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June 07, 2023, 02:09:50 AM


MX Bikes beta18d available! :)

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Messages - showtimemx

That did it apparently I was missing a step in there somewhere and it was causing problems.  Now I can work on the heightmap and get things going.  One more quick question.  How do I remove all the grass from the track?  I'm using the example track and some settings based on tfc tutorials so I'm getting grass from the example track all over the track.

Thanks guys, I'm absolutely loving mx bikes.

So a few issues I've run into:

1. Converting heightmap.png to .raw format.  I use affinity photo and found no expert to that format, instead I started with world creator, moved to l3dt export .raw from there.  Not super great.

2. Keep getting crashes to desktop after making changes to size/scale in notepad. Change it back still crashes.
I have watched most of these and have learned a lot but still have areas that I feel I'm missing.  I would love to see how the track the Forest was created along with the textures and objects.  Really enjoying the game and would love to put together some fun riding tracks so I will keep working at it and see what I can come up with.
Track Editing / Old MCM creator looking to create tracks.
December 25, 2019, 07:49:19 PM
I have been around the motocross game community for over 30+ yrs I use to create tracks for MCM 1 & 2, MX vs ATV, Mx Simulator and a few others and am looking to get back into creating tracks for MX Bikes and wondered if I could get a little help getting started.  I tried to looking through the forums to find what I need but I'm not fully getting all the pieces. 

1. Does anyone have tutorials on how they are using Blender for objects and track setup (size etc within blender).
2. Textures - I realize almost all games have gone to tiling but I wondered if it is possible to do a single image texture map say 2049 x 2049?  I still enjoy the old method of using burn tool etc with a top down render of the map to do track textures?

I really appreciate any input and look forward to possibly bringing some new content to MX bikes (hopefully 3d track objects, Bike Skins, Rider Skins, Tracks)

Thanks Again

General Discussion / Re: Questions
February 10, 2014, 07:55:01 PM
Quote from: giopanda on February 10, 2014, 05:32:52 PM
Quote from: AWood on February 10, 2014, 05:14:21 PM
I think physics modding will be great. Don't see the problem with someone modeling a 50 and someone creating physics for it. And a 85 and a 125 stuff like that. Or what if piboso's stock bikes are slow. They can be stock, what if somebody creates slightly faster bikes and those are the factory Mod bikes that all the "pros" will race in organzed races. SOMETIMEs. Not all the time, the community can make something more people like than the Dev created, and that's why modding is so cool and I love when devs support it. Revon physics in MVA were 100x better than stock physics in that game.

the point is that since this is a simulator, it will simulate physics, as close to real life as possible.
and since this is the focal point of this software, i don't see why others should be allowed to tweak it.
because if that would be possible for sure it will lead to huge issues in the community and eventually to a total fail of it.
people will try to cheat as much as possible, will try to steal everything possible to be that 0.000000001% faster than anybody else, and it will start a war.
and when someone will release updated models with custom physics it will be a matter of minutes before it gets ripped and edited and re-released..

what's the point of having stock bikes and factory bikes?
i mean, if we had factory bikes, who would be racing stock bikes anymore?
there's nothing here that can prevent anyone to ride factory, so stock would be completely useless..

why stock bikes should be slow?
if they replicate real life counterparts than they won't be, so there won't be any reason to tweak them.

factory bikes for the pros?
who will be pro and who not?
who will decide?
i know already where this will lead..

rev physics for mva?
those were made to relive an old ARCADE game, trying to make it a bit more realistic, and some ways it was a success, but it was a complete fail on other sides: people who have waited for so long were disappointed, they disliked it and of course it got ripped and people started editing it at their own like..

there's the old saying that goes 'the more you give the more they want', and i'm sure this is what will happen if piboso give the community the freedom to mod more than the strict necessary

i repeat, i might be overthinking, but coming from mxsimulator i know the least the developer leave open to modding, the best.
mostly if we speak about game changing elements.

gio I can understand your concerns with cheating but I think you are overthinking it.  Mods can make a game 10x better than it would have been otherwise, imagine if jlv would have allowed even a small amount of modding we might have actually got a bike and rider preview in the menu because guys like attacker and others with the coding skill could have done it a lot quicker than JLV.  He'll look at what has been done with Skyrim, they not only made that game look amazing they almost successfully got multiplayer put in a game that didn't have it.

