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June 18, 2019, 06:56:43 pm

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MX Bikes beta10c available! :)


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Topics - Sandbiter

1
Races / Washougal Washington Race may 4 2019
May 04, 2019, 02:56:24 pm
After figuring out qualifying is hard coded at 70% of race length I think we should scrap it. 5 laps of qualifying is too long for a ~7 lap race IMO

I'm thinking of starting weekly races, but that all depends on you guys. The more people join, the more races I will host.
If this first race is a success I will make a calendar and keep track of the points.

Class:
Open

Today's race schedule:
Time 21:00 CET (20:00 GMT+1, 15:00 EST)
We'll do a quick qualification race and then two 15+2 motos.

Rules are simple:
Respect eachother
Ride clean

Server:
Race server can be found in game under the name "Race Server".
Thanks to Teeds for providing this server!

Further notice:
We'll ride with collisions off since they still cause major problems online due to not being accurate enough.
Max 16 players! First ones to join will be in. Please don't join the server if you don't intent to race.

NO mods needed except for the OEM bikes.
To make sure your OEM bikes work properly, you should go in game, choose all stock bike.
Go into your installation folder (c/programfiles(x86)/mxbikes) and delete the whole BIKES folder
Download the OEM pack from https://mega.nz/#!1YonQYqT!PdcGhe6Xp6Ci4iZszK7iE1Rj9RCBUdAyVF44RX6C3ts and place that inside your installation folder
2
Jumps and berms
Creating heightmap features in Photoshop

Setting up the heightmap
Using layers
Different types of layers
Create a jump
Create a berm


If you struggle to follow the tutorial, here is my heightmap.psd file which was used to make this tutorial.
https://www.mediafire.com/file/cjuc8dur1wp3wdn/heightmap_tutorial.psd/file


In this tutorial we will take a look at creating basic heightmap features such as jumps and berms. I won't go into detail on this one, I'll just show you the basic concept on how I make my heightmaps in Photoshop. I also won't show you how to get this in game. Geo has made a great tutorial on how to do that: http://forum.mx-bikes.com/index.php?topic=2560.0

You'll need basic knowledge of what how and why a heightmap works, and you need to know your way around photoshop.

This is what we'll be creating:



Setting up the heightmap
Open Photoshop and create a new document with a size of 2049x2049 pixels*, grayscale color mode with 16 bits and a resolution of 72 Pixels/Inch. A heightmap must be either 1025x1025, 2049x2049 or 4097x4097 to make it work.
Once you've created the document, fill the background layer with the hex code color #808080. This color is the absolute center of black and white. This way we can make a ditch and hill equally as 'tall'.





Jump creation
Create a new layer and rename it. In this case we're creating the lip of a double jump, so call it 'lip' and put it in a folder called 'double'. Select the layer and choose the Rectangular Marquee tool on the left hand panel. Select a portion of your document. Reset your foreground and background colors to black and white by pressing D and fill the rectangal with a linear gradient as shows below:





Now, hit ctrl+d on Windows or cmd+d on Mac to deselect everything.
With the layer still selected go into the layer modes dropdown and choose 'Screen'.





That looks promising already, doesn't it? Now the real magic begins.
Right click the layer and choose 'Convert to smart object'. Now double click the layer thumbnail. Photoshop will open a new document file. In this new document, click on the small 'Create new fill or adjustment layer' icon at the bottom of the layers tab on the right and choose 'curves...'. This will create a new adjustment layer in the layers tab. Select this layer.
With this layer selected, you'll see a propeties panel open. In my case this is above the layers tab. In here you'll see a basic curve editor. This is the place where we'll be creating our jump.





The following is all in the curve editor
The first thing you have to do is drag the top right anchor point to the bottom. This'll create a black rectangal on your screen. Now, click somewhere on the curve line. This'll create a new anchor point for you to use. Drag this anchor point up a bit. You should now see your jump reapear on your screen, though it will look different than before. I hope you can guess what is happening. If not, the curve editor is basically the side view of your jump. However you shape your jump in there, that's how it'll look in game from the side view.
Fiddle around with the curve until you've got the jump shape that you're happy with. This is what I've done:





Now to use the black and white values to the fullest, add a 'levels' adjustment layer on top of the curve layer. Select it and in the propeties panel and drag the right arrow close to the first white spike you see in the preview window.





