MX Bikes Official Forum

Mods => Bikes => Topic started by: frankie on October 02, 2014, 04:07:31 PM

Title: How to import our own models
Post by: frankie on October 02, 2014, 04:07:31 PM
When can we import our own bike models in this game?
Title: Re: How to import our own models
Post by: Ruubs on October 02, 2014, 04:13:17 PM
We can already. You can find how to do it on the GP-bikes forum.
Title: Re: How to import our own models
Post by: MX181 on October 02, 2014, 04:14:44 PM
Quote from: Sandbiter on October 02, 2014, 04:13:17 PM
We can already. You can find how to do it on the GP-bikes forum.

care to link us as i looked for awhile today with no luck haha
Title: Re: How to import our own models
Post by: Ruubs on October 02, 2014, 04:17:40 PM
Quote from: MX181 on October 02, 2014, 04:14:44 PM
Quote from: Sandbiter on October 02, 2014, 04:13:17 PM
We can already. You can find how to do it on the GP-bikes forum.

care to link us as i looked for awhile today with no luck haha

http://forum.piboso.com/index.php?topic=544.0
Title: Re: How to import our own models
Post by: kamloops on October 02, 2014, 08:16:13 PM
Quote from: Sandbiter on October 02, 2014, 04:17:40 PM
Quote from: MX181 on October 02, 2014, 04:14:44 PM
Quote from: Sandbiter on October 02, 2014, 04:13:17 PM
We can already. You can find how to do it on the GP-bikes forum.

care to link us as i looked for awhile today with no luck haha

http://forum.piboso.com/index.php?topic=544.0
Hey Sand,
Do you plan to import your bikes in MXB?
Title: Re: How to import our own models
Post by: Ruubs on October 02, 2014, 08:24:37 PM
If I'll finish any of my stuff, yes, that'll probably not happen in the next 10 years though.
Title: Re: How to import our own models
Post by: daffernn on October 02, 2014, 08:27:44 PM
We need to find someone to import a model and dumb it down alittle hahaha its so confusing, sim was so easy to import haha.
Title: Re: How to import our own models
Post by: kamloops on October 02, 2014, 08:43:33 PM
Quote from: Sandbiter on October 02, 2014, 08:24:37 PM
If I'll finish any of my stuff, yes, that'll probably not happen in the next 10 years though.
Ahaha, I understand that.
Title: Re: How to import our own models
Post by: RiccoChicco on October 02, 2014, 08:47:57 PM
If anyone want to import his model ingame I'm ready to answer specific questions. Feel free to ask.  :)
Title: Re: How to import our own models
Post by: frankie on October 02, 2014, 08:49:31 PM
Quote from: RiccoChicco on October 02, 2014, 08:47:57 PM
If anyone want to import his model ingame I'm ready to answer specific questions. Feel free to ask.  :)

Well i was planing to import this model but....cant find it out, its too confusing.
(http://i57.tinypic.com/2l2us8.jpg)


Render is from Jeston
Title: Re: How to import our own models
Post by: RiccoChicco on October 02, 2014, 09:06:55 PM
I like the model!   :D

Well, the first thing to do is to take a look at the gfx.cfg (open it in a simple text editor) in the 350xf to understand how parts are separated for the 3D. This file is quite simple to understand but contains a lot of useful informations.
Title: Re: How to import our own models
Post by: frankie on October 02, 2014, 09:12:52 PM
Quote from: RiccoChicco on October 02, 2014, 09:06:55 PM
I like the model!   :D

Well, the first thing to do is to take a look at the gfx.cfg (open it in a simple text editor) in the 350xf to understand how parts are separated for the 3D. This file is quite simple to understand but contains a lot of useful informations.
U mean CFG file?
Title: Re: How to import our own models
Post by: daffernn on October 02, 2014, 09:17:05 PM
Quote from: frankie on October 02, 2014, 09:12:52 PM
Quote from: RiccoChicco on October 02, 2014, 09:06:55 PM
I like the model!   :D

Well, the first thing to do is to take a look at the gfx.cfg (open it in a simple text editor) in the 350xf to understand how parts are separated for the 3D. This file is quite simple to understand but contains a lot of useful informations.
U mean CFG file?
no frankie their is a gfx.cfg file like 8 under the 350xf.cfg
Title: Re: How to import our own models
Post by: Ruubs on October 02, 2014, 09:36:33 PM
Quote from: RiccoChicco on October 02, 2014, 09:06:55 PM
I like the model!   :D

Just so you know, 90% of that isn't his model.
Title: Re: How to import our own models
Post by: frankie on October 02, 2014, 09:38:21 PM
Didnt say its all mine...
Title: Re: How to import our own models
Post by: Ruubs on October 02, 2014, 09:52:44 PM
Quote from: frankie on October 02, 2014, 09:38:21 PM
Didnt say its all mine...
I know, just wanted to make sure that Ricco knows it ;D.
Title: Re: How to import our own models
Post by: kamloops on October 03, 2014, 08:58:40 PM
Hello guys,

Someone can explain how the helmet model works ?
I don't understand what are the "helmet_s.edf" and "c_helmet.edf" files.