While I understand you concern for cheating have a little more faith in people, just because mx sim community has issues doesn't mean that needs to be the case here.  As long as we don't get the extreme sides ruining it for everyone, aka the people that get made to be mods and all of the sudden they are on a high horse, or the guys that have to be constantly knocking people just because, which if you ask me was a big problem on the mx sim forums certain people who I will not name had to constantly knock people instead of teach them.  Which brings me to the next group those that don't try to learn instead they are immature and demand everything and have to constantly be creating new topics for every little thing that pops into there 12yr old head.  If we can figure out a way to minimize these groups I think everything will be fine.

So lets see what we have to work with first and then hopefully the talented people will create great things and at the same time can help teach those that are willing to learn, all the while those getting things for free can enjoy it and be thankful.
General Discussion / Re: Questions
February 06, 2014, 09:55:49 PM
Quote from: Motoboss on February 06, 2014, 08:28:10 PM
Wow Showtime you put up a passionate fight..I'm gonna need you for getting tracks in game when that topic comes around...lol
Great job explaining

Hahaha guess I Can be a little passionate when it comes to motocross games.  This particular issue is one that I wanted very badly to be fixed in mx sim.  Gio and myself modeled and created a gear pack that had over 60 sets of gear in it and it was a nightmare for one reason.  We had to make each gear with almost 8 different sets of boots and it was a time consuming mess.  We had a whole set of thor gear that we put gearne, alpinestars, and fox boots with each set of thor gear and like I said it was a pain and even then someone was always asking did you make the gear with blue alpinestars?

So this is one of the reasons I feel its a huge deal to just separate the boots and then you don't have to worry about it.

Same goes with the helmet and goggles just wait til people start throwing a fit because their shoei helmet has spy goggles instead of Oakley's

We aren't asking for piboso to have to model said boots, the community can do that, just make it on option. 

Lastly for those that say well you never see the boots, some of us ride in 3rd person view and love being able to see my setup (makes me all sorts of happy when I see an awesome setup with my rider)

But don't worry good buddy (looks at motoboss) if you need some advocacy with track making items I will be ready to defend and debate.

End rant

General Discussion / Re: Questions
February 06, 2014, 07:43:44 PM
Quote from: Snappe on February 06, 2014, 06:57:45 PM
Is it really important to have a new boot model?
It's a fair amount of work for a modder to model, unwrap, texture, weight to the rig... To have a new boot that from replay cameras looks roughly the same shape as the old one.
Are there lots of boots modelers out there? Isn't it possible to achieve acceptable results with a new texture only?

There is a good amount of modelers in the MX community.  One thing you will find is how important models and gear are to the community, we love our customizations and if we can model 8 different boots that the whole community will use, as opposed to every single gear creator having to pick multiple boots for his gear.  I think you will see how much better that option is.  Especially think of this in terms of multiplayer,  if we can download a solid set of different boots for the game created by someone talented like gio, attacker, etc.. etc.., everyone will have those boots when they race online.  If we use the other option the only way to see that persons boots is if you have that exact set of gear downloaded to your computer... this will usually cause the new forum topic why cant I see so and so gear, this usually ends up with some smart arse saying well if you would have went and downloaded the 400mb thor gear from so and so you would have it.

easiest way to fix this.
Here is a download for all the boots that everyone is using this year:
Download for boot pack includes all 2014 boots  download here

plus this will eliminate duplicates: many times because people want boot options they will make the same gear that someone else has made just cause they wanted different boots so like I said previously you end up with 10 people making 2014 thor gear just cause they wanted different boots.

easy way to fix this:
community makes a great set of 2014 thor gear and then puts up a link:
Download the 2014 thor gear pack that everyone will have for 2014 everyone has same gear, only now they can run with any of the boots they downloaded in the 2014 pack.

