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Topics - 𝖙𝖋𝖈

61
Bikes / Suzuki RM 250 2t V1
October 11, 2016, 07:06:25 PM
Here is V1 of the RM 250!

First off, I owe a huge thank you to Vortex Damien, RC4187, Geofanatec, H106FRP and Pacopastor34. Without your help guys I never would have got passed the basics of Blender, let alone learning how to import my bike into MXB!

Currently it's a basic 2003 (ish) RM 250, no extras. I spent a lot of time getting the scaling, shape, and in game geometry as perfect as possible, although it was very hard to get certain reference pictures so while it's a replica, it is probably inaccurate in a few minor places. Personally I think it rides and whips well, works good for SX and is just generally very fun for some wide open 2 stroke action!

I've put literally hundreds of hours into this project, it's probably not going to be the most popular bike but I made it because it's one of my all time favorite bikes and MXB for me wouldn't be complete without it. I hope you guys get some fun out of it too.

http://www.mediafire.com/file/j500j4aa54y6jtx/rm250.zip







62
Paints / Mud layers question
September 26, 2016, 01:37:54 PM
Is it possible to add our own mud layers to the rider? I know how to do them as I have for the custom bike model I made, but can these layers be added as their own files in a rider paint?

If so, what are they called so we can replace them?

Thanks ;D
63
Tracks / JS7 Compound by TFC and Asdrael
September 08, 2016, 12:51:09 PM
Here is the James Stewart Compound for MX Bikes!



I sent Asdrael a PM about starting this project on July 7th, so being as this is September 8th this project is almost 2 months in the making to the day.

Complete with a National Loop, SX South (Clay) and SX North (Sand). Additionally, a Free Practice version is included, allowing you to practice on whatever track you fancy.
We hope you will enjoy the track as much as we do – and as much as we enjoyed working on this project for the last two months together.

DOWNLOAD HERE
(MXBC Link possibly coming soon)

A lot of time and effort has been spent to make it as rideable, enjoyable and realistic as possible, while keeping it fairly low on computer requirement (heightmap and masks are 2049). All layouts come with their set of marshals and cameras. If you run with deformation, it will add a bit of challenge but is largely manageable. Plus, it looks pretty cool due to the use of different texture layers.

Free Practice Layout
The base track. It's built using a combination of the National, SX South and SX North centerlines. Practicing and falling should allow you to reset properly as long as you were somewhere close to the actual tracks. A few weird resets are still possible but should be extremely rare. Couple of laps of National, bit of try-harding on the SX North... up to you!

National layout
As it says, the national loop. Intended for lap times and races. 40 bikes pit, 2x20 start gate


Two different SX tracks have been included in the compound. Please treat them as practice tracks to enjoy them even more. Fast lines do exist, but each track has a ton of different options to practice different skills every lap. Try a full lap using only the inside lines for example! No tough blocks on both tracks.

SX South (Clay - Easy) ~ 50s laptime.
This is the easier of the two and should be considered as a stepping stone to SX. It is very forgiving, flows well, and does not require any special technique to complete fully. Based on the 2015 layout. 20 bikes pit, 2x10 start gate.

SX North (Sand - Hard) ~ 1min laptime.
This one is the opposite. It is brutal and unforgiving, and should be attempted only when running lap cleanly on SX South can be considered easy if you want to avoid frustration. Throttle control, seat bouncing, break sliding, you'll need it all to run fast laps. Based on the 2016 layout. 20 bikes pit, 2x10 start gate.

The compound

The scale is as close to 100% as was sensible. The dimensions are scaled up ever so slightly but were not talking much, and all in the interest of making it both a realistic replica and a fun track to ride.

Personally, this is the first track where I've made the objects in Blender and have managed to get trees with alpha working 99% - There are a couple of errors but they are barely noticeable. All objects are 100% original, made and textured by myself and probably took about as long as the national track heightmap!

Asdrael and myself have slaved over all aspects of this track, and it's a real labor of love. I couldn't have brought the national track to it's standard without his input and I'd like to think I helped out on the supercross tracks, although he is miles ahead of me in that area at least I could ride them well enough to properly test them! Textures were a shared job on the whole as they bounced back and forth changing a little bit each time and all credit has to go to Asdrael for the race data, cams, layouts, deformation, marshals and track imagery.. He is far more organised than me  ;D

The Skydomes are borrowed from GP Bikes. I tried to reach out on the GPB forum to find out who made them but nobody came forward. Since they're used on quite a few GPB tracks I assumed they are just available..

The screenshots you see below have no 'background.edf' in the folder. Personally I like to run this track without it, as the trees are already intended to provide enough background. Running the track without it allows you to take better screenshots from above the horizon point of view.

