiculous... Some of the track maps were almost useless...

Have you started making any of the 2013 tracks yourself mototank?  In the first post you said you had 7 or 8 unfinished tracks you were working on. Were those 2013 replicas, or were they just for practicing track creation?  It would be good to see what you've made so far.
Title: Re: 2013 AMA supercross tracks
Post by: geecomonster on December 13, 2012, 09:39:26 AM
Hey guys i've started on San Diego the disp map's done maybe a little tweaks here and there all the rest of the work need to be done in the editor, Iv'e started on Seattle to but just the base for now later today i'm gone upload a beta of San Diego
(http://s7.postimage.org/c34d3ppsn/prevsandiegojpg.jpg)
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 13, 2012, 06:29:43 PM
hey yea theres an idea we can release all tracks as un finished then wen race day comes and we see the actual track release like that sunday or something and thanks for helping out with the san diego map :)
Title: Re: 2013 AMA supercross tracks
Post by: geecomonster on December 14, 2012, 01:00:13 PM
well a little bit later then expected but here are my beta's of Seattle and San Diego sx 2013 tell me what you think of it : http://www.2shared.com/file/d77wurSu/SX_2013_Beta_Tracks.html (offcourse objects and textures and all that stuff are far from done they are just to for the beta now !)
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 14, 2012, 01:22:29 PM
Next time... Use Media Fire to upload your files. When I clicked on that link, my anti virus (AVG) blocked a threat. It's also coming up with a bunch of links to a program called iLivid... Always a dodgey site, and a bad sign when I see iLivid.... Anyway I managed to download your files eventually... I'll try them later when I get time... But honestly, 2shared doesn't seem like a very safe site.
Title: Re: 2013 AMA supercross tracks
Post by: geecomonster on December 14, 2012, 03:19:19 PM
Yeah i know but i try'd mediafire but the uploader dont show up when i click on it so i google'd a file uploader and 2shared came up so but i search another site next time ;)
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 14, 2012, 03:54:19 PM
hmm thats wierd, must be something in your browser that's stopping mediafire from working...

Anyway, I tried your tracks and I must say I'm impressed :) Your jumps are shaped very nicely, and the tracks flow really well.  Did you use photoshop to make the jumps?

A few things that I think could be improved on San Diego, is the first rythm section. On the track map the first and last jumps in that section look to be rollers, where you won't get much height off them, if any. At the moment I can jump all 5 jumps in one go. Then the first jump in the section after this seems a bit too high compared to the other jumps in that section. It makes it really easy jump on to the table top. Looking at the track map, there is a bigger gap than usual between those first 2 jumps, so I expect the track designers wanted to make it really difficult to triple up on to the table top.

Apart from that, everything else seems pretty good, and its very impressive for what seems like your first track?

Also Seattle... It was hard for me to play because of the wet look. It was was just too intense for my eyes so I couldn't ride it for long :) but my first impressions of it are good :)
Title: Re: 2013 AMA supercross tracks
Post by: geecomonster on December 15, 2012, 06:49:41 AM
Thanks for the comment JamieT i know on the disp maps there are a few tweaks needed like i say'ed before so that all will be fixed on the textures off seattle yes i know they are f*cked up they need to be fixed with the right one's so sorry for that. And iv'e made the track with photoshop yeah but this is not my first track i'm making tracks for long back in the days for MVA and the last years for MXS and now for MVA Reflex so ;) but thanks for the comments and working points i will improve them for the next beta . . . . . Now i have another question can anybody say me or make a video of it on how to place objects and stadiums because i have a really hard time on them every time i want to turn a object to another position the they always go up in the air and the stadiums look weird in the editor so its really hard to get them right . . . .
Title: Re: 2013 AMA supercross tracks
Post by: al167 on December 15, 2012, 08:20:14 AM
sorry im a bit busy to make a vid at the moment, but use the shortcut keys, i,o,n,m,v,b,y,u,h,j,k,l, to manouver objects. it takes a bit of practice placing objects, another tip, also use the 90 degree rotation and place to terain keps too somtimes, and the nudge mode(for smaller increment placing)

also if you are having trouble selecting an object and when you click on it another object in the background always gets selected, use R to look down on the object you want to select. it seem to select it that way.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 16, 2012, 09:29:52 PM
uploaded a rough sketch  of A3 to mxmaniacs.com let me know what you guys wants next i have 4 weeks off so i wanna get alot of them done
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 17, 2012, 09:21:27 AM
Mototank,

Your upload has been rejected by maniacs because you didn't include a preview image.

http://www.mvamaniacs.com/mvaforums/viewtopic.php?f=46&t=455


But I advise you to not upload any beta versions to maniacs.  You should only upload to maniacs if you have a track that is the final version.  Please create an account with mediafire, and upload there.