Hit ctrl+s on Windows or cmd+s on mac to save the document and close it. Go back to your heightmap document and you'll see it has changed. You'll also see that the curve and level layers are gone in this document. Don't worry! It's a smart object. Once you double click the smart object layer ('lip') it's thumbnail again, it'll open the document with curve and level layers right back up for you to edit. This method keeps your initial heightmap document clean.
In the heightmap document right click the 'lip' layer and choose 'New smart object via copy'. Rename this layer to 'landing' and use the move tool to move this layer over in the document so it sits right behind the lip.





Double click the thumbnail to open the layer's document. First thing you want to do is delete the levels adjustment layer. Right click it and click 'Delete Layer'. We do this to prevent any clipping to happen. Click on the curve layer and change around the curve until you have a nice landing jump. Once you've created a nice shape, add a new levels adjustment layer and repeat the step we did earlier. Select it and in the propeties panel drag the right arrow close to the first white spike you see in the preview window.
Hit ctrl+s on Windows or cmd+s on Mac to save the document and return to your heightmap document.





Voila, there is your double jump. Save this as a 16bit RAW file and test it in game. If you don't like the jump, just open up the specific jump layer and edit the curve until you like it! (Don't forget the levels adjustment layer! It's easy to make the whites clip!).

Berm creation
We can make awesome jumps now, but what about berms!? Don't you worry pal! If you can make jumps, berms aren't hard for you.
Do the exact same steps as making a jump except for the layer mode. Keep the layer mode of the layer at normal, but change the layer mode of the folder the layer sits in, at screen. Even the curve editor has the same idea as the jump layer. The shape you make your curve line, will be the shape of your berm (in this case if you cut your berm right in the middle, if you don't get it, you will in a second!).
This is what you should have. I know it looks like a jump, we'll transform it into a second.





With this layer selected, go to Edit -> Transform -> Warp. Now a new propeties bar will appear on the top of your document and you'll see a box around your berm:





Click the Warp dropdown on the left, and choose Arc. In my case, the orientation is wrong. Change it by clicking on the button right next to the dropdown 'Change the warp orentation'. This is what we've got so far:





In my case, the berm is bend the wrong direction. You'll see a small square on the outside of the box around your berm. Click and drag this square the other direction to change the shape of the berm. Hit enter to conform the warp changes.





That looks good, doesn't it? To finish it, we need to smooth the ends. Copy the berm layer once by hitting ctrl+j on Windows or cmd+j on Mac. Select the copied layer and go to Edit -> Transform -> Warp again. Set the drop down to None and hit enter. Now press ctrl+t on Windows or cmd+t on Mac to open the free transform tool. Rotate the layer 90 degrees and place it next to the berm like in this picture:





Hit enter to finish the transform. Do the exact same step for the other end of the berm:





Now select the folder, which in my case is called 'Berms'. With this folder selected, hold alt and click on the 'Add layer mask' icon beneath the layers panel (left of the adjustment layer icon). This will create a black mask, and you won't be able to see your berm anymore. Right click on the mask thumbnail on your folder and click 'Disable mask'. Choose the gradient tool from the left toolbar and make sure your foreground and background colors are default by pressing D. Then press X to invert the foreground and background colors. Drag a linear gradient over the berm as shown in this picture and re-enable the layer mask the right clicking on it and choosing 'Enable layer mask'.







And there it is! A finished berm.

If you want to rotate or scale a jump or berm, just hit ctrl+t on Windows or cmd+t on Mac and you can transform it the way you want!

Some hints:
- To control a jumps or berms height, use the opacity of the layer.
- Use a gausian blur on jumps or berms to smooth them out a bit.

*In mathematics, a power of two is a number of the form 2n where n is an integer, i.e. the result of exponentiation with number two as the base and integer n as the exponent.
In a context where only integers are considered, n is restricted to non-negative values, so we have 1, 2, and 2 multiplied by itself a certain number of times.
Because two is the base of the binary numeral system, powers of two are common in computer science. Written in binary, a power of two always has the form 100...000 or 0.00...001, just like a power of ten in the decimal system.
3
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.
4
Tracks / AX Tour - Barrie
September 18, 2018, 07:40:24 pm



Round 5/6 : Rockstar Energy Triple Crown
Not exactly like real life. I added a half single before the rythem section and a little bump before the finish line to make a track more fun.