I don't know about Asdrael, but this is going to be my last contribution to Beta 4.

So from both of us, we hope you guys enjoy it! Looking forward to riding it online with you all.

https://www.youtube.com/v/Sb1wyobucBY











64
Track Editing / See through edges of alpha textures
July 28, 2016, 05:07:10 PM
I'd like to re-open this discussion please  ;)

http://forum.mx-bikes.com/index.php?topic=104.msg11174#msg11174

I've recently started learning Blender so figured I'd give it a proper try. There is absolutely no way I've found to get rid of these 'halo's'.

I understand that Snappe has said the problem will always be present to some degree, and I understand PiBoSo has said that the reason stock tracks don't have this issue is because of the way the trees are made, but I'm not convinced.

I've also seen the odd video of GP Bikes where a custom track is used and the issue is not present.

Some trees on the stock tracks are indeed made using a trunk, but others are not, and the ones that are just 2 planes (or 4 if each are flipped to get the texture on both sides) and these don't suffer with this issue at all.

The problem I have right now is that I can no longer work on a track because the issue is so visible.. So..

Any tips for fixing this in Blender?

Anything I can do to reduce the effect to the level seen in the stock tracks?

Please  :(
65
Support / Mud layers
July 16, 2016, 01:12:38 PM
Hey hey,

Is there a way to speed up the generation of mud layers for testing? Possibly by adding a line under 'testing' similar to deformation?

Also, at what rate are the mud layers generated? I used two layers and the first appeared after one lap but the second didn't appear until about lap 4 - 5 on Maryland. Is it based on laps of a track, length of time ridden, how many layers there are etc.. ?

Thanks  ;)
66
General Discussion / MXBC Best Whip Contest Round 2
July 15, 2016, 11:49:44 PM
Who's up for another round? Gonna give it two weeks for entries so that takes us to Friday 29th July.

Round 2 track - MXBC Compound V1.3

2 weeks to get your entries in, contest will run from today (15/07/16) to 29/07/16.

Rules:

  • One entry per user, your entry must be video - post your entry in this topic
  • Your one entry must contain one whip only - Pick your best
  • Video must be one complete takeoff, whip and landing sequence -  No editing - The landing has to be easily visible
  • You can pick any jump / transfer / hit you want on this rounds track (MXBC Compound v1.3) whatever works best for you
  • You can ride any bike from whichever class you want
  • You can change your entry after posting before the end of the comp if you wish, after it ends video URL's will be collected for voting
  • Feel free to use slow motion or normal speed, but please no onboard camera. Use 'Free Roam' to record your whip
  • Please don't discuss in this thread, only post here if you have an entry

No prize as it's just for fun, although the winning video will sit on the front page of MXBC for a while.

If anyone needs a means of recording gameplay, you can try Fraps for free which allows you to record 30 seconds, or if you have Windows 10 you can use Windows 10 DVR Recorder.

Good luck!
67
Suggestions and wishlist / bike Parts
July 15, 2016, 10:07:06 AM
I would love to see this in the future, not sure if it's already been discussed here or on the gpb forum..

It would be great to be able to pack a bike with alternative edf's to be picked from the bike menu in game. For example you could include two steer objects, one with handguards and fatbars, one with twinwalls, one with a different number plate / enduro front or whatever and be able to choose which one you want to use in game. The same could apply to chassis for different exhausts / silencers / seats and front suspension could have with / without disc covers.. Just use case examples of course.. Down to the bike creator to decide what options they want to include.

This way, you would only need one bike file, the geom and engine would all be the same, just able to personalise.

I'm right in thinking despite the in game menu this isn't possible right now correct? Would be a great addition!
68
Support / FBX2EDF 1.4 Stopped Working
July 14, 2016, 12:01:46 PM
Hey PiBoSo,

Very excited to try the new FBX2EDF today with the Smoothing Groups option, but unfortunately it crashes when I press go. "fbx2edf has stopped working"..

My bike FBX model hasn't changed since I ran it through the previous version of FBX2EDF yesterday and have had no problem doing so until today on this new version.

It also crashes on starting to convert without using the 'Smoothing Groups' checkbox so maybe something else was knocked? Have also tried both with and without the export script.

Thanks, hopefully there is a simple fix! Until then I'll continue to use the previous version.
69
Bikes / 2001 - 2008 RM 250 (WIP)
June 12, 2016, 10:25:00 PM
Edit: have updated the title as I think this shape ran from 01 to 08 at least. Either way any differences were subtle and it will be released as just RM250 with no specific year attached.

Hey all, first model in Blender. Going pretty well so far!

This has to be my favorite bike of all time, not necessarily the year but I was able to find a few good reference pictures of the 2003 and the frame also looked easier to build over the 2001.

