Motocross Madness 2 - High Definition Series Nationals


Overview: "What is a High Definition track?"

A "High Definition" track as I call it is a track created with roughly twice the resolution in displacement (horizontally) as well as twice the resolution in textures. I happen to stumble across this through one of my many "experimental" sessions with Armadillo. Basically I discovered that an SX track and a Stunt track are proportionally the same, only one is a 3x3 tile format (SX) and the other is a 6x6 tile format (Stunt). This means that if you make an SX track at 3.0 scale you would have an identical Stunt track at 1.5 scale, only twice the resolution! I immediately thought this would be cool to try because I've always wanted to have those skinny "wheel ruts" that are so common in real life. ...And besides, the textures would look absolutely amazing with clear, sharp casted shadows! It was an opportunity I couldn't possible pass up.

I started by using my track DogBite SX as an experiment. Since it was already complete, all I had to do was make a Stunt version of it and hand edit/copy the data over from the original files. What Armadillo won't let you do is make a spline (TDF file) in a Stunt track so you will need an SX version of your track just to make this. NOTE: The spline is absolutely required to have a working National track so don't skip this! Once all the files are in place and appropriately edited, it's just a simple matter of bundling the track in Armadillo and then moving the ENV file out of the Quarries folder and into the National folder.

"Why not put the track in the SX folder?" I found through testing that this track format is just too different than a typical SX track to be stable and reliable as an SX track. Attempting to run the track as an SX is NOT recommended and may cause your computer to freeze during game play.


How To Make A "High Definition" Track

I'm sure a few of you will want to try this so here is a simple list of things you need to do. You will need to create two (2) versions of your track: a Stunt and an SX. The SX version is mostly used to make the spline so the quality and detail of it is not that important. Here are some steps you should follow:

  1. Create your main tile displacement map for the Stunt version at 513x513.
  2. Resize your 513x513 displacement map to 257x257 for the SX version.
  3. Create your main tile texture for the Stunt version at 1920x1920. You don't really need a texture for the SX version unless it helps you when creating the spline.
  4. If possible, create an offtrack displacement map that is flat at the edges so that it tiles nicely to the main tile as well as itself. The offtrack displacement map should be 257x257 and the offtrack texture should be 960x960 for both the SX and Stunt versions.
  5. Build your Stunt version as normal and make a note of the EXACT scale. Your scale will be about half of what it normally is so keep this in mind when developing your track. Save the project and exit.
  6. Create an SX version using EXACTLY 2 times the scale of the Stunt version.
  7. Create a spline in the SX version. When complete, save the project and exit.
  8. Copy the SX spline file (.TDF) into your Stunt version project folder and rename it to match the Stunt project files.
  9. Manually edit the INI file for the Stunt version and add an entry for the TDF file (spline) you are adding. You will also need to increment the TotalFileSets number. An example of the INI file would like like this:
    [ResourceFiles]
    TotalFileSets=13               << INCREMENT THIS NUMBER
    RootPath=E:\MCM2\TrackEditor\Projects\HDS_DogBiteSX
    FileSet_1=HDS_DogBiteSX*.wpt
    FileSet_2=HDS_DogBiteSX.esb
    FileSet_3=HDS_DogBiteSX.scn
    FileSet_4=HDS_DogBiteSX.trn
    FileSet_5=HDS_DogBiteSX.seg
    FileSet_6=HDS_DogBiteSX.tga
    FileSet_7=HDS_DogBiteSXS.tga
    OutputFilename=E:\MCM2\TrackEditor\Projects\HDS_DogBiteSX\HDS_DogBiteSX.env
    FileSet_8=e:\MCM2\TrackEditor\UserModels\SLTFiles\TdTent3_TD_001.slt
    FileSet_9=e:\MCM2\TrackEditor\UserModels\SLTFiles\TdTent3_TD_002.slt
    FileSet_10=e:\MCM2\TrackEditor\UserModels\SLTFiles\TdTent3_TD_003.slt
    FileSet_11=HDS_DogBiteSX.cmp
    FileSet_12=HDS_DogBiteSX.tex
    FileSet_13=HDS_DogBiteSX.tdf    << ADD THIS LINE
    
  10. Open your Stunt version in Armadillo and click bundle without saving. Exit Armadillo.
  11. Move the bundled ENV file out of the Quarries folder and put it in the National folder.
NOTE: APM does not (yet) support High Definition tracks and will tend to wipe out your INI file changes shown above. Once these edits have been made you should make a backup copy of the INI file so you can copy and paste in the changes again if you find that you need to rerun APM.


Disclaimer: Words of Advice...

THESE TRACKS MAY CAUSE MCM2 OR YOUR COMPUTER TO CRASH OR FREEZE!! This is due to the fact that there are a lot more polys being stuffed into the same area. Depending on your system it could work just fine or totally screw up. Although I encourage you to try these, I recommend that you try them at your own risk.

If you are looking for higher frame rates then these tracks are not for you. If you are looking full rooms in the Zone then these tracks are also not for you. ...But if you want to check out the most details, best textures possible for MCM2, then you've come to the right place!

Enjoy!! :-)

Jeff Hamblin (VRT_MCMnut)
Email: jhamblin0@aol.com