Thanks to Piboso and Snappe for the example track folder + files.

Download:
http://www.mediafire.com/file/hpp122ogy1jhg6i/axTourBarrie.rar

If you enjoy my work, please consider making a donation:

5
Suggestions and wishlist / Lean and tear-off suggestions
September 05, 2018, 06:33:20 pm
I posted this in one of the threads in general discussion last week, but for some reason it didn't get posted. Anyway, here's my 0.02 on the lean and tear-off mechanics.

Lean:
As we all know, the lean angle is weird. I'm not asking for an increased lean angle since you already know about that. The way the lean works now, is that the lean angle seems to connect to the angle of the normal from the terrain. For example, you come into a turn while you lean in slightly before hitting the berm. Once you hit the berm, all of a sudden the bike will lean over a lot more. I THINK the way to fix this, is to make the lean angle connected to the global world axis, not the terrain normal. Though, before that'll actually work out better, the lean angle has to be increased. This method of leaning will most likely get rid of weird physics behaviors on uneven terrains. I'm pretty sure this'll also make the game more predictable and make it possible to have a lot rougher terrains.

Tear-off:
I really like this feature, though, I feel like it isn't enough. You could ride a whole race without pulling any tear-offs. IMO the dirt-on-screen effect should be more. Make it harder to see so you actually have to pull a tear-off.
I've seen that this is mod-able, though I haven't tried if that prevents players from joining online (I hope it does!!). Obviously I am not going to mod it to make it harder for me to see, while others can see everything clearer. The dirt-effect should be increased by default, and it should be impossible to mod this kind of stuff to prevent people from removing the effect altogether.
6
Other / Mohawk / GoPro Hero 4
June 28, 2018, 03:38:41 pm


GoPro Hero 4 made by P2STA (https://www.facebook.com/P2sta/)
Mohawk is just a stupid thing I made in 10 minutes when I was bored.

Download:
http://www.mediafire.com/file/rygwiyh5c68hhm5/helmetcams.rar

Installation guide:
Place in your rider folder:
C:\Program Files (x86)\MX Bikes\rider

Thanks again to P2STA for letting me release his GoPro Hero 4 (https://www.facebook.com/P2sta/).
7
Other / New bike font - Jersey M54 Regular
June 28, 2018, 03:25:50 pm


New bike font. Comes in black and white. The font used is Jersey M54 Regular.

Download:
http://www.mediafire.com/file/x1buv67esdd1d2m/bikeFonts.rar

Installation:
Drop the misc folder into your installation folder:
C:\Program Files (x86)\MX Bikes
8
Off Topic / [Dodge] - 2d addictive android game
August 29, 2017, 11:20:16 pm
Hi guys,

Since a couple of months I've been working on a simple addictive 2d android game. This is my first game ever finished and released and am happy with the overall result. The game is made in Unity and for now exclusively for android devices. I learned a lot in the process and am happy that I started it. I am currently trying to promote my game a bit and get feedback. Perhaps you guys have some promotion tips for me, and feedback on my game.

Dodge, a simple 2d addictive game inspired by old flash games. Dodge the falling blocks. It gets harder over time! Share your score on social media to let your friends know how good you are. Can your friends beat you?

Android store link:
https://play.google.com/store/apps/details?id=com.RukuStudios.Dodge

Itch.io link:
https://rukustudios.itch.io/dodge

Please don't see this post as some sort of spam. I'm a total beginner which is trying to get feedback on his first ever released game.
9
Tracks / Southwick Groomed | Deformation maps
July 08, 2017, 04:14:37 pm


https://www.mediafire.com/?4bacaeqw9xa5t8i

---
New version of Southwick 2016. Terrain is fully groomed, it has new textures and overall better optimized. The track also has deformation maps which Asdrael and I have played around with. The deformation should form ruts, braking bumps and waves.
---

The Wick! Motocross' most famous sandbox returns to greet racers with its classic ultra-rough terrain, a never-ending bump fest that just gets deeper and tougher as the day goes on. A sand track is an entirely different animal, and if the riders aren't prepared, it will eat them up.