Hope some of you out there will get some enjoyment out of this once it's released!





70
Tracks / Thursday Night Motocross 2015
June 08, 2016, 10:14:54 PM
Did you think I was done with just uploading Glen Helen?  ::)

I made this while waiting for Helen to compile various times. Promised I'd make it for a couple of people way back in Beta 2 and here it is!

http://www.mxb-central.com/thursday-night-motocross/

It's a real amateur track but that's great. It rides fantastic on the 450, the 250, the 125 and the pitbikes. The fun for me is how fast you can go once you learn where to scrub, where to seat bounce and stay low, you can really improve laptimes this way here.

Google Earth was kind enough to have all the jumps from the 2015 layout in 3d, so making a replica was incredibly easy and quick using Google Earth as a reference to build in L3DT. I can guarantee that this is 100% 1:1 scale, making it all the more fun to ride. The track is generally pretty easy with three do-or-die sections. For reference please see: https://www.youtube.com/watch?v=syopQMGXYYw

Hope you guys enjoy it! Looking forward to racing it online with you all.  8)


71
Tracks / Glen Helen 2015
June 08, 2016, 09:22:23 PM
Link updated. Note, track not designed to run in current beta. It works, but traction is meh. Will be updated sometime in the future with maybe a 2020 Helen.

https://mxb-mods.com/glen-helen-2015/

First off, I know it's been a long time coming and I hope you all enjoy it as much as you think you will. It's pretty graphically intensive so you may need to turn your graphics down if you're running a lower end machine. One thing that took a lot of time was optimising, and I don't think it could have been optimised any further, you'll just have to turn 3d grass off and loose the bushes if you're having problems.

It was a big project to take on, I think the hardest thing was getting detail into the berms and low jumps being as the overall heightmap height is so big, very low detail was easily lost.

It's 2k heightmap and 2k textures, should run OK online.

If you need to stop the flag animation you can do so by removing the .SCR file from the track folder, removing it wont affect being able to play online.

Credits go to:

TheFatController: Heightmap / Textures
Vortex_Damien: Objects / Heightmap / Testing
GDUBMX: Replay Cams / Testing
rc4187: Testing
Geofanatec: Testing
Mace-X: Testing

Massive thanks to all involved, all help, all testing, all made the difference. Sorry if I've forgotten anyone.

Have fun!  8)

72
Track Editing / Speed up your object conversions!
June 04, 2016, 06:44:44 PM
Some of you may already know this but I only figured it out today and boy, what a time saver.. Figured I'd share.

You can have more than one 'scene' in your HMF and THT file. I know, it's obvious but it didn't click..

So create some scenery, say trees, hills, environment stuff and once your happy with it save it, run it through fbx2edf and then call it scenery.edf and add it as scene0 in your HMF and THT..

Then, create some on track stuff, export it as scenery2.edf, run it through fbx2edf and add it as scene1 in your HMF and THT..

I don't know what the limit is, but fbx2edf crashes if you try and export too much stuff.

Is this an OK way of doing things PiBoSo, or are the multiple 'scenes' in the HMF and THT for something else?
73
General Discussion / Crashes, cores & freezes
June 03, 2016, 10:09:01 AM
We've been racing online with 6 - 12 people regularly for a while now and have had all kinds of problems so I thought I'd share what I've learned and hope others put tips in too. Who knows maybe PiBoSo might find something useful..

I get a big freeze guaranteed every time I go back to pits / menu when racing online with more than 2 - 3 people. This is sometimes a core crash. I also get random cores while riding.

I've resolved this 95%  by turning all graphics settings down. Disable reflections and 3d grass seems to be a huge help but I also turn down textures, model detail and antialiasing. Better fps for racing too.

Lots of people suffer cores every time they're online and some don't have any. Could this be something to do with graphics settings, strain on some systems, memory available to some people?

Definitely seems random, but only happening to some people makes me think a crash is determined by localised issues.
74
Round 1 Entries @ Paleta. Poll open for 4 days.

BadStar:

https://www.youtube.com/v/Xnj8B_ZuMLY

gdubmx:

https://www.youtube.com/v/mpaeEmVzYWk

Mace-x:

https://www.youtube.com/v/EDaDa3enhrE

StoneRider:


https://www.youtube.com/v/NB6DqhgmOiI

Thanks for the entries guys, was expecting more considering how many people said they liked the idea, so we will see what happens in round 2!
75
Bug Reports / Trainer Bugs
May 03, 2016, 07:04:30 PM
I know it's probably not massively important but I like to post bugs I notice.

If you save a trainer, return to main menu, change everything or just one skin and go back to the track you will notice your saved trainer is loaded. But when you start the lap you will either get no trainer at all, a bike only or another graphical glitch.

