TFC's Track Tutorial Part 6 - L3DT Techniques: Track, Off Track, Berms & Jumps
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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TFC's Track Tutorial Part 4 - Mapping Image For Masks & Testing
↪ https://youtu.be/Iw3gcIwY66U
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TFC's Track Tutorial Part 5 - Texture Masks, Tiles, HMF & THT Files
↪ https://youtu.be/z-HggVPBlB4
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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 6 - In this part we'll be covering some essential L3DT techniques such as how to do track widths, straights, hills, edge of track, berms and jumps.
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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00:36 - Part 1 - Reference Texture
02:45 - Part 2 - Basic Track Sections
21:31 - Part 3 - Basic Off Track
28:50 - Part 4 - Berms & Corner Gradients
43:43 - Part 5 - Jumps (Ground Prep)
52:21 - Part 6 - Jumps (Jump Building)
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You can buy me a beer here: http://paypal.me/IkeStaines