Problem solved

If you cant tell by now I love to simplify things, chaos causes confusion within the community, then comes the constant battling back and fourth, soon after you have nothing but a bunch of people causing constant problems.

Trust me when I say people in the mx community will put in the time to model and make incredible things, but first it has to be setup correctly and only the creators of the game can do that part, and I believe you guys are headed in the right direction.  From what I have seen you guys are communicating with the community pretty well, just don't forget that some of us were burned by another motocross game creator because he refused to listen to some of the suggestions that could have simplified his game immensely and saved himself a lot of trouble with community members and problems that now plague the game.
General Discussion / Re: Questions
February 06, 2014, 06:33:19 PM
Quote from: Dylan14 on February 06, 2014, 11:41:02 AM
So many people being little bitches on here already. Who cares what can and can't be modelled. Stop wasting the creators time with your stupid questions. Focus on how the game will play, instead of what model boots your rider in a video game is using.

You obviously haven't played mx sim or you would understand why the having the boots be a model is indeed very important.  as a skin creator do you want to make the exact same color gear 12 different times just because you have to make white thor gear with white boots, black boots, red boots, green boots, then add the different brands and also their associated color schemes.

this really comes down to the fact that when your in the menu selecting your gear you will instead of being able to select 2014 white thor gear, then going down one menu and selecting between 12 different boots, you will now have to go to the menu and try to find 2014 white thor gear with the boots you want, which usually means looking through hundreds of options.  Not only does this cause a problem with gear selection but it also makes for huge file sizes because instead of being able to make 2014 thor gear in 4 colors you now have to make that same gear in 4 colors, but also make each one with the different boot options so now you have made almost 20 different sets of gear.

made an example to try and help:

Ultimately the reason why having boots separate is then you have someone who is amazing at making boots make the best set for the community and then everyone else can focus on their gear and not how many combinations of red gear they need to do.  This will also make MX Bikes organization within the files and file sizes a lot better.  I want to choose from the gear I want and then select from 12 great textures of boots in game not 450 different boots on 450 different gear sets. 

Hope this helps I may or may not have just confused a lot of the little ones.

so to your stop being a bitch, the thing you don't understand if this isnt done from the start it will be harder to do later on and at that point everyone will have to redo their rider skins.  so if that means they have to spend extra time to get us that option, I can gladly wait so that we get a feature that makes it better for all in the long run.
General Discussion / Re: Questions
February 05, 2014, 11:18:29 PM
Quote from: PiBoSo on February 05, 2014, 09:17:06 PM
Quote from: Acr21 on February 05, 2014, 09:12:31 PM
Quote from: PiBoSo on February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.

Would it be possible to combine the models into a single model in code before they are used in the animation/physics simulation?

Everything is possible, but would it be worth it?
How could modders rig gloves and boots to the existing skeleton?
Also, having fixed boots and gloves models would mean less fragmentation and less contents to sync between users.

I think this is a big issue that came up in MX Simulator.  If you have a set of red gear and you're boots are tied to the gear you end up making 40 different combinations of that gear so people can use red gear with white alpinestar boots.  Where as similar to MX vs atv you make boots in the different colors and they can select any boots with the different gear.  Meaning 1 set of red gear with any boots you choose.

it will save huge amounts of space on my hard drive.

General Discussion / Re: MX Simulator Replacement?
February 04, 2014, 04:19:42 AM
Quote from: Motoboss on February 03, 2014, 11:49:52 PM
Its awesome to see a lot of old guys coming out of the wood work... :) Tanner?

Tanner is just Showtime, as you can tell back in the 1990's Jeremy McGrath was a big deal and as a kid he was a super hero.  Tanner is a stud though guy has incredible talent with video editing and screenshots.  I'm more on the modeling and track side.  anyways really looking forward to hopefully seeing some of the old group make some great content if the game is super fun.
General Discussion / Re: MX Simulator Replacement?
February 03, 2014, 08:56:33 PM
Quote from: Motoboss on February 01, 2014, 10:09:09 PM
We wont know till we play it ourselves i guess..What will make it or brake it for me is if its user friendly and by that I mean not hard to control .. I dont mind it being a little difficult but at least make sense of why the bike is doing what its doing ..Ive played MXS since it started and still have know idea why the bike does some things that it does ... If its not fun I wont play it and will move on to something else like im doing now.. I have been waiting for a long time for this..