When you then go to the menu to remove and reload the trainer you get an instant crash guaranteed.

I think* also if you're running a saved trainer that is the current fastest lap on the track you get 2 bikes and riders occupying the same space. The only solution is to delete your profile trainer leaving only the saved version. This must have some performance implications.

* I think I noticed this twice, could be wrong and it could have just had a different graphical glitch but there was definitely something a miss there.

Hope some of that is useful.
76
Round 1 track - Paleta Raceway v2

1 week for you to get your entries in, contest will run from today (02/05/16) to 09/05/16.

Rules:

  • One entry per user, your entry must be video - post your entry in this topic
  • Your one entry must contain one whip only - Pick your best
  • Video must be one complete takeoff, whip and landing sequence -  No editing - The landing has to be easily visible
  • You can pick any jump / transfer / hit you want on this rounds track (Paleta v2) whatever works best for you
  • You can ride any bike from whichever class you want
  • You can change your entry after posting before the end of the comp if you wish, after it ends video URL's will be collected for voting
  • Feel free to use slow motion or normal speed, but please no onboard camera. Use 'Free Roam' to record your whip
  • Please don't discuss in this thread, only post here if you have an entry

No prize as it's just for fun, although the winning video will sit on the front page of MXBC for a while.

If anyone needs a means of recording gameplay, you can try Fraps for free which allows you to record 30 seconds, or if you have Windows 10 you can use Windows 10 DVR Recorder.

Good luck!

77
General Discussion / Best Whip Contest?
April 29, 2016, 11:01:11 AM
Hey all..

So beta 4s been out long enough for us to have some real fun and get used to the physics. Who thinks it's time for a friendly best whip contest?

I was thinking that we pick one jump, everyone gets say 2 weeks to submit a video of themselves maybe doing max 2 whips and then we vote.

Winner would get their vid in a spot over at MXBC for a while, if it's popular maybe for 2 weeks while we run another.

Just a bit of fun, before doing anything official who would be in?
78
Paints / AXO Pack - Retro (1996)
April 22, 2016, 01:33:54 AM
Hey all,

AXO pack contains rider skins, glove skins and helmet skins all with custom normals / reflections in a choice of colours.

http://www.mxb-central.com/axo-retro-pack-1996/

Jerseys are Team Issue, pants are 909 pants, helmets are RX-5's and gloves are Padlock. Done my best to try and get them as near to how they were as possible but there aren't many reference pictures around.

Enjoy!



79
Track Editing / Project Glen Helen
April 01, 2016, 12:52:24 PM
There have been a few questions on the subject and a few hints from us so figured we may as well post progress (also mainly so nobody else starts something similar!) of a project that a couple of us might be working on  ;D Progress has been on hold for a while as B4 emerged and a few tracks were sorted out, but now it's back on.

A lot has changed since this video (recorded in Beta 3) including things like better corners, better jump faces / placement, improved uphill up st helen, and of course the textures are just placeholders - But it highlights just how accurate we are aiming to make the replica. The heightmap was created from scratch using real world horizontal and vertical measurements of the track and surrounding scenery.

https://www.youtube.com/v/WciEC058PIE
80
Tracks / Paleta Raceway v2!
March 31, 2016, 10:30:43 AM
Thought I'd start a new topic for this since it's a complete overhaul.

Every line on the heightmap has been re created except the one whoops section. All corners now have a much better bowl shape, inside lines are far easier to grab and generally speaking the entire thing is much better for Beta 4. Textures have also had a complete overhaul while trying to stay true to the look of v1.

Objects are new. I've kept the bridge as it's like any motocross track with a feature like a bridge - it stays, also kept a few of the plastic barriers and the concrete pipes in the landings. The rest is all new. Also I've had my first go at animated textures - The wind farm in the distance was made by rendering 24 frames of animation in sketchup of a wind turbine I made and it was totally worth it, it really breathes life into the environment when you catch a glimpse of one out the corner of your eye!

Have also added 3 custom made skydomes for clear, cloudy and rainy and have tweaked the ambient light settings as best I can to get the track to match (rainy is probably a little bit dark but hey, it's a storm in the desert).

Race data is all new, centerline now follows the outside line around corners but inside enough to give way to people railing the outside berm to avoid too many respawn collisions. 40 man gate, 40 pit spots, working marshals, 11 checkpoints and carefully placed bales to try and make it impossible to cut.

All in all this is the most complete track I've done and am very happy with how it's turned out. I've also learned a lot from the way I've done things over time and I think this is the new benchmark for my tracks from now on.

Anyway.. ENJOY!  8) Looking forward to tearing this up with you all online.

https://mxb-mods.com/paleta-raceway-v2