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Messages - Asdrael

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General Discussion / Re: AMD vs Nvidia GPUs/OpenGL/FPS
« on: February 11, 2019, 10:40:50 AM »
With nVidia opening itself to other sync'ed monitors options, there is currently very little reasons to buy AMD if you play OpenGL games. Just go with a 1060 6gb.

Bikes / Re: 1996 Honda CR 125 & 250
« on: February 11, 2019, 10:38:34 AM »
RC gave me authorization to update those and include them in the OEM pack. You'll find them there:

Support / Re: Beta10C / Beta10B Frame Rate Issues
« on: January 27, 2019, 03:39:11 PM »
Frames staying at 15fps is usually a Vsync issue. Try to disable/enable it in game and/or in teh Radeon control panel. Also, change between full screen and windowed full screen modes.

Tracks / Re: Trbovlje MX, Slovenia (3D scan)
« on: January 22, 2019, 11:15:26 AM »
I like how rough it is but will the track deform?

It will deform. The track is 95% regular soil with a thickness of 0.3, one corner is soft soil with iirc 0.5 thickness. The pits area is Compact Soil so it doesn't deform that much. The top texture is 0.1 thick but only moderatly darker than the top layer so deformation should be visible but not an eyesore (hard to test deformation offline solo...)

Shame about the baked in shadows on the track, maybe taking the images at noon when the sun's directly above would help a bit? I guess you have matched the objects and light source, as it all looks good and natural.

Yeah I aligned the game sun with the real sun and tried placing trees as they were on the real track ;) I actually liked the fact that there were shadows as it makes ruts clearly visible, but also hated it because it made some ruts almost invisible when under trees.

Also, I forgot to mention but if anyone is interested in scanning track with a drone - you kinda need a horizontal plane reference. The scan was tilted and I had to correct it, which was doable because there was the water pond in the middle. The tilt was minimal (like 3.5°) but the influence on how the track rode was huge.

Tracks / Re: Trbovlje MX, Slovenia (3D scan)
« on: January 22, 2019, 09:54:26 AM »
Thanks all for the nice feedback. Just to clarify, and since I got a few comments and questions here and there:

- when I say 3D scan, I mean scanned with a drone flying at low altitude above the track. It's not a GoogleEarth import (those work for rough terrain shape, not at all for jump, ruts, general roughness).
- a higher resolution heightmap was killing the FPS, and not bringing much in terms of track quality.
- the textures are the picture tacken by the drone during the scan, also projected at 8k resolution for the entire track. Actual uploaded pictures where not that much better quality, so 16k would have been useless (if even possible?). I could have remade all the textures using various techniques, but 1. it would take ages and 2. I think for a first 3D scanned track, having these kind of photo-like textures kinda makes a point: yes it's a scanned track, it works, and rides well.

Anyhow... did people manage to have their lap times tracked online? I was riding on a server yesterday and while my times were counted, the other rider time was not and his lines were correct...

Tracks / Trbovlje MX, Slovenia (3D scan)
« on: January 20, 2019, 05:22:06 PM »

It's been a long time since I did a track. Well, found a good opportunity... in a form of a nice 3D scan of a motocross track in Slovenia, Trbovlje MX. The initial track scan was made by mobilexcopter using a QT0x4 and released on Sketchfab (don't waste your time looking it's the only one there). I ported it into MXB and polished it a bit. Here is how it looks, side to side with a GoPro of the track (in winter, with a slightly different layout):

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

The track rides well, it's an old school style local MX track. It's a 1:1 scaling in all directions! No huge jumps, but some nasty elevation changes. Some very fast sections, some very slow sections. Overall, it's "medium rough" - ruts are there, it shakes you up a bit, some braking bumps, and some chewed up faces but nothing that will make you randomly fall. It is however a bit more difficult than most track we usually see. Textures are from the scan pictures - you ride on what you see! 20 people pit and gate.

First 3D scanned map in MXBikes and have to say it has turned out above my expectations. Have fun!

  • mobilexcopter on Sketchfab for the 3D scan
  • TFC for the SkyBoxes and advice
  • Sandbiter for the Trees
  • Fabian van Dorst on Sketchfab for the tyres
  • ... and last but not least Snappe for helping me sort out scaling (still no idea what's going on in Blender though).
For the curious:
  • The scan was a 3D object that I turned into an 8k heightmap to work on.
  • 95%+ of the on track heightmap is untouched. I just corrected a few holes and trees here and there.
  • Had to basically redo the off track from scratch (fuck trees).
  • Once all heightmap work was done: Gaussian Filter 2 pixel wide (removing noise and the "pebbles" from the track), scaling down to 2k. Any less filtering and it was unridable due to random kicks, and any higher resolution and the FPS was all over the place.

Support / Re: No sound and vibration
« on: January 11, 2019, 09:36:40 AM »
I'm out of ideas, sorry.

Quite frankly if it is not user error at that stage (happens to the best of us...) I'd say you have a hardware issue. Or you are still missing drivers / frameworks. The fact that it's randomly affecting one game and not others, and that some times a fresh install fixes it -> dying HDD.

OR you reinstalled your PC not fresh but from a backup or the shitty windows refresh thing. Which has a nice tendency to keep errors and create new ones.

Support / Re: No sound and vibration
« on: January 10, 2019, 12:02:54 PM »
You mentioned that you reinstalled Win10 in the other topic?

If so, might want to check your drivers, and also that your soundcard is properly routing your sounds to your speakers at all times (in windowed, full screen, game mode, whatever). Protip: SteamLink seems to mess up the sound systems (it tends to redifine the default soundcard to itself).