I am currently developing a website for the Reflex community that will allow you to instantly upload beta versions of tracks, so that you can get feedback from the community.  I plan to launch officially in 2013, but as I'm learning web development as I go along, it may take longer...  Check out the site by clicking the link underneath my name to the left.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 21, 2012, 06:00:05 PM
so AL how did u put the stadium into A1 like peice by peice or is there an entire object stadium? also an update on the tracks A2 is pretty much done beside objects just need to get it out there to be beta tested. oakland is about halfway but i turning out to be a fun track i wanna finish it just because im having fun riding wat i hav so far and i even figure out everything there is to know about zones because of this track so thats cool too.
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on December 21, 2012, 06:04:53 PM
In that left hand menu, there is a tab to view the "grouped" objects. Its those blue cogs next to what looks like a house. Then the stadium you want is Manchester Rnd 1 or 2.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on December 21, 2012, 10:27:46 PM
ok cool thanx JT and thnx for helping out so much
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 01, 2013, 04:26:53 PM
2013 RD 1 - Anaheim is now released on reflex central and mxmaniacs(awaiting aproval).
i played with the lighting colours and intensity to give it a under lights supercross feel. let me know how it looks for you guys.

http://reflex-central.com/ (http://reflex-central.com/)

http://www.youtube.com/embed/O2Uc6Q1o1dI (http://www.youtube.com/embed/O2Uc6Q1o1dI)

cheers allan
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 06, 2013, 02:57:13 PM
do i need to do pheonix? also im halfway done with oakland, i think its oakland and A3 is done just having trouble fitting the track inside a stadium its just barely too big so if some1 wants to help me figure that out that would be great. also i had a lobby of about 7 guys last night all racing A1 great track AL =)

Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 06, 2013, 06:37:08 PM
Damn! Your track filled up a Reflex stadium?! :O lol thats pretty nuts....It must be huge! :P I think you're gonna have to just scale the whole thing down a litle bit, and maybe adjust your height scale too if you need to.

Which stadium are you using for Oakland and A3?  The manchester stadium is the only baseball stadium in the game, so that's the best one to use in order to make the track fit efficiently.

I dunno what help anyone can offer you with it, but send me a PM or an email or something if you need help with something, whatever that might be.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 06, 2013, 08:21:12 PM
i want to send you the track, i mean its just the way its shaped it doesnt fit, but i dont wanna sign up for mediafire aint got no money. its weird but i really dont want to scale it down to much, a lil wont hurt, i dont think.
???
do u hav an email i can attach something to?
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 06, 2013, 08:30:49 PM
MediaFire is free :)

I'm not too far away from finishing Reflex Central and getting an upload system on there for beta tracks.  I've figured out how users can add comments/reviews to a track now, so it's just a matter of sitting down and piecing it all together for beta tracks.  I want things to be slightly different with beta uploads which requires something extra than what's already coded into the site.  I'll try and make an effort this week to get everything done on the site that I want to.

Depending on how much the track needs to change, it shouldn't hurt the flow too much if you scale it down.  If you want to email the track to me, you're welcome to, and I'll take a look at it tomorrow.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 06, 2013, 08:39:00 PM
ohh ok thought it said first month free then ea month was like $2 or w/e kk il post A3
http://www.mediafire.com/?fqly4slx5mg3gcm
Title: Re: 2013 AMA supercross tracks
Post by: DirtTwister on January 06, 2013, 10:59:43 PM
Allan, just watched your video.  Impressive.  Love the wall jump.

Great job.

