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August 12, 2020, 11:24:47 AM


MX Bikes beta14e available! :)

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Messages - Vortex_Damien

Bikes / 2018 RMZ450 OEM RELEASE
July 21, 2018, 04:19:54 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
Track Editing / Re: Track editing questions/help
July 16, 2018, 03:14:36 PM

this is how i have my grassfx setup
Track Editing / Re: Pictures of the tracks!
July 12, 2018, 06:03:19 AM

Umpossible compound getting a revamp :) going to really try and wow people with this track
Bikes / Re: 2016 KTM 450SXF
June 25, 2018, 09:05:26 PM
ive made decent money off my models ;) not quite 20k but close to. but honestly if there is no real file sharing i dont see the harm in it
Bikes / How To Import A Bike Model [Tutorial]
June 25, 2018, 04:25:45 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 haha.now 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

    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.
Other / Re: upcoming models
January 02, 2018, 02:38:49 AM
not bad fix the creasing in some areas it will look great!
Bikes / Re: RM 125 & 250 Stock and OEM Pack
November 15, 2017, 06:38:31 PM
he means the part where you can skin graphics, its a premade blank set of graphics really that u use a base
Other / Re: MSR Racing MXT Boots
November 14, 2017, 05:05:46 PM
because geo gave me the boots to try and finish for him, but he decided to finish it up while im sick lol thats why :P
Other / Re: MSR Racing MXT Boots
November 14, 2017, 02:09:53 PM
ITS FUCKING GEO DON'T LET HIM FOOL YOU GUYS! no but good job on the boots tho man, sorry couldnt get around to them
Media / Re: Post Your Live Streams and When you are up !
November 13, 2017, 11:44:41 PM
i will get on tonight to shred aswell !
Other / Re: Atlas Air Neckbrace.. (I know, been done)
November 13, 2017, 03:36:22 PM
Well done on it! would really love to see maps / model.. looks really clean and not alot of errors!
Bug Reports / Rider Lean
November 10, 2017, 06:45:35 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
Track Editing / Re: Ottobiano Motorsport - WIP
November 08, 2017, 02:35:08 PM
a tip from with bumps, or how i did them for my track, lower them instead of raise.. and only slighly have them dip.. deform will do alot ;)
Could it be because we are not utilizing the mods folder that pib has made , try putting them in the documents /mods folder see if that works
General Discussion / Re: MX Bikes beta7
November 06, 2017, 11:41:42 PM
Game feels so much more responsive and aggressive , well done piboso team!