General Discussion / Re: This community is broken, nobody helps anyone.
« on: January 08, 2019, 02:31:06 PM »
Instead of clogging the forums with one liners new topics for every issue you can't fix on your own within 5 seconds (hint: life might require more effort than that), you MIGHT want to:

1. read replies to your posts
2. have a quick look at the forums to find if someone already had a similar problem. High end research from 2018 resulted in the discovery of the search bar.
3. guess what - the "invalid login : please register" is not an issue, it's you using a different nickname than the one you registered your game with. So it's user error.

Simple forum etiquette (TM).

Media / Re: Ernée WIP - Chest cam
« on: December 30, 2018, 01:57:49 PM »
Yay a French track  ;D  video does show that we need a bit more camera smoothing though haha

General Discussion / Re: AMD vs Nvidia GPUs/OpenGL/FPS
« on: December 29, 2018, 09:39:40 PM »
The fluctuations in the FPS are really annoying. But quite frankly, it's really a very subjective matter. Some people simply cannot play under 120fps, some can't live without a 144 freesync, some are like "30fps is fine".

You got a point that Freesync > g-sync in terms of price. But quite frankly, I don't see the point in this when you have a good rig. If I were you (and if I had to redo my build today), I would go Nvidia and a regular 144hz monitor with very low input lag, such as the one I have (BenQ XL2411Z). Input lag is really a killer for me, and I really noticed when I went from 40ms or so to less than 10ms.

General Discussion / Re: AMD vs Nvidia GPUs/OpenGL/FPS
« on: December 29, 2018, 09:23:30 AM »
This game uses OpenGL. AMD is simply terrible with OpenGL. MXB isn't that demanding, but my rx580 is not having the best of times with it (60-120fps with high settings depending on track).

I can never recommend building a computer just for a game, but currently if MXB is one of your most played game, go with Nvidia. A 1060 will perform similarly to a rx580 everywhere else, and better in OpenGL. (Get the 6gb one though not the 3gb).

Same answer I always gave:

I'm not touching Blender / 3D models. I'll make OEM's out of whatever good looking bikes (yes I'll be subjective and decline shitty looking ones) already imported in game with the creator's approval. I think that's fair enough. Simply put, I don't have the time to track models / import them / fix whatever blender issues there are for MXB, and I certainly don't have time to waste on shitstorms. Plus, I really want the people making models to not feel ripped off so they keep doing models, otherwise we won't see new ones being released (what we, or I, think of them...)

So feel free to get confirmation from him that he doesn't care anymore and get me properly imported working models, and I'll make sure the OEM version rides as it should.

(Just so you know - between tracking information, putting it in the game physics, troubleshooting etc takes me around 10h per bike. For each model. Not counting the time it takes to update everything for each beta, or simply try to improve on what we have... And that's only 10h because "I know my way around" now. I don't have extra time anymore to do tracks, import models or anything else on top of that. And yes "only" 10h, it's much faster than making a 3D model from scracth I know).


20.12.2018 OEM v0.10.2 - Hail to the king, baby


Now that's better.

Ok, now, we're talking. It seems the Beta 10 upgrade itself was very well received (because it's awesome), and the OEM that went with it as well (because I'm awesome, huehue). You know what else is awesome? The 90's, fluo colors and bleached hair. And rc4187, because he allowed me to convert his 1996 CR125 and CR250 into OEM bikes. yeah that's awesome. (But that's all I did this time, because finding data on Honda's, and from the 90's is hell).

So enjoy two new legendary bikes. Approved by the king. They are awfully fun to ride, plush, brutal... It's like going back to your parents, sitting down on the age-old sofa, feeling comfortably numb... and getting attacked by the 15 years old Yorkshire. That just got rabies. Hoh and they look awesome too (look at the skiiiinnnsss).

How to:
New users: dowload and unzip into your installation folder. That's it.

Download this pack from MEGA.NZ or MEDIAFIRE . 2.5+Gb so take your time. Unzip and put in your MXB game install directory, it contains a /bikes folder with all the OEM bikes released so far, updated for Beta10. Careful: those bikes are now unpacked (not in .pkz) because otherwise I always mess the updates up. The bikes can then be found in game in their own category: MX1 OEM and MX2 OEM for four strokes, MX1-2t OEM and MX2-2t OEM for 2 strokes. (server hosts: don't forget to enable those categories or put the server to Open if you want to allow those bikes).

Previous users: if you already had v0.9.1 or after, here is a "patch download" with instructions

Download this smaller zip file -350 MB- and install it in your game directory, accept the overwrite of all files: MEGA.NZ or MEDIAFIRE

Currently supported bike list:
  • Yamaha YZ 125, YZ 250, YZF 250 and YZF 450 2016.
  • Honda CRF 250R and CRF 450R 2018, CR125 abd CR250 1996
  • Suzuki RM 125 and RM 250 2003 ; RMZ 250 and RMZ 450 2018
  • Kawasaki KXF 250 and KXF 450 2017
  • Husqvarna FC 250, FC 350 and FC 450 2016
  • Alta MX and MXR 2018
Changelog: v0.10.2
  • Added CR125 and CR250 1996
Enjoy and: Feedback very welcome, as usual. From now on, OEM pack will be updated on Thursday only, unless outstanding issues causing computers to spontaneously combust.
Bear with me if I messed something up, very tired those days ;)

Credits and original threads:

Other / Re: MaxSCL - Basic Tutorial
« on: December 20, 2018, 04:25:27 PM »
Any tutorial on how to get the tyres.pkz file into a regular folder like you show in your video?
1. make a copy of tyre.pkz
2. rename tyre - copy.pkz to
3. open the zip ;)

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