TFC's Track Tutorial Part 4 - Mapping Image For Masks & Testing
If You Missed It:
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TFC's Track Tutorial Part 1 - Intro & Example Track
↪ https://youtu.be/Y57JuSNLB1w
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TFC's Track Tutorial Part 2 - Real World Data & Imagery Into Game
↪ https://youtu.be/3cZtC2TC130
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TFC's Track Tutorial Part 3 - Sculpting Track Path & Elevation
↪ https://youtu.be/w36aEZyl8lY
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Welcome to my track tutorial series. Hopefully these tutorials will help you get involved in making tracks, and if you already are hopefully you'll be interested in some of my methods. Over the series I'll be making a replica of Maggiora, the MXGP version (2015-ish). I'm going to cover importing replica terrain, using L3DT, using GIMP, using the MXB track tools and also how to get your track into Blender and how to get your objects out. Please subscribe to my channel to keep up to date and please like if you've enjoyed this video or found it useful.
Part 4 - In this quick part the track layout is getting a slight update. Also, a new layout layer is being created which I use for both designing the heightmap and also for converting to masks.
If you've found my tutorial series useful, enjoy my custom content and want to contribute, please feel free to donate. I do all this for free but obviously it takes a lot of time.
STUFF YOU WILL NEED:
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Tangram Heightmapper - https://tangrams.github.io/heightmapper/
Notepad++ - https://notepad-plus-plus.org
L3DT - http://www.bundysoft.com/L3DT/
GIMP - https://www.gimp.org
MXB Example track & track tools - http://forum.mx-bikes.com/index.php?t...
INDEX:
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00:27 - Part 1 - Updating Layout
09:20 - Part 2 - Creating New Texture Map
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You can buy me a beer here: http://paypal.me/IkeStaines