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Topics - Vortex_Damien

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Bikes / 2018 RMZ450 OEM RELEASE
« on: July 21, 2018, 02:19:54 PM »

Animations will be done and i will update this post when they are completed. dirt maps are not perfect but alot better then the old rmz. Also has some strange pure black errors when i apply shaders to some spots ( all on 1 uv map does not make sense to me ) but anyways enjoy. Sorry for big file sizes everything is 4k i like my quality lol if its too much to handle i will consider doing a 2k upload

feel like donating ?


Thanks to TFC and Asdrael for the help and feedback
Asdrael for the OEM version

Bikes / How To Import A Bike Model [Tutorial]
« on: June 25, 2018, 02:25:45 PM »
I hope this helps people with importing a bike into the game, i know not much info is out and can be a little confusing at first. Its rather really simple once you figure out ;) . Alot of my info came from Pib's Official Tutorial but its rather bland when it comes to extra detail. there are also alot of other great information about setting up bikeed that i will not go threw but link for everyone.

First you want to prepare the 3d model. You will want to separate your mesh into 8 parts steer, fsusp, rsusp, chassis, frontbrake_lever, clutch_lever, rearbrake_lever, gear_lever.


After you have seperated your mesh. download the bike template and get the mxb_export_template.blend. append your model into the template blend file. scale your model to match the template the best you can. after scaling your mesh to the template you will want to go into edit mode on each of your parts on YOUR bike model and deselect everything.

next go into edit mode on the part that that you will be joining your mesh to. so Steer matches with Steer. the template model Steer you want to select all the faces and go back into object mode

now notice i have selected the my bike first then the template bike.. that is extremely important without that this will never work hit ctrl J to join the mesh. go into edit mode the template model mesh should be selected. delete that and go back into object mode. that piece then should be finished move on to the next. sometimes if you delete the mesh in edit mode you may have to tab out of edit mode and delete the template mesh object ( idk if i had double appended mine into my project or not so really sure ). after you have done that to all the pieces of your mesh you can now apply your diffuse texture .tga to your model by going apply a texture to the material before export. each number of diffuse maps you will use you need to have a material for that.

once all that is done you are ready to export. export .FBX and in the settings to the left set path mode to copy and make sure you have all of your mesh select for export. export your mesh into your project folder as setting your path mode to copy creates a .fbx file and a .fbm folder.

now that your mesh is ready and you have you folder we are ready to setup shaders and get the bike in game. inside the .fbm folder you will place your dirt layers, normal, spec and optionally reflection map. create a blank text file and name it the same name as your texture in the .fbm folder. should go as following Official.tga, Official_n.tga,  Official_s.tga, Official_r.tga each standing for its respective map. inside the text file put a example code as the following

Code: [Select]
    shininess = 35
map = Offical_s.tga

    factormin = 0.0
    factormax = 0.15
    factorexp = 0.25
map = Offical_r.tga

map = Offical_n.tga

now inside of your normal map you need to make a new layer inside the CHANNELS of photshop. inside the that layer paste your spec map in. and your spec and reflection map should be standard. black meaning less and white meaning more. now that we have all of our maps setup its time to run fbx2edf. open your model up and use the settings here

hit run and the file will save to the path specified in export_script.ini make sure you wait till you see ending log before you close out. that is your model.edf use this method for the rest of the models. for the rest on how to import the bike reference the official tutorial from piboso linked at the top. hope this helps out with some of the confusion.

Bug Reports / Rider Lean
« on: November 10, 2017, 05:45:35 AM »
Rider lean seems to be bug left and right, visually he seems to lean but as far as effecting bike, its non existent.. if you stand still and lean left or right, or even ride straight you will notice the rider moves but the bike stays static . could be a big problem with turning physics. reason why i dont even use the rider l/r lean i never felt and change

« on: May 03, 2017, 02:29:46 PM »

Over at LCQ we are hosting a graphics competition and the winnners get there graphics in game, render, and a free copy of the game when it comes out, good luck to all!



Event Details

To participate you will require everything inside the GTX One Stop Sync Shop

Track - Florida Tracks and Trails ( Check out GTX One Stop Sync Shop )


45 Minute Practice session prior to races
2 12 Lap Motos

Collisions will be on and deformation off during practice and on during race, I want to test out this format maybe since no one is actually leaving/joining during a race we can maybe enable deformation.. of constant cores i will restart server w deformation off,maybe we can get some ruts going online ;).


To join just show up :) i know its late notice but i have found out that i have free time today and wanted to get some of us together and run some races, i hope to see alot of us out there putting in some hard laps!

-----------WILL BE UPDATED HERE-----------

credits to teeds for post layout just modified it for me :)

Tracks / Florida Tracks and Trails Pro Track [Release]
« on: February 26, 2017, 11:23:38 PM »

today we bring to you Florida Tracks and Trails Pro Track. track is mixture of 3 different types of soil/dirt, so it makes for great racing. super fun track to shred laps on and deformation works amazing on it :) . Track heightmap and finish building was done by me, finishing up and textures were done by Asdrael, and geo did camera and marshals. badstar had started on textures but we eventually come up with the idea to have Astradel do them..