Bruce
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 07, 2013, 04:35:18 AM
thanks bruce and mototank. i feel im progressing with my track building and im always learning new things. I do things very different now to when i started building tracks!
i dont have the time to do pheonix, as to build a track to the quality of a1 was 10hs +, but like i said earlier id like to do daytona and vegas.
to change the scale of your disp  map in photoshop select all layers(alt ctrl A) you will see all your layers highlighted on the right, then select all (ctrl A) then under the edit tab go to trasform and then go to scale. then change the scale percentage for width and height. id try 90% for both.

cheers al
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 07, 2013, 09:02:27 AM
Just ran some laps on Anaheim 3, and it's looking good so far.  Big tracks like this are not really my thing, but it still flows nicely, and the your jumps and berms are shaped nicely.  Keep up the good work ;)  The textures are just placeholders I hope, and you will be getting rid of the grass?

If you need any help with textures, just let me know. I could probably work on the textures for these tracks if you wanted me to?  Just to help speed things up a little with this project. :) Making the whole series is a lot of work, and can get very tiresome.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 07, 2013, 05:51:52 PM
Yea I scaled it done about 15% give or take now I have to just move some jump around and make some smaller but if you could do the textures that would be awesome, ill draw out the lines on the track for the textures like the fast lines or w/e then send it to you
I'll also get started on phoenix tonight prompt won't use war you have al just I think it would be easier to start from scratch
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 07, 2013, 08:32:58 PM
something used to here... =P
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 08, 2013, 01:31:25 AM
here's what i got thru today basically just the track alpha i guess need to do some adjusting, need some quick feed back as well on acounta the race is this weekend...
http://www.mediafire.com/?7xp48f76dvld017
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 08, 2013, 03:53:49 AM
mutha @#$%!& that was A2 confusing track website....... well i do Phoenix tomorrow i guess.... son of a bi..
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 08, 2013, 07:09:34 AM
Mototank, please use the edit button.  It's bad forum etiquette to make four posts in a row like that.

I gave the track a run, and yes it's A2 not Phoenix.

A couple things I noticed are.. Before the whoop section there should be a steep wall jump.  Also after the first turn from the start, those first 3 obstacles should be shallow rollers instead of actual jumps.

Don't put pressure on yourself to get the tracks rushed out and finished. The season goes by fast and it's unrealistic to think that there will be a track finished each week.  Just spend time getting things right, and people downloading the tracks will appreciate it more.
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 08, 2013, 07:20:41 AM
excellent work mototank!!
i test rode A2 from your last post.  not bad, but it needs a little work imo(i know its an early beta)
but heres what id start with:
id get rid of the track path overlay or even invert it so its white so there is like a foot of dirt on the stadium floor rather than being dug into the ground a foot.

i also didnt like the two table tops close to each other it seemed odd. id shorten them both and space them a little further apart. im also not a fan of the larger scale.

with your tracks your doing for the series, id prefer quality, rather than quantity. id rather you spent alot of time on 1 or 2 tracks and made them amazing than punch out all the tracks to a mediocre level...

but good to see your sticking at this track building!!

cheers allan
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 08, 2013, 02:47:56 PM
AL- will fix the table tops and the slant jump just before them as for the imprinted track overlay it will be raised i just had it in there cuz its a work in progress.
but as for the track width i want my tracks to promote better reflex racing rather than just for the looks
for example  A1 we had about 7 ppl all start at once and by the end of the first section every1 but 2 had crash ( i didn't crash =P). but i do agree that A1 looks amazing and rides amazing, if u have a smaller group.

Mr.T- will fix those jumps, rollers and wall, as for quality over quantity i hav 1 week to finish these track so if they dont come out perfect maybe after the season il go back and finish them i just don't want to be behind.

Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 08, 2013, 08:59:19 PM
Im sure with a bit of practice some of those 7 people will learn to shut off the throttle before they crash :)

The thing I like about narrow tracks is when you come to a 180 corner, you're more vunerable to a block pass because you need to slow down a lot even when you're taking the outside line. When you force slower corner speeds on a track it magnifies that "yo-yo" affect you get coming in and out a corner, and makes overtakes much more likely, if that makes sense :-\  The Dallas 2012 track that myself and JV worked on is great for that, and we both had some real close racing and nice bar banging action ;D  Of course that's just my preference.

