This is a custom Motocross Extreme Biker track created by Jan-Pieter van Alphen.
Map graciously provided to me by yhsid3. It is mirrored here for archival purposes. If you have any Deibus studios custom maps (Extreme Biker, Moto-X and Motocross Mania) please get into contact with me so I can preserve them.
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Title : Dutch Mountain
Version : 2.0
Release Date : Januar 16, 2000
Filename : Dutch_Mountain.zip
Author(s) : Jan-Pieter van Alphen
Email Address : J.vanAlphen@its.tudelft.nl
Web Page : not yet
Other levels by author : this is my first one for eXtreme Biker
Additional Credits to : Deibus-crew for releasing XZ with it's partial documentation so soon, Cat-Fish for explaining the physics just in time!
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--- Play Information ---
Game : eXtreme Biker
Level Name : Dutch Mountain
Track Type : MotoCross
Single Player : Yes
Multi Player : Yes
Difficulty Settings : Yes, see below
New Sounds : No
New Graphics : Yes
New Objects : No
New Physics : Yes
Cameras : No
Water used : still don't know how (probably not possible with XZ1.02)
My Best Lap : 1.12.81 (this is with the latest physics and 250cc!), if you can beat this you're godlike
Moving Objects : NONONONONONO! (It seems I'm not privileged enough yet)
--- Construction ---
Editor(s) used : XZv1.02, Photoshopv5.5, 3dsmax2
Base : Dutch Mountain for Motocross Madness built six months ago
Additional Construction
Time : 2 weeks
--- Construction Tips---
At many MCM-sites you can find very good tutorials about how to make displacement maps.
Make sure the Alpha for the overlay is 8-bit.
Make sure your custom maps for objects are 8-bit to keep the framerate up.
To get a nice shading map open 3dsmax, make new center, displace it with your 145x145_centerdisp.map use same weightsettings as you used in XZ. Make an omni light and move it around above your track till you find a nice spot. I don't know how to move the light to an exact point, however I do know that in the motion-tab you'll find the exact point of your light. Write this down you'll need this in XZ. Now enlarge one view and make this top/down and set it to wire frame or box. Delete the center. Make new world and use the map-editor to make it white and displace it with your 721x721_worlddisp.map and set the weight as before. Now you can render the scene in 8-bit in about 1500x1500 and scale it down in Photoshop.
If you know an easier way to get a similar or an even better shading map let me know!
now for the PHYSICS MAP:
in XZ, go in the physics section and click SAVE PAL. this will save an ACT palette
which contains the colors referenced as affecting the bike's behaviour.
to view them go to photoshop, click on arrow next to Brushes, select replace and load your act palette. Make a new 256x256 indexed image.
now your image is in indexed colors and the colors to use as Physics modifiers are to be found in the SWATCHES window.
!!!!!!use the exact colors!!!!!!!!!
then in xz go to Physics plugin and load your 256 by 256 indexed color bitmap.
ACT Palette>>>>>
1st row rock
2nd sand
3rd gravel
4th ice
5th mud
6th grass
Light for light, dark for deep or rough.
For other tips open up this track in XZ and look around.
Installation
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Unzip the .zip file into your Extreme Biker/Tracks/ directory and enjoy.
Difficulty Settings
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If the computerbikers are way better than you:
open this track in XZ
select the track_plug-in
dump the track-path as 'I'm no eXtreme biker yet.txt'
change a view in top/down
select a few points and lower the maximum speed or change your profile_name to 'sick one' and enlarge the maximum speed in some corners.
If you think you practised enough to beat the comp.players at a higher skill open this track in XZ select the track-plugin and press read and find the dumped trackpath.
Help Wanted
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I don't understand much of 3dsmax2 but if you do and you are able to make objects with a wrap around map like the objects Deibus released and enjoy making these, feel free to mail me.
I would like to see on an EB-site a custom objectarchive containing bmp, jm5, max, psd and an object wishlist.
Copyright / Permissions
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This level is copyright Jan-Pieter van Alphen.
Authors may not use this level as a base to build additional levels.
You are not allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!
You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.
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EDGAR TORRONTERAS' EXTREME BIKER
(c) 1999 SIERRA/HAVAS INTERACTIVE, (c) 1999 DEIBUS STUDIOS