Also, in 3ds max/Blender what is the scale and origin for the helmet ?
Title: Re: How to import our own models
Post by: daffernn on October 03, 2014, 09:24:15 PM
Quote from: Sandbiter on October 02, 2014, 09:52:44 PM
Quote from: frankie on October 02, 2014, 09:38:21 PM
Didnt say its all mine...
I know, just wanted to make sure that Ricco knows it ;D.
He will give credit but since the parts he used was released publicly i dont see them having a problem with it as long as he gives them credit :P
Title: Re: How to import our own models
Post by: frankie on October 03, 2014, 09:35:11 PM
Quote from: kamloops on October 03, 2014, 08:58:40 PM
Hello guys,

Someone can explain how the helmet model works ?
I don't understand what are the "helmet_s.edf" and "c_helmet.edf" files.

Also, in 3ds max/Blender what is the scale and origin for the helmet ?

U kinda have to find out yourself the origin since i asked for the bike and i didnt get an answer, tried my best to do it and eventuarly got close to it
(http://i60.tinypic.com/2yv9pjc.png)
Title: Re: How to import our own models
Post by: kamloops on October 03, 2014, 09:38:21 PM
Hm yeah, that's I've try but it's not really perfect..
Title: Re: How to import our own models
Post by: bearded4glory on October 03, 2014, 10:43:39 PM
The scale is real world units IDK about blender but 3ds seemed to do a fine job of exporting in imperial units and it came into mapviewer (this was track objects) at the proper scale even though it is metric.
Title: Re: How to import our own models
Post by: kamloops on October 04, 2014, 08:25:39 PM
Quote from: bearded4glory on October 03, 2014, 10:43:39 PM
The scale is real world units IDK about blender but 3ds seemed to do a fine job of exporting in imperial units and it came into mapviewer (this was track objects) at the proper scale even though it is metric.
Oh ok, great! Thank you.

EDIT :
I've done with the shadow and cockpit files.

But I have another problem, I can't see the skin in mxb, but it appear in the choice list. The helmet appear in gray, anyone have a solution ?
Also, how I can put some reflection, shininess ect.. ?
Title: Re: How to import our own models
Post by: JC#21 on October 05, 2014, 09:29:57 AM
The skin -Base- is the skin that you have used in 3dsmax during export.  If you have applied grey texture on the model, it appears grey in game.

for the shaders, you have to create a new text files with the same name of the texture that receives this shader and change the extension to .shd
This file should be in the same folder that the texture in tga.

for example I have bike.tga with all the fairings parts.
I create a new text file name bike.shd

To have specular, write this code :

specular
{
    shininess = 60
}


To have reflection, write this code :

reflection
{
    factormin = 0.0
    factormax = 0.15
    factorexp = 0.25
}


To have normal map added, write this code: (you must have the normal map texture like bike_n.tga for example)

bump
{
map = bike_n.tga
}


hope it help you  ;)



Title: Re: How to import our own models
Post by: kamloops on October 05, 2014, 03:03:07 PM
Thanks for your help.
But I still have problems..
I do the export like you said :
-I put the skin in 3ds max (on a basic mat), I export it in fbx and I convert it with fbx2edf and this is what I get in-game :

(https://farm3.staticflickr.com/2944/15260138480_5d6ce48c5a_z.jpg)
Just a black helmet.
But if I don't put any skin in 3ds max I have a normal grey helmet in game..
Title: Re: How to import our own models
Post by: JC#21 on October 05, 2014, 06:39:09 PM
Quote from: kamloops on October 05, 2014, 03:03:07 PM
I export it in fbx and I convert it with fbx2edf and this is what I get in-game

I don't use .fbx format, I export directly in .edf from 3dsmax.

What is the size of your helmet texture ?
Title: Re: How to import our own models
Post by: kamloops on October 05, 2014, 06:52:58 PM
Hm, maybe this is the problem. I will try with the plug in but I need 3ds max 2010, I'm on 2015 currently..

I use 1024*1024 texture.

NB : This is not my helmet, it's the shoei-vfx by piista. I just try some "simple" export before try with my bikes models.