But like Al said, you should focus more on quality rather than quantity, and I have to agree with that.  Anyone can make 16 tracks in 16 weeks, but if they're of poor standard, people will start to avoid your future tracks.  I just think you'll gain much more respect and credibility if you work on something that is made to the highest standard you can achieve, without having to re-release and improve your work at a later date.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 10, 2013, 03:13:31 AM
phoenix 2013 beta
http://www.mediafire.com/?wsel1xbji32bh0e

if you guys really disagree with the wider and would rather me make them like your SX tracks i'll do that i guess but ride this 1 first before you decide

also it wasn't so much as letting off the throttle as it was there was enough track to ride side by side in the first section and that was with probably the fastest people on reflex that i know, and all that yo-yo effect did was allow people to run up into me but it definitely was a lot more realistic and that's what i liked from A1

Edit 1: download may not work on first attempt was giving a few people some issue with a source error but just try DL it again until it goes thru and it did eventually go thru.
Title: Re: 2013 AMA supercross tracks
Post by: yrttikkkkk on January 10, 2013, 11:19:44 AM
Quote from: mototank on January 10, 2013, 03:13:31 AM
phoenix 2013 beta
http://www.mediafire.com/?wsel1xbji32bh0e

if you guys really disagree with the wider and would rather me make them like your SX tracks i'll do that i guess but ride this 1 first before you decide

also it wasn't so much as letting off the throttle as it was there was enough track to ride side by side in the first section and that was with probably the fastest people on reflex that i know, and all that yo-yo effect did was allow people to run up into me but it definitely was a lot more realistic and that's what i liked from A1

Edit 1: download may not work on first attempt was giving a few people some issue with a source error but just try DL it again until it goes thru and it did eventually go thru.

Track is well done, but its just too wide make next tracks more narrow.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 13, 2013, 01:25:54 AM
good thing i waited till the actual race the track looks different in like 3 sections, im gunna make some tweeks, use lighter textures, and hopefully have it out by tmrw night
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 13, 2013, 09:54:08 PM
yeah i was suprised how different it was too!
cant wait to cut some laps mate!
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 14, 2013, 06:50:21 PM
hey whats the thing called thats tells you who the top 5 guys are and their places the big black pole thing

uhg im srry guys DE is screwing up on my pc for some reason ive been trying to work with it for like an hour now so i can get the topdown and then i was gunna post it

Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 15, 2013, 03:36:55 AM
i just checked my monster energy cup track and that big black pole thing object is called "sx leaderboard"

whats your exact problem with DE?
Title: Re: 2013 AMA supercross tracks
Post by: mcm2boys on January 15, 2013, 04:09:19 AM
I'd like to hear about your problems with DE if you have time..
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 15, 2013, 11:46:29 AM
it just got really laggy and the object tab wasn't opening up so i could see the track i tried restarting the program but it didn't work so i eventually had to restart my pc and honestly i bet it was my pc being a dummy.

mmk i'll look for that cuz i'm almost positive i clicked on that but for i've released phoenix with sort of minimal objects and as the season goes on i'll get more familiar with the objects becuase your right AL it does take a long time and i wanted to get going on A@ rather than making phoenix amazing.

how do i know when the track gets approved cuz i posted it like yesterday
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 15, 2013, 11:49:08 PM
beta for A2
http://www.mediafire.com/?301tmlrursl846o

BTW AL a buddy of mine said his security program picked up a virus on your track building kit, i bet it was just because the security program hadn't seen those files before but I thought I'd let you know anyway
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 16, 2013, 04:12:45 AM
would have been for the .exe files on there for the install of those programs. most AV programs will flag .exe files
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 16, 2013, 09:28:26 PM
for the A2 i've made it smaller, so the track width is 30 ft rather than 40. most ppl that commented on phoenix seem to like a more realistic supercross feel like AL's sx tracks than how reflex sx tracks feel and the only problem with that is when splines ( i think thats what there called, where you can have an actual time race with user made track, idk) are put in and we have more people racing on each track its gunna be tight racing with alot of bumping, me personally i love that style of aggressive racing but maybe its a bit too much for reflex being that you get close to another guy in a turn and there's a chance they go flying off their bike. anyway i've decided to go with the smaller track size.
-undecided after doing a couple laps i prefer large scale atm-
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 17, 2013, 09:56:54 AM
I've found that when you have close racing at slower speeds (on tighter tracks), the bumping and pushing is less likely to result in a crash.  It usually just results in having to do the "rider reflex" thing, but at faster speeds, the crashes become more likely.