Track Link :!9N40jZpL!1IGphnEGfhSsdq4oP_KMRVxnWBt0R8pSY8HvIt1iQeU

Damien and Kyle Watts - Heightmap/Finish Building
Asdrael - Textures,objects placement,and all the fancy stuff
Geo - Cameras and Marshals
badstar - Starting track textures sorry we didnt use them

Bikes / 2017 CRF450r Stock Bike Release
« on: December 27, 2016, 04:30:44 PM »

With the release of beta 5 and the completion of my model i figured it would be the best time to get it in game :).. but with my hectic time schedule i was not able to, but thanks to RC for hooking me up and doing it for me.. all the physics and everything like that goes to him.. just made the model itself and the textures.. there is no dirt maps so if you wanted to make your own you can.. maybe in the skin pack update i will do a dirt map.. everyone enjoy the model as i have take alot of time on making it the best i can :)..


feel free to donate to see more content :)

Thanks to
Everyone who has given me feedback for the model
RC or Ankle o' Steel for putting the bike in game

Bikes / 2017 Suzuki Rmz [Release]
« on: October 10, 2016, 09:37:11 AM »

Well its about time i got everything pretty much figured out. i understand the model is not 100% accurate but i am fairly proud with the outcome. Inside you will find the template and in game files. as far as future updates come see the following.

You can purchase the model file to put on any extra aftermarket parts for - 75$
- Purchasing the model will give you all future part updates that i will have such as pipes,seats,after market plastics, etc...

I hope with doing the release like this will allow everyone to enjoy the bike with what is being released. and if you really want the bike to be more of your own, want the model to do with how you please. i hope everyone enjoys the model as i have put tons of hours into it, i understand the chain isnt 100% lined up and the hands could be better.

thanks to everyone who had helped me with my constant annoyance about questions and me being generally dumb.
Thank you to cocow over on the mx simulator forums for skinning the Japan Spy Bike,Stock Bikes and Jason Pama for the the RCH and Yoshimura Bike

Sorry for such a large download files contains 2 bikes, a template, and 4 skins for each bike  ;D ;D

Links :

Donations are always appreciated :) 

Bug Reports / Bike Model Rear Suspension
« on: October 05, 2016, 11:57:42 AM »
While working on the rear suspension for the rmz, i have encountered a bug that when you case a jump in game, it causes the game to crash, or the bike will shoot extremely high into the air for around 15-20 seconds, then fall back down.

Code: [Select]
type = bike
id = rmz250
chassis_mass = 0, 0.679304, -0.0393481
chassis_steer = 0, 0.991185, 0.33716
chassis_rsusp_min = 0, 0.468017, -0.182066
chassis_rsusp_max = 0, 0.471587, -0.169207
swingarmpivot_steps = 0
fuel = 0, 0.871942, -0.00685789
pressure_center = 0, 0.95, 0.2
pressure_center_lat = 0, 0.7, -0.1
pressure_center_vert = 0, 0.7, -0.1
rider_mass = 0, 1.05005, -0.06
rider = 0, -0.0042426, -0.0357874
rider_view = 0, 1.05, -0.2
front_sprocket = 0, 0.491264, -0.130074
rear_sprocket = -0.074
chain_pitch = 0.02
rakeangle_offset = 0
rakeangle_min = 26.5
rakeangle_max = 26.5
rakeangle_steps = 0
steer_mass = 0, -0.116663, 0.0220437
steer_joint = -0, 0.0131657, 0.0138838
front_upper = 0, -0.092844, 0.020867
front_length = 0.3
front_lower = -0, 0.0539218, 0.0212681
fsusp_mass = 0, -0.159002, 0.0425752
fwheel = 0, -0.348897, 0.072185
rsusp_mass = 0, -0.0753722, -0.0994093
rsusp_joint = -0, -0.0022217, 0.0321493
rear_length = 0.134
shock_minlength = 0.328
rsusp_type = Linkage Rod Chassis
shock_chassis = 0, 0.772253, -0.166136
rocker_chassis = 0, 0.385574, -0.223764
rocker_rod = 0, 0.325253, -0.336198
rod_swingarm = 0, -0.0390994, -0.161985
rod_rocker = 0, -0.0816511, -0.16924
shock_rod = 0, 0.0364909, 0.0574193
rwheel_min = 0, 0.0117974, -0.539758
rwheel_max = 0, -0.00119495, -0.570313
swingarm_steps = 2
t-cam = 0, 1.45, 0
stand_type = 1
stand_linkfront = 0, 0.33, 0.08
stand_linkrear = 0, 0.33, -0.12
ground_clearance_ref = 0, 0.329282, -0.000558578
seat_height_ref = 0, 0.951566, -0.23688
numspheres = 3
pos = 0, 0.43, -0.05
radius = 0.1
pos = 0, 0.8, 0.4
radius = 0.2
pos = 0, 0.8, -0.65
radius = 0.18
numboxes = 1
pos = 0, 0.25, -0.03
size = 0.78, 0.1, 0.1
pitch = 0
numboxes = 1
pos = 0, -0.1, 0.02
size = 0.26, 0.4, 0.1
pitch = 0
numboxes = 1
pos = 0, -0.01, -0.38
size = 0.23, 0.1, 0.5
pitch = 0