The key to The Wick is adapting to its ever-shifting terrain. Fans should get there early to see how smooth the track looks before practice begins, and then track how quickly the bumps begin to form. By the end of practice, the place is totally whooped out, and they only get deeper during the motos. The smartest riders will keep searching for smoother lines, hitting the untouched spots until they get rough, then finding new ground again somewhere else.  Making these decisions while your heart, lungs, arms and legs are screaming is something only the toughest and fittest can do.

Southwick is so unique that it favors local riders more than any other track. They know where the good lines will develop, and they'll have The Wick faithful pushing them to dig deep late in the motos. Be sure to scan the hometown listings for each rider on the entry list--someone you've never heard of might be in contention for a podium.

For all of its gnarliness, Southwick is nestled right in the middle of a very quaint downtown. You'll be surprised to find a legendary motocross track nestled right up against baseball fields and an American Legion post, but all of that just adds to an experience unlike any other.

Credits:
Piboso and Snappe for the documentations.
Vortex_Damien for the bleacher model.
Most of the community for beta testing awhile back.
Asdrael for his sand textures / norms and testing out the deformation map idea.
promotocross.com for the track history.
10
Track Editing / Trees / shrubs object release
March 26, 2017, 09:31:19 pm


So here it is. The pack includes an .fbx file with 4 trees with trunk, 2 lowpoly trees and two shrubs (+ all the textures needed). Please be easy on them, don't use too much without knowing what you're doing.

https://www.mediafire.com/?pffm7k1qf119yqz
11
Setups / My setup!
March 25, 2017, 09:38:48 pm
Lately there've been a lot of people coming to Mx Bikes. They probably struggle setting up their bike, so here is my setup.

Thanks to StoneRider and Asdrael for their tutorials. They helped me out a lot!
http://forum.mx-bikes.com/index.php?topic=1463.0
http://forum.mx-bikes.com/index.php?topic=1644.0

Things to note:
This setup was created for the OEM Kawasaki KX250f 2017
I made this setup today. There might be things that'll change over time.
Maybe we'll see suspension updates in newer betas. So this might not work at all in coming betas.
This setup won't make you a pro, but it might help you crash less.
Sag is set correctly.
I tried to create good traction on the rear end.





12
Bug Reports / Changing from windowed to full screen
March 24, 2017, 10:24:01 pm
I've had this problem since beta 1 I think, but never posted about it if I'm not mistaken.

When changing from windowed to full screen mode, in the in game settings, my screen will go black until it goes back to windowed mode again. So basicly the whole 15 (is it 15?) seconds that I should have the time to click 'yes' or 'no' my screen is black and I can't do anything.
13
Suggestions and wishlist / Live timing
March 24, 2017, 02:56:59 pm
This isn't a priority of mine right now, and I know this isn't Piboso's either. But will you ever consider adding some sort of live timing? By this I mean the big pole which you see on supercross tracks and the finish line arch. On the big pole you see the top 5 on the track by their number. The finish line arch will show who's in first (and maybe some cool fireworks would come out once 1st place crosses the finish line at the end of the race).

Timing should update each lap.
14
Suggestions and wishlist / Faster rider lean
December 28, 2016, 04:11:40 pm
I have no idea how I just figured this out in beta 5, maybe because I've been using the chest cam in beta 4 and went back to the first person cam in beta 5. But the rider leans feels extremely slow to me.

In motocross the rider should lean way faster. All my settings are set so the lean is fastest, but it still feels very slow.

This might just be the animation though.
15
Bug Reports / Air physics bug
December 28, 2016, 04:05:42 pm
Since beta 5 there is a weird air physics bug. I'm not exactly sure when or how this happends though, neither can I see anything in the replay function.

When jumping, and perhaps trying to whip using both the bike and rider lean (not sure though), the bike gets a weird kick in the rear out of nowhere. I don't really know how to explain it any better.