You make a very good point about online racing with lots of people, and tight tracks may get frustrating for some people.  At the end of the day, you should make the tracks whatever size you think will work best, and what you like to race on yourself.  Don't worry about what we say.. If you don't agree with it - don't do it :)
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 18, 2013, 08:24:08 PM
k i agree to disagree
honestly i made 2 tracks one at 40 pix and another at 30 pix but in the end i had so much more fun on my 40 pix track.
so anyone who wants the skinnier more hardcore, realistic tracks you're gunna have to wait for AL to make a new one

P.S. if there's anyone searching these threads i still need help with the track building just post and tell me what track you'd like to build
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 18, 2013, 09:44:24 PM
Yeah if you're having fun riding the bigger tracks, then make those.  I saw that your track on mx maniacs has generated the same debate about the scale.  At the end of the day you should make tracks that are fun for YOU to ride.  Everyone has there own opinions about how the game should play, and how the bikes should ride, so you will never please everybody.  Personally, I like the real life scale, which is even smaller than what Al makes, and it was the same story with my tracks, some people loved them, some hated them.

You should make a comment on your maniacs track, and make a request for some help because some people might not know that this forum exists.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 19, 2013, 05:15:16 PM
yea i'll do that, im actually gunna go to A2 tonight so the track prolly won't be finished till after tomorrow.

- also i've been having trouble with D.E. when I'm clicking through all the objects trying to choose the next tough block D.E. crashes
so idk if that's an existing issue or what and I can probably replicate the issue on account that its happened multiple times now :( so if you have Skype i can show you
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on January 19, 2013, 06:47:35 PM
Sweet, have fun at the race man :)

Hmm do you get an error code after the crash?  If you can try and figure out step by step what you do, in order to get the error, it would probably help to see what the problem is.  Yeah I have skype, you can add me through my email address I think?... I'll try add you now.
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 21, 2013, 03:57:51 AM
my DE sometimes loses the 3d display after you save as a beta test track. it probabbly 25% of the time.
i get around it by saving as a compiler track file first, then  i export as beta test track. after i go in game and test it, when i come back the 3d display goes grey. that way if i lose the 3d display i just restart DE. (v0.8.1.8)
hey mototank, are you shure you want to do daytona? id be still happy to do it and vegas
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 22, 2013, 02:15:40 PM
yea go ahead im all backed up from school barely have time for A2 object placement

-found some time today to replace the object after D.E. kept crashing and now its giving me some error code and not opening up idk the code
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 26, 2013, 02:12:48 AM
so can some1 help me with DE?
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 26, 2013, 03:39:30 AM
is it when you try and open a .track file or when DE is booting up?
if its when your opening a .track file, it may be corupted and you may need to start again.

if its when DE is booting up, try reinstalling DE. remember to uninstall the old one and delete the DE folder from program files first.
im wondering if an old version of DE may be on your pc and clash with a new one? also make shure you dont have more than 1 version installed.

hope that helps
Title: Re: 2013 AMA supercross tracks
Post by: mototank on January 26, 2013, 03:46:40 PM
its when i open the A2 file
so i have to start over.... son of biscuit..... well A2, oakland and A3 will all be late after i finish those imma take a brake until late season college is taking more time than i thought, took more classes than expected :(
Title: Re: 2013 AMA supercross tracks
Post by: al167 on January 26, 2013, 06:05:22 PM
if you have placed heaps of models you could try and retriev them by opening up the .track file with notpad++. you could then copy alll the models out of that and paste it into your new .track
another tip is to save your track to a two different different .track files switching between saves each time. so that way you will always have a recent backup and  only lose a small amount of work not the whole lot.
Title: Re: 2013 AMA supercross tracks
Post by: mototank on February 02, 2013, 06:41:20 PM
just a little update of what I've been up to, absolutely nothing.... school has kinda taken over and i haven't had a lot of free time to build tracks
i will finish A2, Oakland and A3 at some point this year but there's a lot of changes that need to be made and i want to revisit phoenix fix the objects
if there's any 1 out there that wants to do a track and hasn't posted yet please post because the only way we're going to finish all of the SX track in a reasonable time is if some other people join up with us.