Suggestions and wishlist / Thoughts on Replicated Series
« on: September 18, 2016, 05:55:33 AM »
For awhile now i have thought of creating a website dedicated to finding online matches / organizing races / racing dedicated repliaca series.
i have a small team that has discussed hosting and replicating the new outdoor series and if net code gets fixed before then maybe a small super cross series. We have also discussed how the classes should be setup and ran.This post i will sort of list out my idea's on setting it up and the rules and regulations that it will have. if people agree and like this then i will take it a step more and get this all started.

Bike Regulations

- Geom Files will be set according to bike creator.
- Custom Bikes are allowed but if engine file is changed it will be replaced with a engine file of race regulation (125cc,144cc,250cc,350cc,450cc,500cc ).
- Bike Engine Files will be created by us ( Piboso engine based, some races may require engine not made by them and will then be made by us ) .


- Individual may request to post race series ( on website ) .
- Individual may request to host race series ( on website ).
- Website will host the main motocross race series ( AMA Supercross & Motocross, MXGP, Other ) .

Replica Race Series

- Will have track release 1 day prior to race date.
- Practice / Live Timing will be ran according to the real thing.
- Race format and length will be according to the real thing.
- Deformation and Collision will be turned on.

Leave your comments on what you thing can be added or changed.

Bug Reports / Crashing on startup
« on: July 06, 2016, 02:56:48 PM »
recently built a new pc and game was working fine until 2-3 days ago. game crashing upon launching the game.. reinstalled and it worked once.. now it crashes on startup. any ideas?

Bikes / 2015/16 Tm Models
« on: June 19, 2016, 03:44:33 AM »
Alright well current state of the model.. will post updates in this thread

Bikes / 2016 RMZ 250/450 Release V1.6
« on: June 04, 2016, 10:04:30 PM »

Here is the release for my 2016 RMZ model. still not all the way done. need to fix the shading errors and mess with the geom some more. Feedback is always appreciated.

Link :

*******UPDATE 6/6/2016 ********

Download the cutout for graphics. my template is not complete so that is why it is not released. simply unpack the stock graphics for a .tga of the template and use that please. V2.0 should have a template release.

*******UPDATE 7/5/2016 ********
Sorry for the lack of updates.. not have had the motivation to finish really :/.. should be perfect geoms done tho enjoy :)!3lJDHTYL!ZIcxG88JrtROXvdRdXPeHKVJtzVuUcoKmzH8Rh8BhiI

*****UPDATE 12/27/16*********
Updated Physics files thanks to RC

******Update 1/1/17*******

Bike file size down and sound issues fixed, dirt maps will be remade soon!

******Update 01-25-2017************

>>> 18.03.2017 : Beta 6 update : Suzuki Pack v2.0 <<<

Here is the Suzuki 2016 motocross range updated for Beta 6.

Standard bikes
  • Chassis flex values added
OEM bikes
  • Chassis flex values added
  • 4 strokes: different engine maps added, based on the different couplers coming with the bike. Warning: bullshit detected. Couplers change fuel mix which we can't control here, so instead I changed the dyno map slightly, similarly to the CRF "Modes". Expect a difference in behaviour you can feel, but not enough to give an obvious all around winner.
    • No Coupler: Stock hp curve, rather full at low RPMs but limited at high RPMs.
    • White Coupler: Spreads the power delivery more smoothly over all the RPM range. Longer, more manageable pull.
    • Grey Coupler: Tightens the engine, shifting more of its power to the high RPMs. Faster revving, harder hitting.
Download link:
Suzuki RMZs v2.0
Necessary Geo Tyre Mod for the OEM bikes to work.

As always, let me know if anything is out of whack. Enjoy!

Huge thanks to
Ike ( TheFatController ) for feedback and helping me on getting a normal map setup
StoneRider for setting up the model for us to enjoy
Ankle o' Steel for setting up the model aswell and countless weeks of me spam messaging him questions
Gary ( GDUBMX ) for feedback and getting me to start the model

Consider donating  8)

Bug Reports / Fbx2Edf Converter .tga overwrite?
« on: June 03, 2016, 11:27:35 PM »
Hey, it seems when i change a normal map or something in my .fbm folder and try to convert it the converter overwrites my changes and brings back the outdated map. any ideas if its my end or not?

Media / Post Your Live Streams and When you are up !
« on: June 02, 2016, 08:43:04 PM »

Streaming me work on hangtown and other stuff before the race!

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