Another thing that might be related is that I was playing onine on Washinton. On on big drop down before the chicane I jumped. Once I was in the air I got teleported into the metal fence at the chicane. Once again in replay there was nothing weird to see. In replay mode it just looked like I landed and rode straight into the fence, but in fact I got teleported.

I remember someone else having the air kick bug as well online a couple of days ago. I can't remember who though, maybe it was Geo, not sure.

I'll try and record this, but I think I got to be lucky then haha.
16
Other / Rev limiter mod 250 + 450
December 22, 2016, 10:35:42 pm
250f rev limiter
https://www.youtube.com/v/EftSgozz8KE&t

250 limiter:
http://www.mediafire.com/file/btfg2c23sg903l4/250cc_limiter.wav

450 limiter:
http://www.mediafire.com/file/8dpje71j1ntlb0l/250cc_limiter%282%29.wav

Installation:
Put it in the desired bike folder (only works with stock bikes).

For example:
If you want this to be on the 250xf, make a map (if you haven't already) called 250xf. Then place this .wav file in that folder.

Same goes for the 350xf, 450xf and 450sm.

Do NOT change the name of the file.

http://www.mediafire.com/file/8dpje71j1ntlb0l/250cc_limiter%282%29.wav
17
Other / Custom rider model and animations talk
November 13, 2016, 05:41:06 pm
While I was working on Southwick I had my first encounter with the marshalls and it's files. It seems like it has a normal model, just like every other track object (.EDF). It also has a .ANM file which, I guess, are for the animations. Now I've been trying to find out if we are able to replace these models and/or animations. I couldn't find a whole lot, but I've found something!

I couldn't find much using google. I also assume the .ANM file is Piboso specific and can't really be made by the community. I hope I am wrong and that we can make our own animations, because that'd be awesome. The only thing that looked promising to me was this: http://gillius.org/cg3/anmfile.htm

When googling on 'GP Bikes custom animations' I found this topic though: http://forum.piboso.com/index.php?topic=3337.0

It seems like that we are able to make our own animate-able models. We need a rigged model for that. Unfortunately Manu has some problems with his own models. I'd love to try it as well, since I've lowpoly human models that are rigged.

If we'd try and make our own rider model / marshall models we'd need the names of the bones from the original rider model / marshall model. Does anyone have any clue how all the bones are called? I couldn't find them in the .EDF or .ANM files.

BUT on the GP Bikes topic Ptrshpt says that Piboso has linked all the rider leaning (so front / back and left / right) to the rider animation. So that means that it's a lot more difficult to get a rider in game while keeping the same rider physics. I'm curious if it even is possible to do. Why did Piboso link the physics to the animation?

I've searched around on the GP Bikes forums as well and saw a completely different theory (http://forum.piboso.com/index.php?topic=1291.msg16671#msg16671). The posts states that the rider model doesn't have bones in game. Here's the quote.
Quote from: Klax75 on July 11, 2014, 01:47:46 pm
I've animated things and rigged things before in the past.

And honestly I don't think you need a rigged model. You'd need the rider model, and then rig it yourself. Do your animations and put it back in the game.

Since animations are pre-set, they aren't calling up any "bones". So if I hit the button to raise my riders hand. GP Bikes is just calling up a out put animation of my riders hand raising up. The are no bones in the rider in GP Bikes.

When I would animate, my rigged model was only used for animation and adjustments. But I could out put the same model with animations without the rigged bones. That is all that GP Bike's is doing. The rider isn't actually on the bike, it's just a visual reference to where the invisible weight distribution sphere is moving around on the bike. So if I move my riders body left, GP Bike moves the invisible sphere to the left, then call's up, the canned animation of the rider moving left. Same when the rider falls off the bike, it calls up a canned animation that is exactly the same, he falls on his butt then raises a hand to his head.

You'd need the rider model, rig it the way you want. Do your animations, then out put those animation. When you out put a animation the rigged bones do no come with it.

Would be kind of pointless having a fully rigged model with bones, then using canned animations in GP Bikes. Since GP Bikes is using the saved animations, not the actual bones of the model to move it.

The only thing GP Bikes has to know is where your hands are attached to the bike and where your feet are attached to the bike, when in game.

