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Messages - Sandbiter

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1
Track Editing / Re: Pictures of the tracks!
« on: Today at 09:33:45 AM »
Haha it does... No clue what it is though? 🤔

Good  ;D
Ernee? :-X

2
General Discussion / Re: Steam version
« on: November 26, 2018, 12:22:35 PM »
Do we have news about a steam version?
I hope not. ???

3
General Discussion / Re: MX Bikes beta10
« on: November 23, 2018, 01:40:46 PM »
Hello Piboso,
thx for this update B10.
This new option"help lean" confusing me, I have never played simulating games before; could you give me an universal adjustment for this option?
thanks for your help.
I assume you use a controller, don't you?

Since you're saying you've never played a simulator before, you're probably used to left stick all the way to the left or right, to lean. The trick in simulators is, getting used to not jerking the left stick all the way left or right. Try riding around a few laps and only using half of the amount your stick can go. It won't feel much different than previous betas.

i saw some guys complaining about front end or wonky physics in prev betas and now. i would like to say. tbh, i dont find any serious frontend issues since beta9 - if you do lean too fast or too low for some surfaces or doing something against forces affecting bike, than you may fall. extreme front brake using also may cause crashes. when i saw youtubers complaing about such things, i watched their bike control and it was obvious for me: they do not feel the virtual rider behavior, do not feel the track, braking technique. it seems MXBikes physics is much more complicated than the mx games we used to play, imo you guys dont know all the variety of situations and how to act in these situations. i can ride stable laps on rutted tracks or Highpoint which seems even unridable to some ppl. during last fun event on Glen Helen where 1st race was on very broken surface I fell sometimes (not often really) but only if i: a) too relaxed; b) lost attention to track; c) tried new tricks; d) track has constant textures, sometimes i couldnt detect changes well. for me the physics is not that unstable at least on stock bikes, i do not ride oems coz server is never connecting with them due to my low specs pc.
Exactly my thoughts. Too many people say the physics are bugged, while they're actually riding like in an arcade game or Mx Simulator. Yes Mx Sim is realistic, but compared to Mx Bikes it is still arcade-ish in my opinion.

Off course there are still a few weird bugs present, but most of the issues people have it straight up lack of control over the bike.

5
General Discussion / Re: MX Bikes beta10
« on: November 22, 2018, 07:46:20 PM »

6
Track Editing / Re: Trying to create a night track with spot lights.
« on: November 18, 2018, 09:11:30 AM »
Have you tried putting a solid box around your map and the main light source outside of it? To see if the track is then black or not.

I know you can only have one light source, but maybe by creating a box around the track with holes in it to let the light go through you'd achieve the same effect.

This is a very clever idea!
Using a vertical light direction ( 0,1,0 ) and a quad facing down, hovering over the entire terrain, should do the trick.

Nonetheless, if you have patience to wait, please note that support for night lighting is already halfway in progress and will completed as soon as possible.
Sounds good, thanks for letting us know.

Is there still any change for the parameter I described in my original post? I have quite a few ideas which it'll be useful for.

7
Track Editing / Re: Trying to create a night track with spot lights.
« on: November 13, 2018, 02:45:50 PM »
It has to be middle. I'd go for directly above if trying this
That's what I thought. Thanks for clarifying!

8
Track Editing / Re: Trying to create a night track with spot lights.
« on: November 13, 2018, 02:04:29 PM »
Have you tried putting a solid box around your map and the main light source outside of it? To see if the track is then black or not.

I know you can only have one light source, but maybe by creating a box around the track with holes in it to let the light go through you'd achieve the same effect.

That's thinking outside the box  ;D

That mixed with black fog could work well..

I gotta try that. Great idea Asdrael.

Am I correct that the lightsource always points at the middle of the track? I know you can set the light source position, but where does it point towards?

9
Track Editing / Re: Trying to create a night track with spot lights.
« on: November 12, 2018, 05:32:43 PM »
Thanks TFC. A few things to try out there.

