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Topics - тғc

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General Discussion / Daily Development Log
« on: January 21, 2018, 10:48:17 AM »
PiBoSo, why are you no longer using the daily development log over on the PiBoSo board?

Off Topic / Merry Christmas
« on: December 24, 2017, 07:34:04 PM »
Timezones and all that, so wishing you all a merry Christmas now!

Hope everyone has a great time  8)

Tracks / Unadilla 2016/17 (updated to Unadilla B7b on 23rd Nov)
« on: November 21, 2017, 07:09:29 PM »
Hey hey!

Unadilla 2016 / 2017 (Unadilla B7b updated 23rd November).

It feels like I've spent more time on this than Red Bud. It's about as accurate as it gets without getting too obsessed about the off track areas.

In the interest of time, which I don't have too much of these days, I've really not put too much effort into the objects on this track. The off track is pretty basic, the pit area is plain with no tents and I've only modelled the main buildings. This doesn't take away from the experience at all though in my opinion, and I just wanted to get the track released instead of spending ages perfecting something that doesn't add to the ride.

Couple of cool things are the lake and the windows, as I learnt how to add the reflection shader with a custom environment map to track objects, and of course the track normal map which kind of mimics an off season dry /  slightly ridden surface. The deformation get's hectic here.


Updated version 23rd November 2017. Removed normal layer on top and added pitboards.

DOWNLOAD (Updated 23rd Nov)
And remember, you can always buy me a beer for all my hard work   ;)

Other / Atlas Air Neckbrace.. (I know, been done)
« on: November 12, 2017, 11:29:16 AM »
Here we have my Atlas Air Neckbrace.

I must have missed the original thread because I didn't spot the one that was released a while back.. If it was part of Sync I must have missed that too, because I decided to make one earlier in the year. Once I figured out someone had already made one, I decided not to release it, but since using both I prefer mine for size and shape so thought others might too..

It's 100% custom made by me, model, textures, norms etc.

Enjoy :)!Rk932ara!_Ky_tQmUNC04pP-TIAwbme8jzgNwq2ZoJ4Nk6wSrkJg

Track Editing / Animated flags
« on: November 12, 2017, 10:42:48 AM »
* GPB / WRS / KRP / MXB: completed support for the animated flags

Please could we get a quick run down on how to create animated flags? Thanks :)

Suggestions and wishlist / Sitting mid air
« on: November 12, 2017, 10:25:15 AM »
Man this has bugged me since the early days, it's just one of those things that I never remember to post.

Right now it's possible to sit on the take off and stand up mid air, but you can't do this the other way around. You can take off standing up, and sitting down works if you're really quick, but if you don't catch it in time you're doomed to spend the rest of your air time standing up like a dead sailor while the sit button is totally unresponsive.

Can you please adjust this in the next beta, make it possible to sit down / stand up and mix it up at any point during a jump? You could also make the transition between sitting and standing much smoother when the bike isn't on the ground, as it's useful to sometimes sit and tuck the bike up a bit in the air both in SX rhythm sections and while whipping.

Thanks  8)

Support / FBX2EDF 1.19 Export sizes
« on: October 28, 2017, 09:30:24 PM »
Weird issue, not sure if it's 100% related to FBX2EDF 1.19 or not, but worth double checking.

When I export about 200 trees from Blender and run FBX2EDF, it returns an EDF file size of roughly 26,000kb to 28,000kb (can't remember the exact figure.

When I export just 5 trees on their own from Blender and run FBX2EDF, it returns an EDF file size of roughly 26,000kb.

When I double those 5 trees to 10, it doesn't really affect file size.

Is there a starting size for anything exported? For example, if I export one plane or 50 trees is it going to start at a certain size? Reason I ask is because 5 trees or 200 both seem to take about 25 minutes running map.bat.

Thanks :)

Off Topic / Time between betas again!
« on: October 17, 2017, 06:01:22 PM »
I know it always goes quiet..

Had a few pm's recently but havent turned laptop on in weeks.. I just wanted to let people know I'm still lurking and will get to things eventually, but have a very busy life right now. Just about 3/4 way through buying our first house, kids first year at school, work has been very busy..  Will get to stuff eventually.

So I've been unwinding with some rocket league on Xbox one a couple of times a week when I do get to sit on my arse and not do anything.

What have you all been up to? How are you killing the time..

Bug Reports / FBX2EDF and Edge Loops
« on: June 13, 2017, 10:44:33 AM »
Quick one.. Does FBX2EDF have trouble with really small tri's or close edge loops?