Motoboss I think you have made the perfect statement here.  I started playing MXS from the start and the game is not one that you can honestly sit down and enjoy for a 30min every so often, it is so unpredictable at times that it makes me wont to scream and when I get home from work to play a motocross game I want it to be a challenge but I also want to be able to twist the throttle and enjoy myself.  I'm hoping that this game will be fun so that you can make some of your amazing tracks, I know for a lot of us old crew we have been hanging around waiting for something to fill the void for some of the fun motocross games we use to play.  Nothing wrong with trying to make a motocross game real but the key word is "game" and as such should be fun, if you want a real sim go outside and ride a real dirtbike.
General Discussion / Re: Track editing
February 03, 2014, 06:07:12 PM
Quote from: MX181 on February 03, 2014, 01:09:41 AM
Quote from: PiBoSo on February 02, 2014, 11:33:06 PM
Quote from: AWood on February 02, 2014, 10:59:42 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

So placing billboards and models will be done at which one of those steps?

Between A and B, editing a text file.

Just a general observation pib. If something is hard, less people will try to learn how to do it, and with even less people achieving how to do it. The ingame track editor is easy as you dont need any other programs and everyone can do it. This also helps grow the community as more people will give it a go with more people achieving success. i for one would highly recommend a ingame editor. i know how much and if it will be a lot of extra work, but it will help grow a far bigger and better community.

While I agree that less people will try to learn, that isn't always a bad thing.  (all the mxs junk that came through)  Not sure if you were around during the Motocross Madness 1 days but it was not easy to create a track and what happened is those that were dedicated to learning the process spent time and got it down and when they did for the most part you got some amazing tracks.  when they released motocross madness 2 (same with mx vs atv series) it had a track editor and all of a sudden you had to look through hundreds of crap tracks on mcmfactory.com to find good ones, because any 10yr old with a keyboard could export a track and upload it.

Don't get me wrong I love in game editors if they are done correctly, MX vs Atv had a pretty darn good editor.  MXS editor is not user friendly and is a pain because the lack of a 3D view.  The plus side to having an in game editor is that like mx vs atv and mxs you are allowed to test the track quickly in game without having to run a full export and save a bunch of files test it then go back and fourth.

This brings me to my first question for PiBoSo:
-will we have to export our height map and all files, open the game test the track, exit the game, edit the track in photoshop or program of choice, re-save all files go back in to game and test again, rinse and repeat?
-lastly what about 3D model placement for tracks will it be done using coordinates in a text file?  or will we be able to use 3D Studio Max to designate object placement and run a export script?
-One more question and then I promise ill quit (I become like a kid again with new Motocross Games and tend to get even more excited with being able to make stuff for the game)
    Is there anyway we can get an early template for the rider?  like a .tga, .bmp, .psd  and possibly the 3d model to use for a preview?
after re-reading the questions forum this above question^^^ was answered as you said paints will be released.

Thanks for your effort PiBoSo and I know myself along with others will be anxiously awaiting a release.

General Discussion / Re: Beta 1 coming soon
February 01, 2014, 12:56:08 AM
good to see some new mx games coming, this one is looking very promising.  Like a few others have stated hopefully this forum doesn't turn into a mx sim clone.  Back in the MCM 1 days it was incredible the respect and content that came from our community back then.  Hopefully the guys working on this game will allow some of the very talented people such as the twisted dirt boys to help with content and improvements, this to me is what killed MX SIM as the creator refused to allow people to help and also focused on certain aspects of the game but refused to give simple items such as bike and rider preview or fixing the 400 different variations of one gear because splitting boots up would be too difficult.

Anyway game is looking great hope to see it develop into something fun.