Lets all get @PiBoSo attention and ask him to add a 'non deformation' parameter for the HMF.
Idea would be that there's one additional parameter in a texture slot, like the mask parameter:
mask = masks/grassmask.tga;
deform = 0;

That way deformation would just 'skip' that layer.

Such a texture can actually be used for more than just a night track.

Does @forumname actually do anything? :-X

10
Track Editing / Trying to create a night track with spot lights.
« on: November 12, 2018, 04:18:23 PM »
I'm currently working on a night track with spot lights. The whole track should be dark, except for the areas around the lights. Does anyone have an idea on how to get this effect?

My idea was to create a new texture layer which would be a plain black texture which'll then be the top layer. That'll make the dark spots dark, and I can mask out the areas around the lights. The thing is though, with deformation, that layer will be ridden off. Once a couple of laps are ridden, the whole track would look lit and wouldn't look the way it's supposed to look. Obviously the shadow of the rider won't be right either way. We really need to be able to place more lighting sources so we can make proper night tracks.

This is the idea (image from Mx vs Atv twitter):


Tell me your ideas, be creative.

11
General Discussion / Re: Hello MXB folks
« on: October 30, 2018, 03:42:39 PM »
Welcome the the MX bikes comunity*
You sounded like you expected the game to be as well put together in every aspect as Mx Sim. I quote you "The game is just not ready and wont be for a long time, hell i payed for the game and  cant even race online at all." What Asdrael did was telling you why it wasn't ready yet and that this game is an actual beta. I'm sure he didn't intend to come off as someone 'who is caught up in his feelings'. He simply explained why the game is as bad as it is at the moment.

You're making too big of a deal of this, he simply explained why it's still not perfect.

12
Tracks / Re: Drone scanned Tracks for MX Bikes ?
« on: October 14, 2018, 09:16:36 AM »
How come you wont release it then?? Who really wins from you locking down content? I don't get it. Honestly
I thought people were bashing me for not working on one track at a time. Now I'm working on one track at a time and I get bashed for that?

Making 3D scanned tracks cost money and time to get in game properly. I don't want anyone else to fiddle around with my 3D scanned stuff and ruin it.

13
Tracks / Re: Drone scanned Tracks for MX Bikes ?
« on: October 11, 2018, 09:32:06 PM »
i put the ww scanned version from MXS into mxb with little adjustments to the overall scale of the track and it rode beautifully. we definitely need some
Did you release it publicly?? Would you release it publicly??
I won't allow that.

14
Races / Re: Community is dead!!!
« on: October 01, 2018, 12:51:30 PM »
i mean, i still rock my gtx keichain everywhere!  ;D

I still bring my pitboard everywhere ::)

15
Tracks / Re: Drone scanned Tracks for MX Bikes ?
« on: September 27, 2018, 03:45:33 PM »
We'll be working on the lean angle thing asap.
Awesome! Glad to hear that.

As for these drone scans... They are just awesome, but I just don't understand how the whole thing works. It seems to be a subscription but... What do I get? Do I have to buy a drone? Do I have to hire someone else who has a drone?
You have to buy a drone with a camera. The way it works is by setting up a path via a mobile app. The drone flies automatically and once it's done it'll land in the same spot as it took off. When the drone flies it makes a lot of different top view photos which you'll then have to import in a 3D model scan program thing. The 3D model scan program thing make a 3D model out of all the pictures (by perspective, shadow etc). You can download this 3D model and render a heightmap from it in any 3D modelling software.
The 3D model is 1:1 to real life.

Sandbiter I tried WW Ranch in MXS, but the scale seems too big.
As stated in the track topic WW Ranch is scaled up to 1:1.25 x/y and I believe 1:1.4 height. I did that to make it a proper race-able track like the outdoor national replicas in that game.

I'd be super interested to get some scans into MXB. If anyone knows of a way then let me know!
Feel free to contact Hunter Root or me if you're interested in buying some top notch scans. ;)

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