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May 13, 2024, 04:46:27 AM

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MX Bikes beta18j available! :)


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Messages - PiBoSo

1066
General Discussion / Re: Questions
February 14, 2014, 12:06:18 AM
Quote from: Mace-x on February 13, 2014, 07:37:24 PM
Will Mx-bikes have tricks or fmx mode?
Will we be able to add or modify rider animations?
The intrack objects can be animated aswell?
Mx bikes supports rider placement ans weels placement right? so, can we change the amount of wheels to do a quad bike or any vehicle?
Can the Bikes properties be changed in order to be able to replicate the weight and behavior of a downhill bike? (i always wanted to make a downhill bike for mx sim but it wasnt really possible)
Also, can the suspension pivot be changed?

Sorry if i asked too much  ;D

Thanks!

- No
- Add no, modify maybe.
- Not at the beginning. Could you please make an example of object that could be animated?
- The rider position can be adjusted. ATV will not be supported.
- Maybe
- Yes
1067
Suggestions and wishlist / Boots modding and animations
February 13, 2014, 06:32:58 PM
It is possible to detach the boots from the rider model to allow modding of the model.
However, there are some technical problems:
1) it is difficult for the engine to attach a rigged model to a pre-existing skeleton
2) it would be difficult for modders to rig the boots

A workaround it to attach static models to the skeleton.
This would allow modding, however there is a drawback: no animations. No gearshift animations, no rear brake animation, no bike push / pull animations.

Do you think that boots model modding is more important than animations?
Do you prefer generic animated boots or static moddable boots?
Please vote!


P.S.
Texture modding will always be possible, with both options.
1068
General Discussion / Re: Questions
February 13, 2014, 12:35:38 PM
Quote from: gdubmx on February 13, 2014, 11:53:16 AM
PIboso or Snappe.. can you please address the "core.exe" crashes which seem to plague GP Bikes at the moment. It seems your activity on MX Bikes forums is greater than that of GP Bikes so i figured id ask you here. thanks

The problem is well known and it will be fixed as soon as possible.
Please use this forum for MX Bikes topics only.
1069
General Discussion / Re: Questions
February 12, 2014, 07:26:05 PM
Quote from: robinf36 on February 12, 2014, 01:08:12 PM
Is there also going to be a keycam just like in mx sim?

What is a keycam?
1070
Quote from: MX181 on February 11, 2014, 11:20:24 PM
Quote from: DD on February 11, 2014, 10:04:09 PM
Wow! That is very cool! Very surprising though. Good motivation for the dev team!

Hell yea, I know if I sore that I would be like "damn". And keep in mind the piboso forum is all 3 games aswell not just one

Actually, Kart Racing Pro has its own forum: http://forum.kartracing-pro.com/  ;)
The number of members of this forum is still mind-blowing and completely unexpected, though, considering that nothing has been released yet.
1071
General Discussion / Re: Questions
February 10, 2014, 11:51:39 PM
Quote from: Midbeck on February 10, 2014, 04:51:46 PM
Will it be possible to race with up to 40 people online?

Not in the first release.
The netcode has several bugs to be fixed.
1072
General Discussion / Re: Track editing
February 10, 2014, 07:52:28 PM
Quote from: Phathry25 on February 10, 2014, 07:12:46 PM
From what I've read on the wiki in GP Bikes track creators are limited three predefined tractions for their tracks. Will this be the same for MX Bikes or will the creator be able to make their own custom traction settings?

There is a limited number of pre-defined terrains.
Modders will be able to change tires' grip for each surface, though.
1073
General Discussion / Re: MX Simulator Replacement?
February 10, 2014, 01:19:26 PM

Everyone, please calm down.
MX Bikes is not meant to be the "end" of anything.
Each software has strong and weak points, there is no "perfect" one. There are a lot of very good MX games on the market, MX Bikes is just meant to give one more alternative to fans.
1074
General Discussion / Re: MX Simulator Replacement?
February 10, 2014, 01:13:27 PM
Quote from: MXkingUSA on February 10, 2014, 11:47:36 AM
Yeah, i agree.
Phantry25
PumaXCS
Ohagen75
AWood
Attacker5

Just to name a few. as long as those jerks stay away this place will be rad.

http://forum.mx-bikes.com/index.php?topic=43.0
It's not nice to write a "blacklist" as first post.
1075
General Discussion / Re: Track editing
February 08, 2014, 01:04:37 AM
Quote from: giopanda on February 08, 2014, 12:56:57 AM
Quote from: PiBoSo on January 31, 2014, 11:18:38 AM
This is how the beginning of a track looks like:

samples_x = 2049
samples_z = 2049
data = maryland.raw

size_x = 500
size_z = 500
scale = 20
pos_x = 0
pos_y = 0
pos_z = 0


X+ is right, Y+ is up and Z+ is forward.
samples_x and samples_z must be the same value and must be power of 2 + 1.
"scale" is the measure of the heightmap max value.
"pos" is the position in space of the bottom-left corner.
Everything is in meters.

so what i understand from that is:
2049x2049 is the size of the heightmap
500x500 is the size of the terrain in meters (so in this case the resolution of the heightmap is 4.098 pixel per meter, right?)
scale 20 means that the difference in height from pure black to pure white in the heightmap is 20 meters

and what about the 'position in space of the bottom left corner'?
you mean a real life geographical position of the southwest corner of the terrain?
so even elevation above sea level is taken into account?

please tell me i understood it correctly! :D

Everything is correct.
Elevation above sea level is set in another way.
Position is there just in case, for example to match an existing 3D model, but it's unlikely someone will need to change it from 0,0,0
1076
General Discussion / Re: Questions
February 06, 2014, 12:12:31 AM
1077
General Discussion / Re: Questions
February 05, 2014, 11:12:01 PM
Quote from: MotoRogers499 on February 05, 2014, 11:04:04 PM
Does the game have rider lean side to side? or is it just bike counter-steer?

Bike counter-steer is automatically controlled by the virtual rider.
Rider lateral and longitudinal lean are separate from bike lean.
1078
General Discussion / Re: Questions
February 05, 2014, 10:28:54 PM
Quote from: Acr21 on February 05, 2014, 09:50:31 PM
PiBoSo, can you share why you are allowing a separate neck brace model but not a separate chest protector model? Just curious what the implications are for the chest protector that are not present for the neck brace. Thanks.

The neck brace will most likely include the chest protection.
Nothing is finalized yet, though.
1079
General Discussion / Re: Questions
February 05, 2014, 09:24:54 PM
Quote from: gdubmx on February 05, 2014, 09:23:31 PM
Quote from: PiBoSo on February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.
i personally think this would be better anyway, yeah we can make different skins which resemble the actual models irl. at least more focus will go into gameplay rather than these lesser details. sure i would like different model goggles and boots but its kinda irrelevant imo.

It will be possible to change goggles, but only if the helmet is changed, too.
1080
General Discussion / Re: Questions
February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.