http://www.supercrossonline.com/supercrosslive/
Title: Re: 2013 AMA supercross tracks
Post by: al167 on March 18, 2013, 05:43:57 AM
daytona 2013 beta

http://www.mediafire.com/?w4449b3pwz6x9ij (http://www.mediafire.com/?w4449b3pwz6x9ij)

textures,objects and lighting still need to be finished.
im pretty happy with the height map. but its not set in stone so let me know what you liked/disliked about it as ill consider changing it. (but only before i place the objects!)

cheers Allan
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on March 18, 2013, 05:44:46 PM
Great job Al, the track feels great.  One thing I think could be changed, is the rythm section after the lane that goes alongside the pitline.  It has 11 jumps in it, but the last two seem to be none existent, and are just really flat.  Especially when compared to those first few moguls, which seem huge in comparison.

I know the textures aren't finished yet, but the bump map looks quite rocky, and doesn't feel like the loose loamy dirt of Daytona.  The dirt colour looks pretty spot on, but if I were to nit-pick, I would add a slight shade of brown to it, and it would be perfect.

Overall though, you've done a great job with the height map. Pleny of different lines to choose, and you can tell straight away that a lot of time has gone into it.  Congrats, and I look forward to the next update! :)
Title: Re: 2013 AMA supercross tracks
Post by: al167 on March 20, 2013, 08:55:34 AM
thanks JT for the feedback!
you always give great feedback, i really apreciate the time taken.

ill beef up thase last two jumps that you mentioned. A couple of other people that tested it said the berms need to be bigger,  with maybe less bumps in the turns too. so ill look at modding those slightly too. One guy was quading the 4 dug out jumps(barcia was going 3 -1) from the outside line wich was smooth, so ill make that bumpier there so you can only go 3-1.
with the textures i still have 1 channel free, from which i plan to overlay with another texture on the racing/worn  line.  (ill use something  brown)
ill also work on the traction and deformation too. :)
it will probably be a few weeks away yet, just got a lot on fir the next few weeks
cheers al
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on March 20, 2013, 10:25:25 AM
I didn't really notice that the berms were too low myself, I thought they were just right.  Wow, someone has quadded those jumps?! It's amazing how some people can find lines which seem impossible.

I think that with your extra texture channel, you could use it as the clay type dirt.  I don't actually recall where abouts on the track they had clay to be honest, but I know the start straight definitely had some.  Usually they tend to mix it up around the lap, but you'll know better than me where it was.  For the racing line parts that you were going to use it for, playing around with the RGB and the Alpha channel in Chrome Lum would probably give you that variantion in colour that you're after.

Keep us updated with your progress, I'm looking forward to this track! :)
Title: Re: 2013 AMA supercross tracks
Post by: al167 on April 25, 2013, 08:37:10 AM
2013 Daytona supercross replica

(http://www.reflex-central.com/tracks/2013%20Daytona%20sx.jpg)

http://www.reflex-central.com/index.php (http://www.reflex-central.com/index.php)

cheers allan
Title: Re: 2013 AMA supercross tracks
Post by: jizwizard on April 26, 2013, 08:15:46 AM
nooooooooooooooooooooooooooooooooooooooooooooooooooo wheres multiplayer when you need it lol will give this a blast later. good job mate
Title: Re: 2013 AMA supercross tracks
Post by: AMA_King on April 27, 2013, 08:27:51 PM
Quote from: al167 on April 25, 2013, 08:37:10 AM
2013 Daytona supercross replica
http://www.reflex-central.com/index.php (http://www.reflex-central.com/index.php)
cheers allan

Love this track - thanks a lot!
Title: Re: 2013 AMA supercross tracks
Post by: al167 on April 28, 2013, 09:18:38 PM
thanks ama_king,  i cant wait till we can race these tracks, hopefully multiplayer returns soon and splines are not too far away also  :)
Title: Re: 2013 AMA supercross tracks
Post by: AMA_King on May 04, 2013, 08:38:58 AM
Quote from: al167 on April 28, 2013, 09:18:38 PM...splines are not too far away also  :)

REALLY??????!!!!!!!   :o

How far is not too far? 
"Not too far" means 10-15 minutes to me!!!!
Like saying "the gas station is not too far away."

