ATV Reflex – 2019 Daytona SX Gameplay Back to playing some Reflex today as we get hyped for the Daytona SX re-run tonight in MX Simulator. Thanks to redrider197 for an awesome track and be sure to.
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Here I want to try to find all the enduro tracks we have for MxSim
Moor enduro
http://www.mediafire.com/?ijm2nghhzfa
Crow's nest state Forest enduro
http://www.mediafire.com/?2gm3zdj5nlm
2008 King of the mountain (main)
http://www.mxsimulator.com/benchracing3 ... php?id=405
2008 King of the mountain (prologue)
http://www.mxsimulator.com/benchracing3 ... php?id=373
Extreme single track
http://www.mxsimulator.com/benchracing3 ... php?id=127
WTF endurocross
http://www.mxsimulator.com/benchracing3 ... php?id=104
Benkeboda enduro
http://forum.mxsimulator.com/viewtopic.php?f=4&t=9242
Sorketorp enduro
http://forum.mxsimulator.com/viewtopic.php?f=4&t=7361
MxBowl (compound that includes some little endurocross)
http://forum.mxsimulator.com/viewtopic.php?f=4&t=3648
South Alps
http://www.puremxs.com/Tracks/TrackView ... TrackID=64
2008 Denver endurocross
http://www.puremxs.com/Tracks/TrackView ... TrackID=57
Mx Simulator Enduro Track Speed Racing
Please post links to any more enduro tracks you know
Files you need to make tracks
You need the mx.exe from the full version of the game.Here's a blank track to start with: blank_track.zip
Unzip the blank track in '%LOCALAPPDATA%MX Simulator'.
The easy way to find this folder is by using the start menu itemcalled 'MX Simulator Personal Folder', which will open the folder inan explorer window.
Depending on your OS, this could be several different places.
- Vista: C:Users<username>AppDataLocalMX Simulator
- Windows XP: C:Documents and Settings<username>Local SettingsApplication DataMX Simulator
- Windows 2000 C:Documents and Settings<username>Application DataMX Simulator
Where <username> is your username.
You want thedirectory structure to be something like this:
You can now edit 'terrain.png' and 'shading.ppm' with your favoriteimage editing software and it should show up in the game.
MX Simulator Track Structure
Here's a short description of what each file does:
- blank/billboards
- Text file that places the sprites (currently used for spectators and most of the trees).
- blank/timing_gates
- Text file that sets the starting gate positions and timing checkpoints.
- blank/terrain.hf
- Text file that defines the height field size and resolution. Theformat is '[dimension] [resolution] [lowest point] [highestpoint]'. For example, a height field that is 1025x1025, with 2 feetbetween each point, with a low point of 0 and a high point of 500,would be defined like this: '9 2.0 0.0 500.0'.
- blank/terrain.png
- Greyscale png file that defines the heights. It should be square,and the size should match the size in 'terrain.hf'. For example, ifthe dimension in 'terrain.hf' is 9, you would use1025x1025 (29+1+1=1025).
- blank/shading.ppm
- RGB pnm image for shading the track.
- blank/statues
- Text file that places the stationary models.
- blank/flaggers
- Text file that places the flaggers.
- blank/lighting
- Text file that defines the light color and position.
- blank/map.png
- RGBA png file. This is the map in the top right.
- blank/texturelist
- This defines the different types of ground.
- blank/tilemap
- This is a raw array of bytes that defines what types ofground go where. The size is 2 to the power of the dimension in'terrain.hf'. For example, if the dimension is 9, it would be512x512 (29=512).
- blank/desc
- Text file that has the long name for the track.
The text files all have unix style line endings.
Built-in Track Editor
Enabling the Track Editor
To enable the track editor, you must add '--editor' to the commandline when you start 'mx.exe'. Either add it to the shortcut or juststart it from a command prompt - 'c:Program FilesMXSimulator> mx.exe --editor'. Once it's started, hit TAB until you getto the editor screen.
Track Editor Basics
Yeah, it's ugly.
To scroll the map, right click and drag, or use the arrow keys.Most other actions are done with the left mouse button.
The other keys are:
= - | Zoom in and out |
---|---|
[ ] | Adjust brush strength |
BACKSPACE | Undo |
DEL | Delete (in Billboard and Statue mode) |
TAB | Switch back to game mode |
d | Duplicate (Statue mode only) |
f | Flatten gradient |
p | Export a .pov file |
s | Save |
u | Update Back Buffer |
Step by Step - Making a jump
Load up MX Simulator with the blank track.
Click on 'Gradient Placement', then drag the gradient endpoints towhere you want the jump.
Click on 'Gradient Edit', a 2d side view of the ground will appear(it should be totally flat). The black grid lines are at 10 footintervals and the gray ones are at 2.5 feet. Add points by clickingon the side view until you have a jump.
Now you have a gradient defined, but the track is still unchanged.To actually modify the track, click on 'Gradient Linear Paint', andthen paint your jump onto the track (you will probably want toincrease Focus to at least .5 first). When you're done, hit 'u' toupdate the back buffer.
You can take a look at it now in the game. It might look blocky atfirst from a distance, that will fix itself after a minute or so whenthe tesselation map updates.
Making a berm
Click on 'Gradient Placement', then move the center of the gradientto the center of the turn. Move the endpoint of the gradient outsideof where you want the berm.
Click on 'Gradient Edit'. Flatten the gradient by pressing 'f'.Add a point that lines up with the peak of the berm.
Add another point in the middle of the berm.
Finally, add a point at the bottom of the berm.
Convert the bottommost line segment to a curve.
Now you have the gradient set up to make the berm. Now switch to'Gradient Radial Add' mode, set 'Focus' to 0 and zoom back enough that thebrush covers the whole berm.
One click should be all it takes to paint in the berm.
Mx Simulator Enduro Bike
Other Editing Modes
Mx Simulator Enduro Track Speed Bike
- Raise
- This mode raises the ground by 'strength' feet when you draw on it.
- Lower
- This mode lowers the ground by 'strength' feet when you draw on it.
- Smooth
- This mode blurs the ground by 'strength' feet when you draw on it.
- Smudge
- This mode blurs the ground by 'strength' feet in the direction youmove the mouse when you draw on it.
- Snap
- This mode snaps the ground to a lower level of detail depending on'strength'. You can use this mode to optimize a track's polygon count.
- Gradient Linear Paint
- This mode assigns the values from the gradient to the track as youdraw. They are assigned along the line the gradient was defined on.
- Gradient Linear Add
- This mode adds the values from the gradient to the track as youdraw. They are assigned along the line the gradient was defined on.
- Gradient Radial Paint
- This mode assigns the values from the gradient to the track as youdraw. They are assigned radially around the origin the gradient wasdefined on.
- Gradient Radial Add
- This mode adds the values from the gradient to the track as youdraw. They are assigned radially around the origin the gradient wasdefined on.
- Gradient Placement
- Places the gradient.
- Gradient Edit
- Edits the gradient.
- Timing Gate
- Places timing checkpoints.
- Billboards
- Places billboards.
- Statues
- Places statues.
To be continued...
Send questions and comments to [email protected]
Copyright © 2007 by Josh Vanderhoof
All rights reserved.
All rights reserved.