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Messages - Sandbiter

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1
General Discussion / Re: Fast Lap Challenge Series
« on: January 19, 2018, 05:20:11 PM »
This is pretty sick. Bummer I'll miss the first two rounds though :-\

2
General Discussion / Re: Shit is dead PiB?
« on: December 31, 2017, 11:00:17 PM »
Not only improved, it has to be flawless before going onto steam. That is at least if you don't want the game to die :-\

3
Off Topic / Re: Merry Christmas
« on: December 24, 2017, 09:24:50 PM »
You too buddy.

Merry christmas and a happy new year to you all!

4
Tracks / Re: FMX - The Boondocks Jump Park
« on: December 19, 2017, 10:36:50 AM »
Read 4 posts above yours

5
General Discussion / Re: Shit is dead PiB?
« on: December 18, 2017, 05:10:17 PM »
just zero content and no ai make it boring

Pretty sure a proper working multiplayer would increase the community and get that game 'out there'.

6
General Discussion / Re: UDT Ports For Online Play
« on: December 15, 2017, 05:02:11 PM »
This has become a non-starter for me. In MX Sim, if you join a server and if you don't have the track you get a message saying which track you don't have. If you don't have the bikes and skins everyone else has, you see default, stock models and skins on those bikes and riders you don't have, but you get to stay in the server. Please implement a similar method instead of exact content matching to join.

You don't need the same skins in MXB either. You do need to have the proper bike dyno though. The check is there to prevent people to join with their custom made engines and cheat.

7
General Discussion / Re: Shit is dead PiB?
« on: December 15, 2017, 12:25:53 PM »
Since the main bugs that annoyed me have been fixed in B7, I think it really is time to get online working GREAT. Not even a decent experience. We want a perfect, smooth online experience. We want to have a 40 man gate outdoor series, not a max of 3 players online before the whole game crashes.

I've been here since way before beta 1, and I still think this game has lots of potential, but it's time to fix online. I just won't be looking forward to Beta 8 if it once again only has physics fixes. The physics are awesome already, seriously. The thing that keeps people away from buying, or even playing this game is online.

I don't think online can wait much longer before seriously no one will be playing the game anymore.

And don't think think about releasing the game on steam before online doesn't have ANY issues anymore.

8
General Discussion / Re: Making a Return. Tomorrow. Be Ready.
« on: December 06, 2017, 07:40:25 PM »
I can't wait for the next series either. As long as it starts when I'm back home, I'll be happy. Gonna try to get my 2nd perfect season.

9
General Discussion / Re: Just Bought MX Bikes
« on: December 05, 2017, 10:59:19 PM »
Great to see the community expanding after the new beta again! Welcome guys, good to have you here :)

10
Track Editing / Re: The Assets Thread
« on: November 28, 2017, 11:47:10 AM »
10x10 (3x3 m) and 20x10 (6x3 m) tents i'm working on right now..
i'll release them with Lierop if anyone is interested (alongside all the other objects i'm making)

https://i.imgur.com/4g7ZN1D.jpg?1
Oh yes! Always wanted some good looking tents for my tracks!

11
Track Editing / Re: Pictures of the tracks!
« on: November 27, 2017, 10:51:51 AM »
Looking good!

For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.

So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.

So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Doesn't sound that complicated afterall.. But is there any documentation about it?
So I don't have to go by trial and error or keep asking questions..
This might give you an idea of what we mean. This documentation is for MvA Reflex tracks though, and doesn't apply in Mx Bikes. However how the softness maps looks is how it should look in Mx Bikes as well, but only done with the alpha channel.

http://twisteddirt.com/wiki/SoftnessMapTexture

12
Track Editing / Re: Pictures of the tracks!
« on: November 26, 2017, 02:53:48 PM »
Looking good!

For the deformation, it's not very difficult to do. You need to create a mask, the same was as for textures, that you'll use as a material mask. The trick is that you'll use transparency as thickness.

So if you have a thickness of 1, but a transparency of 50%, your in game thickness will be 0.5.

So if you do a 'deformation map', you'll be setting the parts that should have heavy deformation white, the parts with almost no deformation black. Keeping in mind that deformation is also dictated by the pressure applied by the bike.
Asdrael is right. That's how the deformation maps are done.

13
General Discussion / Re: MotoSavage Servers - Tracks etc.
« on: November 22, 2017, 02:33:37 PM »
I've always wanted to play my enduro track online. No rush in getting it on a server though!

http://forum.mx-bikes.com/index.php?topic=1362.0

14
Suggestions and wishlist / Re: timer when changing graphics settings
« on: November 22, 2017, 11:27:52 AM »
I've had the same issue for a couple of betas now. Don't think it has anything to do with your pc. I think it's just a bug in game.

15
Other / Re: Rev Limiter Fix & Sound Mod!!
« on: November 21, 2017, 10:18:02 AM »
Every bike I believe

Make sure you like the sound though lol

We can make many rev limiter sounds and just pick one that u prefer (asdrael made one too) they are easy to make.

And if u don't like how often it hits the limiter play with the numbers mentions above.
**if u have a fav(s), just do those so it's less hassle.

I was the first to make a rev limiter mod :(

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