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Topics - Sandbiter

Pages: [1] 2 3
1
Other / Mohawk / GoPro Hero 4
« on: June 28, 2018, 01:38:41 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/).

2
Other / New bike font - Jersey M54 Regular
« on: June 28, 2018, 01:25:50 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

3
Off Topic / [Dodge] - 2d addictive android game
« on: August 29, 2017, 09:20:16 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.

4
Tracks / Southwick Groomed | Deformation maps
« on: July 08, 2017, 02:14:37 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.

5
Track Editing / Trees / shrubs object release
« on: March 26, 2017, 07:31:19 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

6
Setups / My setup!
« on: March 25, 2017, 08:38:48 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.






7
Bug Reports / Changing from windowed to full screen
« on: March 24, 2017, 09:24:01 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.

8
Suggestions and wishlist / Live timing
« on: March 24, 2017, 01:56:59 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.

9
Suggestions and wishlist / Faster rider lean
« on: December 28, 2016, 03:11:40 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.

10
Bug Reports / Air physics bug
« on: December 28, 2016, 03:05:42 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.

11
Other / Rev limiter mod 250 + 450
« on: December 22, 2016, 09:35:42 PM »
250f rev limiter
<a href="https://www.youtube.com/v/EftSgozz8KE&amp;t" target="_blank" class="new_win">https://www.youtube.com/v/EftSgozz8KE&amp;t</a>

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

12
Other / Custom rider model and animations talk
« on: November 13, 2016, 04:41:06 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.
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?

13
Tracks / Enduro De Heuvelenberg
« on: November 09, 2016, 08:42:22 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

14
Other / UFO Reactor 2
« on: October 23, 2016, 05:02:22 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

15
Suggestions and wishlist / Softness map for deformation
« on: October 17, 2016, 07:20:12 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).

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