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February 26, 2020, 06:24:26 pm

News:

MX Bikes beta13c available! :)


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Topics - Niko Mouk

1
Tracks / MXGP 2013 - Bellpuig
February 09, 2020, 04:33:02 pm

MXGP 2013 version of Bellpuig (Spain)
The original height data has been released by Haggqvist under CC BY-NC-SA licence. It has been modified to fit the game physics.
DOWNLOAD LINK - Bellpuig

Thanks to :
Haggqvist for below mentions
Giopanda for his object pack
LC Creations for some objects
Ponza for hard beta testing

Feel free to give a donation if you like my work :)
Please find my Work In Progress topic here.

Preview video :
2
Plugins / MXB Link Me
February 02, 2020, 09:09:47 pm
Hello guys,

Here is a little program to add the possibility for Steam users to join server by clicking links (like on this page).

Run the program and locate your MX Bikes executable :


A .reg file will be generated on your desktop. Click it and accept. It's done  :) now you can use links.
Steam users will see the following popup to accept :


DOWNLOAD LINK
3
Documentation / MxBikes URL Protocol Handler script
January 22, 2020, 10:17:03 pm
Hey dear developers,
Would it be possible to give us the MxBikes URL Protocol Handler script ?
The goal is to make the Steam versions able to open servers URL. Need it for the racing website I'm working on.

Thanks  :)
4
Hey guys, you aksed for it, here it is :

[BLENDER TUTORIAL] Import heightmap and place objects

MX Bikes [EN] - Track Editor (Part 1 - Centerline, Checkpoints, Pits, Gate)

MX Bikes [EN] - Track Editor (Part 2 - Marshals and Cameras placement)
5
Tracks / MXGP 2013 - Lommel
January 19, 2020, 12:19:28 pm

MXGP 2013 version of Lommel (Belgium)
The original height data and some objects have been released by Haggqvist under CC BY-NC-SA licence. They have been modified to fit the needs.
DOWNLOAD LINK - Lommel

Thanks to :
Haggqvist for below mentions
Giopanda for the textures and his object pack
LC Creations for some objects

Feel free to give a donation if you like my work.
Please find my Work In Progress topic here.

Preview with French comments (sorry).
6
SYNCBACK IS BACK  8)

Still trying to make the gamer life easier, we decided to revive this tool for you guys to automatically download the game stuff 24/7. Please read carefully this tutorial and follow the steps.

INSTALLATION
1. Download the latest version of SyncBack (free) CLICK HERE. Follow the installation steps and run the program.

2. Download the Master Profile. CLICK HERE

3. Unzip the Master Profile and open it with SyncBack (you can drag and drop it into the SyncBack window). This will start the download of all MxBikes SyncBack profiles on your desktop.

4. Select the profiles you want to sync and drag them into the Syncback window. Don't add the last (MXB_zSYNC_PROFILES). Please see the description of each profile at the bottom of this topic.

5. Open each profile (click modify) and modify the Destination folder to your mods folder if you have a custom folder only (else the path is already good).


6. Drag the MXB_zSYNC_PROFILES in SyncBack. This will group all your profiles into an only one to manage easily the sync scheduling. Modify this profile, select the When menu then Periodically tab.
Set here the frequency you want the sync to run. You can also set the second option visible on the screenshot below to run only when idle (so when you computer is ON but you don't use it).


7. If you wan you can start syncing now by clicking MXB_zSYNC_PROFILES then Run button.


NOTE
The first time you run the profile, it will take a while as everything will be downloaded. From the second run, only the new or updated files will be downloaded.


MX Bikes Profiles details
MXB_OEM_BIKES_MOTOCROSSMANDATORY - Contains all OEM MX bikes to join race servers
MXB_OEM_BIKES_SUPERMOTOOPTIONAL - Contains all OEM Supermoto bikes
MXB_RIDER_ALLContains Boots, Fonts, Helmets, Rider Paints, Protections.
If you select this profile, so you don't need any other _RIDER_ profile.
MXB_RIDER_BOOTSContains rider boots
MXB_RIDER_FONTSContains rider fonts
MXB_RIDER_HELMETSContains rider helmets
MXB_RIDER_PAINTSContains rider paints
MXB_RIDER_PROTECTIONSContains rider protections
MXB_TRACKS_ALLContains all tracks. If you select this profile, so you don't need any other _TRACK_ profile.
MXB_TRACKS_ENDUROContains all Enduro tracks
MXB_TRACKS_MOTOCROSSContains all Motocross tracks
MXB_TRACKS_STRAIGHTRHYTHMContains all Straight Rhythm tracks
MXB_TRACKS_SUPERCROSSContains all Supercross tracks
MXB_TRACKS_SUPERMOTOContains all Supermoto tracks
MXB_zSYNC_PROFILESIt's a profile group which regroup other profiles once added to Syncback. Its purpose is to manage the scheduling in an unique place.
7
Track Editing / French track making tutorials
January 06, 2020, 05:23:35 pm
Hey guys, here are the list of my tutorials in French.
Thanks to the auto-generated subtitles on YouTube, you should all be able to understand what I mean. Most of my software are installed in english also.

Convert a skybox to a skydome

Import a heightmap in Blender 2.8

Create a skydome in Blender 2.8

Place objects and fences in Blender 2.8


8
Tracks / MXGP 2013 - Agueda
December 31, 2019, 03:53:01 pm

MXGP 2013 version of Agueda (Portugal)
This is my first "real" track on MX Bikes. I had to learn a lot (especially Blender). Please let me know where I can improve for my future tracks.
The original height data and some objects have been released by Haggqvist under CC BY-NC-SA licence. They have been modified to fit the needs.
DOWNLOAD LINK - Agueda

Feel free to give a donation if you like my work.
Please find my Work In Progress topic here.