Another way to look at it is. When I am making a new paint for a bike. My Photoshop file may have 100 layers in it, different masks, different layer values. My layers and folders in side my Photoshop file could be named whatever. But when I save it as a Targa it flattens it out, I can no longer adjust anything because the layers are gone. But my out put file looks the same as my Photoshop.

A animation out put file would be similar. I just need the rig for adjustments. Once the animation is out put, the rig and or bones does not need to be with the model anymore.

Where as a rag doll model, you would have a very basic set of bones. So the model can interact with it's environment. But we don't have that in GP Bikes. :)

I still have hope that it actually is possible to make our own rider model / animations. At least for the marshalls.

What are your thoughts?
18
Tracks / Enduro De Heuvelenberg
November 09, 2016, 09:42:22 pm


Type: Fantasy
Sport: Enduro
Difficulty: Hard
Length: 3km

https://www.mediafire.com/?dbjdblw5spdjk9p

De Heuvelenberg! A small Dutch enduro course that'll test every rider's abilities. A well known rough, rocky and sandy enduro course located in the Netherlands. The track will get rougher and rougher each lap. You better be prepared before you sign in to race on this track. This course has more elevation than most of the Dutch enduro's. That means that this course will test both the local heroes and the internationals.

The key to De Heuvelenberg is to keep cool, look ahead and don't try to go too fast. There are a lot of trees and little rocks. They're easy to run in to, be carefull! Be prepared to get tired, really tired.

Help! I have low framerates!
Be sure to turn off 3D grass and perhaps lower your overall graphics when having a low framerate.
You could perhaps delete the forest1.wav file from the track folder as well. This file is the sounds you hear on track. It wouldn't suprise me if that'd cause low framerates.

Please note:
This track started out as a test, so don't expect much from it. The trackside cameras are bad, really bad. I added them, but didn't spend much time on them. I also know some trees have flipped faces and some just have weird shadows. I don't want to find the 10-20 out of 2000 trees that have issues. That'd take me years. I learned a lot doing this track. My next track should be better in all ways.

Donations are always welcome):
paypal.me/kuilder
19
Other / UFO Reactor 2
October 23, 2016, 07:02:22 pm


https://www.mediafire.com/?i3q3qu03ca6v9pg

Includes:
Red/white
Blue/white
Black/white
Template

Installation:
Drop the .pkz file in your protections folder, e.g:
D:\Program Files (x86)\MX Bikes\rider\protections

Ps. No LODs included because they didn't work. This can cause online issues. I also don't know why the protector is half transparent.

Donations are always welcome (it's my parents paypal):
paypal.me/kuilder
20
Suggestions and wishlist / Softness map for deformation
October 17, 2016, 09:20:12 pm
I'm sure i've suggested this before the game even got released. I still think this is the way to make deformation for a motocross game. Mx vs Atv Reflex uses this as well, and it works awesome!

The way I see it is that you sort of have a second heightmap. On this second heightmap (lets call it deformation map) you can make parts deeper than the actual track. If this deformation map is the exact same as the original height map, there won't be any deformation. If the deformation map is 5% more black (so lower heights) you'll have small deformation. If the deformation map is 50% more black you'll have lots of deformation. Offcourse you can make the deformation map however you want. If you want 5% deformation somewhere, just paint 5% black there. If theres a sand section, paint it 90% black. You can even make some great braking bumps with this methode. Just premake the ruts on the deformation map (just like you normally make your bumps on the original heightmap (only on the deformation map make it black, white won't work). Then when riding over this part, the part with 5% black won't deform much, but the little holes with 50% black will dig out the terrain and this way you'll get braking bumps.

Offcourse the braking bump idea isn't the best. It'd be much cooler if the deformation itself actually made braking bumps so every race would be 100% unique. Still I think the softness map is a really cool thing to have. Not every dirt type should deform the same way. There are even a ton of different types of sand and soil. So a default deformation setting on the material types won't work great.

It also doesn't have to be a heightmap. The way MvA Reflex does it is by a colormap. 100% purple is 100% sand. 100% blue is 100% hardpacked soil, 100% yellow is 100% mud, 100% white is 100% no deformation at all (I probably have the colors wrong, I don't know that much about MvA Reflex).