I'm converting the following in FBX2EDF using only recalculating normals and smoothing groups. I've also tried both 1.17 and 1.16.

In Blender:

In Game:

Thanks :)

General Discussion / Where has gdub Been?
« on: May 30, 2017, 09:01:11 AM »
I figured he was just on holiday or something..  ::)

Got a message from him this morning and he's banged up big time. He was doing a 180 hip transfer at a concrete skate park and lost the front end on the way down, full on faceplant. The result is  2 skull fractures, broken nose and a broken sinus.. Didn't know you could break your sinus but wow.. ouch  :o

At least he's out of hospital now, probably nursing a monster headache though lol. Hope he mends quick and is back on MXB soon, the back of the pack is a bit empty without you mate  ;D

Jokes aside, this is what can happen without a helmet and that was one of the first things he said to me. Even a skid lid / piss pot would have at least prevented the skull fractures, maybe not the nose though. I used to ride BMX and never wore any protection let alone a helmet unless it was an indoor skatepark where they enforced the rule, and looking back I know it was a stupid thing to do. If any of you have kids who cycle even on the road make sure they're protected, and if they kick up a fuss show them this thread, I know I will.

Wishing you a fast recovery mate!

Suggestions and wishlist / Wheels template
« on: May 24, 2017, 08:13:10 AM »
Pib / Snappe:

Any chance we can get a wheels template similar to the bike template .blend?

Unfortunately it looks like Geolocation terrain will no longer be available from Google SketchUp due to an acquisition by Trimble of SketchUp..  :(

I know there are other ways, but I haven't explored these myself so not sure of the process. If anyone has any plans to use this service in the future for getting basic heightmap info I'd suggest getting hold of that before the 22nd.

Tracks / Red Bud (updated RDF 08/05/17)
« on: May 07, 2017, 07:26:14 PM »

So I know, I made this a long time ago. Well I did and I didn't.. The version I released for the GTX series as beta is almost a different track. Some elements are the same, but the majority of it has been completely remade as I wasn't happy with a lot of it. To the eye, the hieghtmap might look quite similar to the beta, but if you were to ride the old version in MXB B6, you would be disappointed.

I've tried to be as authentic as possible with heightmap, object placement, and have tried to include the key features of the track that make it Red Bud (stands, sign, buildings, tunnels, flag etc..). All objects here are 100% made by myself, bespoke to this map so to speak, bar the trees. The trees are from a texture pack of 3d rendered images. Also kinda cool, if you run a clean lap in testing watch the replay back and compare it to the 2016 450 main (which I based the cameras on) and you'll see that the jumps are 99% accurate as far as size and how high / far the bikes travel.

I've spent a LOT of time on the deformation. Red Bud is loamy (apparently) lots of sandy loose soil with compact sections. While the track rides great as standard, I think it rides even better when massively deformed. It's a challenge, but some areas become easier - Corners for example. Lots of the inside ruts are just suggestions before they've been deformed. If you stick to these suggestions they become amazingly grippy, to the point you can slide into one and be caught half way into a corner as you can see in the video below.

Also 2 new skies included here. Feel free to use them elsewhere, I will add them to the assets thread when I get time along with a few track objects which I've made here for people to use elsewhere  ;)

I'm really proud of this track, more so than everything else I've made with exception to Matterley Basin and the JS7 compound. I hope you all enjoy it as much as I've enjoyed making it and riding it. See you all online to rip it up soon!

Oh, and if you like my tracks, appreciate the effort I put in and want to say thanks, you can always buy me a drink, but please note your thanks in a forum post is more than enough. I do this for love, not money, I've just had quite a few requests to include a donate button so figured I would for my next release (this one).

DOWNLOAD Updated with new race data.

<a href="" target="_blank" class="new_win"></a>

Who is going to find the metaphorical easter egg I wonder ??? ;)

Other / Roost / Particle changes
« on: May 06, 2017, 07:07:23 AM »
Hey hey..

Pib, if I extract the effects / particles folder and make changes, will it cause problems joining online sessions? Or is this purely visual..

Suggestions and wishlist / Rut / Bike collisions
« on: April 22, 2017, 09:30:04 AM »
Right now, if your rut is slightly too deep and the bottom of the bike clips a surface it's an instant rider ejection.

Could this not just result in getting hung up in the dirt and slowed down, rather than a crash? IRL this would be more realistic.

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