What about AI?  Will splines enable the use of AI?
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on May 04, 2013, 09:51:15 AM
Quote from: AMA_King on May 04, 2013, 08:38:58 AM
"Not too far" means 10-15 minutes to me!!!!
Like saying "the gas station is not too far away."

What about AI?  Will splines enable the use of AI?

lol :D

I think Al meant that ^hopefully - 'splines are not too far away also'.  He should have said 'either' instead of 'also'. :-*
Ooooh the grammar Nazi is here! :o

I'd say that AI splines will probably be included when they come.  The AI isn't great in this game anyway (which could be due to poorly made AI splines by Rainbow), so I think for that reason, people just won't bother putting in the effort to make something decent that's for the AI.  When Unleashed was in it's prime, it was very rare to see a track that had a decent AI spline, so I expect it will be the same with Reflex.

Title: Re: 2013 AMA supercross tracks
Post by: AMA_King on May 04, 2013, 07:02:20 PM
I've always thought that AI should be made from the ghost lap times of the developers & game testers & then the lap times get replaced by the game owners 30 best ghost lap times and after that you will race AI who are using your last 10-20 ghost lap times (they are not ghosts though, they are real AI) and the game would randomize the last 20-30 best lap times into the 10-20 AI you are racing for each race.

Did that make sense?   :P
Title: Re: 2013 AMA supercross tracks
Post by: Fixer on May 04, 2013, 07:17:13 PM
I like your thinking, personally ghost riders is one of the most missed features from MCM.

I spent many hours on many tracks trying to beat my fastest ghosts
Title: Re: 2013 AMA supercross tracks
Post by: JamieT on May 04, 2013, 07:27:39 PM
Hehe while it was confusing to read, I think I know what you mean :)

It sounds like a great idea, but I imagine it would probably be pretty difficult to implement.  I don't know too much about how the AI is coded in racing games, but in Unleashed if I remember correctly, you had to assign certain actions to each node along the spline.  Ghost laps on the other hand, are just a record of the AI's postion in the world space along the lap, so I'm not sure how the two could be mashed together.  Although, if a ghost lap was a record of the user's input then I think it could probably work.  It's a very interesting idea!

Without getting too much off topic from the original post :-\ It would be interesting to hear from Laurie about how the AI is coded in Reflex.  With the progression of processor capacity, it would be interesting see whether things have advanced much since the days of Unleashed...Especially now that the AI the has the lean and steer controls to contend with!

I agree with Fixer!  I really miss the ghost laps too.  It was great to download those ghost laps from central, and see how the fast guys put in those laps.  I definitely learnt alot about MCM2 by trying to keep up with ghosts! :)
Title: Re: 2013 AMA supercross tracks
Post by: AMA_King on May 05, 2013, 03:04:20 PM
Yeah - I guess the "long story short" version =

I want to race 15 AI that are a actually a randomized collection of my last 30 ghost lap times.
Title: Re: 2013 AMA supercross tracks
Post by: mcm2boys on May 06, 2013, 09:48:29 AM
I always had the impression that in mcm2 the Ai was based on my ghost laps since i'm a pretty eratic rider and the AI seemed to be pulling many of my eratic moves as we went round the track.. but i don't know for sure. The only thing i can tell you about the Reflex AI is that the splines seem to contain similar AI directives to Unleashed but what they actually do is anyones guess..
Title: Re: 2013 AMA supercross tracks
Post by: al167 on May 07, 2013, 09:39:04 AM
i really dont care about AI, a ghost feature like mcm2 is what id like. it would be fun trying to crack those top lap times and beat the ghost. i still remember some great battles i had with my mcm2 ghosts... or if anyone played gran turismo thed know how handy a ghost was for improving lap times lol