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September 18, 2020, 06:53:19 PM


MX Bikes beta14e available! :)

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Messages - bearded4glory

Track Editing / Re: SuperMoto Track Building
March 30, 2016, 04:48:09 AM
Quote from: .tail on March 25, 2016, 10:17:48 AM

i'm working on a SM track too,  can you explain me how u do the asphalt section???

I modeled it and then imported it into the game.  What part are you curious about?  The modeling part?
Track Editing / Re: SuperMoto Track Building
March 17, 2016, 03:05:43 PM
Quote from: teeds on March 17, 2016, 10:08:19 AM
Looking very good. I got lost watching, hope we'll get lots of indication about which way to turn lol  ;D

There will be some cones, don't worry.

Quote from: Niko Mouk on March 17, 2016, 11:49:09 AM
Question, you have tearoff projection while riding on the aspahlt, is there any way to remove it at the track creation phase ?

Maybe you can try this norm, the video quality isn't awesome but the asphalt seems a bit too smooth : link

It looks really good in game, the video quality sucks, need to work on that.  I'm not sure about the tear off thing, I was wondering the same thing.
Track Editing / Re: SuperMoto Track Building
March 17, 2016, 05:13:15 AM


Quality should come up, I just uploaded it.
Track Editing / Re: SuperMoto Track Building
March 17, 2016, 12:34:57 AM
Quote from: Snappe on March 16, 2016, 12:26:48 PM
Quote from: bearded4glory on March 15, 2016, 10:08:00 PM
Its fine after I started checking recalculate normals.

Thanks, it seems there is a problem with normals conversion using fbx2edf. We shall investigate!

Is there any situation where you wouldn't recalculate normals? Is there any way to default to it on?
Track Editing / Re: SuperMoto Track Building
March 15, 2016, 10:08:00 PM
Quote from: Snappe on March 15, 2016, 06:26:41 PM
Quote from: bearded4glory on March 14, 2016, 11:33:47 PM
Ok, so somehow my sun in coming up from the bottom.

Are you exporting from Blender, perchance?


Its fine after I started checking recalculate normals.
Track Editing / Re: SuperMoto Track Building
March 15, 2016, 05:52:49 PM
Quote from: TheFatController on March 15, 2016, 09:01:01 AM
Not sure on the sun direction thing, I think mace is right with the faces orientation but can't be more specific.

As for normal maps, Yes do them the same as for terrain. Make a .SHD file and normals in the same folder as your textures after exporting to FBX, then run it through FBX2EDF with recalculate normals.

Thanks for the reply.  That seems to work and also seems to fix the shading issues.  Fingers crossed.
Track Editing / Re: SuperMoto Track Building
March 14, 2016, 11:33:47 PM
Quote from: Mace-x on March 14, 2016, 08:53:33 PM
Niiiice! put normal maps on that tarmac!  :)
Cant wait for the track man!

Any idea why it is so blue?  There are some faces that are normal I think maybe the ones getting direct sunlight but its like the rest of it thinks it is in shadow or something.

Ok, so somehow my sun in coming up from the bottom.  Should I just multiply the numbers out or something to get it higher?  Seems strange.

Can't seem to get the normal map on my object working(never have been able to).  Do I need to create the SHD or is that only for terrain textures?  Do I put my normal in the bump slot of the material before exporting?

Here is a screenshot showing the sun direction issue:
I just ran into this problem myself and found the solution. Max defaults to using the images gamma but it seems like MXB is expecting a gamma of 1.0 rather than 2.2 that Max expects.

How to fix it:

  • drag your height map into the material editor
  • in the bitmap options set the gamma to 1.0 from automatic
  • drag this into the map slot of the displace modifier instead of the bitmap slot

Let me know if you need a screenshot, not at home at the moment but I think it will make sense if you are looking at it.
Track Editing / Re: SuperMoto Track Building
March 13, 2016, 05:30:21 PM
Thanks all, hopefully I can make some progress on it today.

How dense should the asphalt mesh be?  Anyone have an example?  I don't want to go too crazy.

Anyone know why all my objects would look blue?  The textures are there but it has a blue cast over the whole object for some reason.  Also, with just my track geometry and curbs its taking like 1/2 hour to generate the map.bat.  That seems like a really long time when I have a lot of stuff to add and that was with shadow volumes off.

Here is a screenshot from in game:

And here is my texture:
Track Editing / Re: SuperMoto Track Building
March 13, 2016, 05:17:40 AM
If someone could check out my files here and try to help me figure out why it crashes after "Connected..." I would really appreciate it.

Track Editing / SuperMoto Track Building
March 12, 2016, 05:53:42 PM
How do we go about creating the asphalt sections?  Should these be modeled or still using the heightmap?

Anything else specific to supermoto I need to know?
General Discussion / Re: MX Bikes beta3
May 07, 2015, 02:28:30 AM
I think B3 is a great improvement from when I last played it in B1.  One thing that is bugging me is that if I hold the stick at a constant position and then go from flat ground to a berm all of a sudden the rider leans way more.  It is very unpredictable, it feels like it is based on the angle of the ground instead of from vertical.

Excited that you may work on some aids for Hardcore mode, personally that is how I would like to play.
Track Editing / Re: Big SX by GDUBMX (BETA VIDEO)
October 27, 2014, 01:22:02 AM
Earthsculptor is IMO much better for track editing than Mudbox.  I wish there was a stand alone program similar to the editor in MXS, it is really great for making jumps and berms but not good at smoothing terrain (like on the side of a slope for example) and adding smaller details.  If ES had the gradient features of the MXS editor it would be unstoppable.
Track Editing / Re: Track editing questions/help
October 15, 2014, 08:56:45 PM
I assume you brought the objects in from another blender file?  If that file was not in real world units and your new one is then that may be causing some strange things to happen.  I would save a 2nd copy of the "assets file" with real world units and rescale all your items to be the size you want them and then bring that back into your track.

Alternatively if you can somehow reset the scale etc of the objects that may work.  Unfortunately I use 3ds Max where we have reset XForm modifier that does this and I don't know what it would be called or where it is located in Blender.
Paints / Re: D Series Husqvarna 350
October 08, 2014, 06:55:39 PM
If it works the same as track objects you need to specify a .SHD file that goes along with your .TGA that specifies the reflectiveness and shininess (I believe these are fixed for the whole texture unfortunately but a map would be great to control different parts, maybe it is something they could incorporate later) as well as the proper normal map to use.