Preview with French comments (sorry).
9
Tracks / Farwest Theory
December 09, 2019, 12:43:54 am
Quick release of a track made in 2 days just for fun. It's a sand track I made very wide for wide open gas.


10
Suggestions and wishlist / TrackEd improvements
December 02, 2019, 11:12:56 am
Hi, some ideas for the track editor:
- Sounds displaying with the audio perimeter
- Mask paint
- Object placement (just like the layout builder does, then export a scenary)
- X-Y-Z coordinates on mouse over
- Mouse placement + rotation for gates and pits
- Indicator for where the front of the pits are

If other track makers got some ideas, feel free to share  :)
11
Track Editing / WASHOUGAL MX PARK - BETA 1
April 19, 2016, 10:11:04 pm
Hello guys,
As you (maybe ?) know I'm working on all MXGP tracks for MX Bikes and, to perform and understand creation technics on this game I did a training on Washougal.

The heightmap has been done at 80% by Checkerz, you can donate him here : http://l1nk.top/checkerz-paypal

The starting gate is obstructed by objects because this is only a beta to get your comments about the track making, it's not a release for racing. I saw my fences skins are sometimes reverted and the finish overhead is buggy.

Maybe you can't see the objects on the starting gate and the finish line overhead banner, I've added them into the base object pack which comes with the game  ???

Track link : Click HERE

I think I didn't make the PKZ as it should be so please replace .pkz with .rar and extract its content to your track folder.

Preview :


12
Track Editing / Motocross GP tracks
April 03, 2016, 10:23:01 pm
Hello guys,
In order to avoid people working on same tracks at the same time, I open this topic breaking the suspens to tell you I'm already creating all MXGP tracks (last year layout) for MX Bikes.
I'll update this topic as often as possible to show screenshots or videos.

.:: WIP TRACK LIST ::.

BELGIUM - Bastogne
SPAIN - Talavera
BRASIL - Beto Carrero
FRANCE - St Jean D'Angely (WIP 10%)
ITALY - Fermo
FINLAND - Hyvinkaa
NETHERLANDS - Lierop
QATAR - Losail
BULGARIA - Sevlievo

CZECH REPUBLIC - Loket
FRANCE MXDN - Ernée
GERMANY - Teutschenthal
NETHERLANDS - Valkenswaard
SWEDEN - Uddevalla
UK - Matterley Basin
USA - Glen Helen

Tracks strikethroughed are already released by other modders, or I don't want to build them.

.:: RELEASE LINKS ::.

MXGP 2013 version of Agueda (Portugal)
TOPIC LINK - Agueda

MXGP 2013 version of Lommel (Belgium)
TOPIC LINK - Lommel

MXGP 2013 version of Bellpuig (Spain)
TOPIC LINK - Lommel
13
Track Editing / Skydomes, help please
March 30, 2016, 04:49:55 pm
Hi,
I created skydomes in blender and I can't get it working in mapview. Could you please help about :

- What should be the size of the skydome, related to the heightmap size ? Fixed ?

- After exporting to FBX format thanks to blender, I opened FBX2EDF and my god what have I to check/set here ?

Thank you !
14
Bug Reports / Rider shadow on elevation
March 21, 2016, 01:41:04 am
I put the sun at y=3 to test shadows and this is the result :

15
Translations / French Translation
March 18, 2016, 03:35:15 pm
Here it is guys. Just install the patch, it will do the job.

Vous lancez le patch et ça fait tout tout seul, ensuite dans le menu Profiles vous pouvez choisir la langue française  8)

Patch FR v2.1

16
Track Editing / Textures not respecting layers
March 18, 2016, 12:42:12 am
Hey again, sorry first track so many issues :)

I follow the video tuts and I'm having something strange with the textures : my grass, which is 0 layer, is sometimes going over the dirt (layer 1) and most of time after falling on the track.

Any idea ? It's not happening in mapview, only in game

num_layers = 7
layer0
{
map = maps/grass.tga
repetitions = 50

grass
{
max_density = 25
height = 0.3
height_diff = 0.1
width = 0.25
width_diff = 0.1
texture = maps/grassfx.tga
densitymap = maps/grass_mask.tga
}
}
layer1
{
map = maps/dirt.tga
repetitions = 50
mask = maps/dirt_mask.tga
}
layer2
{
map = maps/dirt_wet.tga
repetitions = 50
mask = maps/dirt_wet_mask.tga
}
layer3
{
map = maps/mud.tga
repetitions = 50
mask = maps/mud_mask.tga
}
layer4
{
map = maps/mud_wet.tga
repetitions = 50
mask = maps/mud_wet_mask.tga
}
layer5
{
map = maps/mud_treads.tga
repetitions = 50
mask = maps/mud_treads_mask.tga
}
layer6
{
map = maps/mud_treads_wet.tga
repetitions = 50
mask = maps/mud_treads_wet_mask.tga
}

17
Track Editing / Understanding scales parameters
March 17, 2016, 11:42:31 pm
Hey guys,
I'm still working on my first track but I have a problem understanding the following parameters :

size_x = 500
size_z = 500
scale = 10


I saw the scale is modifying the height, but I don't understand how to find the correct value. And what are x and y params ?
After creating my heigtmap, jumps are not too hight but they are too steep and backflips are out.

Some informations would be appreciated :) thanks !
18
Track Editing / First track on MX Bikes
March 14, 2016, 06:05:41 pm
Hi guys, I'm starting my very first track on this game.
Did a couple of section while drinking cofee at work.