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Mva Reflex tracks progress

Started by Mace-x, May 27, 2011, 06:01:54 PM

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JamieT

Thanks for the video. Yeah I see what you mean about the physics... Main problem I see, is that it's impossible to flip the rider forward over the handle bars. I think there is too much slip, that has been coded into the physics for the front wheel, Im just guessing here, but it looks that way. It sems like you can ride the whoops leaning forward, and the wheel never drops and 'digs in', therefore 'endo-ing' the bike, instead it will just always slip and cary you forward.
My slip map could contribute to this slightly, but I think its a fundamental problem with the physics.

Another fundamental problem with reflex I feel, is the way the front, and back end's of the bike feel like they are one solid unit. There is no "getting squirley" or "huck-a-buck" in this game. Thinking about it... unleashed had a better feeling in this area... :-\  I'd love to write my own mx game physics, but the task always seems too daunting, and I never know where to start..  A fundamental characteristic of physics is centre of gravity, and Ive no idea where that would be on a bike, let alone a rider moving around too...

We could complain all day about the many things that are wrong with these physics, but I feel like we're getting a little off topic for this thread, and it could go on for a long time :)

So to get back on to topic... I've added more slip, and less drag to my track, and it feels better for sure. I may release another layout soon if I come up with any interesting ideas, but I really wanna make some replicas first and test my obstacles in different layout situations.

Add me on steam @ jamieturner187   if you want to chat more about physics.

MX_Rider_

yea the physics... I would love to discuss them with you sometime, since we share similar opinions about it... this week I'll be at my laptop, it  can't run reflex or any shader 3 game and I don't have steam installed, but I use skype, (my skype name is mx_rider46) add me in case you use it!

Can't wait to test more tracks from you and I'll try my best to give some of my thoughts :)

cheers

MX_Rider


Miki

#23
A video clip to my nat track, Mountain: http://www.youtube.com/watch?v=8kFjxQpYvJQ&feature=youtu.be

I started working on this track almost a year ago but got tired after a couple of days. After realising that there's a new editor (Digital Earthworks) I decided to give it one more try... a few unrealistic jumps but other than that I think it's quite realistic.

al167

looks sweet, but some of the berms need some work they are like ramps with no shape, also some ruts and bumps would be cool. it also looks a little easy. i like to have a section thats hard to do every lap....but very nice textures and i love how its dug down in spots too. i realise its probably not finished yet......  anyway good work mate!!!, are you gonna release it?

Miki

Yep, I'll TRY to do some fine tuning and release it then.

I guess I could say that the (only) challenge on this track comes from the fact that it's quite slippery. The brown dirt is more slippery and softer than the grey dirt/gravel. There are also some muddy spots that cause some problems... You basically have to be careful with the "reflex stick" or the bike will just slide out of control. Especially on some turns, it's better to do most of the work with the left stick and barely touch the reflex stick. Well, the safest way is to just let go of the gas for a while I guess...

Some of the turns look weird, yes, but they require you to use brakes and slow down. That's basically the biggest reason why I started to make my own tracks years ago for MCM2: to have tracks that require braking and controlling your speed, not just pressing the accelerate button 24/7... Anyway, I'm trying to fine tune some of those turns so that hey make more sense. And that big turn that looks like a skateboard ramp/quarter pipe? Pure fantasy, I don't really know why I made it. To have something different perhaps.

There are some ruts but making them was a bit of a pain. The track has three floors basically: 10,10,10; 100,100,100 and 200,200,200. So I had to have three layers for the ruts, each with a different opacity %. And even with the opacity at 1 %, the ruts where ridiculously deep in the third floor so I had to use a layer mask to hide them for the most part. Painting the ruts with a lighter color than black would have probably been a better idea... all in all, starting a big project like this was a bit silly. Considering that I hadn't used Photoshop in ages and it's the only tool I have. I've never used Leveller or 3D Max or whatever those clever things are that people are using :)

According to the weather forecast it's going to be rainy for a couple of days, so perhaps I'll find the final push and finish this little project...

JamieT

You sound like my kind of track creator! ;)

Speed control is a huge part of racing games for me, and it sometimes gets forgotten about in user created tracks. Its where all the fun is for me. Racing on tracks that force you to ride a wide open line, just to clear the jumps, is not much fun for me. So It's nice to see someone else with that attitude, making tracks :)

I had a feeling that you'd played mcm2 before, the parts of the track that are dug down deep, look very mcm-like. :)

As for the ruts, yeah, its difficult to make them when you have high elevation. Try doing what you suggested, and have lighter shades of grey, but also, change the layer with the ruts to "darken" mode. That will help when the terrain is actually darker than the shade of grey for the ruts.

On the other hand, you could try tweaking the terrain deformation. Info is in the Wiki on this site. It's not everybody's cup of tea, but its one way to get some semi-decent looking ruts and bumps.

There is a turn at 0:10, that looks like it isn't finished, maybe that's one you guys are talking about? The square corners on each side, look a little un-natural.

Overall I really like the track, and you can tell that you've put time and thought into the layout. Hope to see it on mxmaniacs soon :)