Export guide

Export your track to MX Bikes

MXB Studio uses PiBoSo’s official tools to compile your terrain, objects, and race data. Install those tools separately, choose your local folders once, and Studio remembers the setup on this computer.

1. Download and extract the tools

Open the official MX Bikes downloads page. Download Track tools and Conversion tools. Extract both archives to a permanent tools folder you control. Keep their included files together; do not select a ZIP archive or move the folder after setup.

Studio does not include or download these third-party tools for you. Read PiBoSo’s download notice before using them.

2. Choose your export folders

Open Export. If compiler setup is missing, Studio opens Export setup. Choose the PiBoSo tools folder and let Studio find the executables. Expand Individual compiler paths to correct a nonstandard location, then click Continue. You can reopen these paths from Settings in the Export dialog; Settings also has Rebuild all if you need to compile unchanged stages again.

In the main Export dialog, choose a Build folder: an existing, writable folder for generated files and optional packages. Keep it separate from your saved project and original reference tracks. Studio places each Track ID in its own subfolder. If a compiler path is later missing, Export returns you to setup; the build and game folders remain choices in the main dialog.

3. Choose what to build

Install in MX Bikes installs a Player track in your chosen game folder. Create PKZ files separately saves packages in the build folder; choose Player, Server, or Both — Player + Server when it is checked. You can select either action or both. A Server-only PKZ cannot be combined with installation; choose Player or Both, or package a Server PKZ from a completed build instead.

For Install in MX Bikes, choose the MX Bikes track folder in the main Export dialog. Select the actual tracks destination used by your game. A standard mod installation uses Documents\PiBoSo\MX Bikes\mods\tracks; a custom mod location may differ. This is separate from the PiBoSo tools folder and build folder.

Edit Track ID directly in the main Export dialog. Use a lowercase letter first, followed by lowercase letters, numbers, or underscores. Track ID determines the track_id.pkz filename and build subfolder; it is separate from the name shown in the game.

Select the layouts and enter their explicit in-game names. Studio does not create combined names or automatically update other layout names when you change one. The default layout is required because it owns the package root. Export saves these name edits to the project’s editing history even if compilation later fails; Cancel discards the draft names.

Surface quality controls surface texture detail and file size, not terrain resolution or race data.

Prepare each layout’s map in Track Info before exporting. Choose Studio generated and use Generate/Refresh, or choose Imported image and choose your artwork. Export uses the stored image and does not capture a new map. Refresh generated artwork explicitly after track changes; Refresh all generated maps leaves imported maps untouched. If no map is stored, export uses a simple schematic. The map is separate from the track thumbnail.

To package files you have already built or edited, click Package an existing build… in the main dialog. Choose the Completed build folder, select Player, Server, or Both — Player + Server, then click Create PKZ. This uses those build files without recompiling or installing in MX Bikes; current project edits are not included.

4. Build and inspect

Close the track in MX Bikes before replacing its installed copy. Click Export and confirm any overwrite or update. Studio reuses unchanged compiler stages unless you selected Rebuild all in Settings. Keep Studio open while the compilers run; you can use Cancel export during progress. Errors remain visible so you can correct the named field or failure before retrying.

On completion, use View PKZ in folder for each PKZ you requested, or Open build files. Within your build folder, generated files are at track_id/Files/track_id/. If selected, saved packages are at track_id/Packages/Player/track_id.pkz and/or track_id/Packages/Server/track_id.pkz; installation goes to the chosen MX Bikes track folder. Save the Studio project separately to retain editable terrain, names, images, and race setup.

Studio’s map preview is not an exact MX Bikes rendering. Check the final track, images, riding, timing, and reset behavior in MX Bikes. A completed compiler run alone does not establish in-game behavior.

Official references