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January 19, 2021, 04:46:06 PM

News:

MX Bikes beta15d available! :)


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Messages - Ruubs

1
Tracks / Re: 2021 Supercross complete series ?
January 18, 2021, 11:11:11 PM
Creator*

Nope, I won't be making the complete 2021 series. StoneRider and Niko are going to though.
2
First post updated with 2021 SX Houston round 1
4
If the file doesn't have the option to change it, you can add it yourself :)
5
Track Editing / Re: Track collisions
December 27, 2020, 12:57:22 PM
Quote from: zhult on January 20, 2020, 01:31:40 AMsorry all i was away from my computer for a couple days  here is the HMF, the THT and the hightmap Google drive link
I just took a look at this and couldn't see anything wrong in what I thought was wrong.

Quote from: sloofa on December 27, 2020, 10:23:18 AMHello,
can somebody help to understand how to create collidable objects?
I have tyres for ex.  - WLLTYRE.edf
in my htm and tht:
scene0
{
 name = WLLTYRE.edf
 pos
 {
 x = 0
 y = 0
 z = 0
 }
 rot
 {
 x = 0
 y = 0
 z = 0
 }
}

and still no collisions :(
Your object name in the 3d modelling software you use should be named WLLTYRE_whatevernamehere. Then export that object, run it through FBX2EDF and you can name it whatever you want.
6
General Discussion / Re: MX Bikes beta15c
December 09, 2020, 12:10:26 PM
Quote from: tyrm85 on December 09, 2020, 01:16:54 AMI never even had .pkz files for stock tracks so how would I have even unpacked them in the first place? I'm honestly lost. I bought this game a few years back and think I played online twice. I haven't played since and now I cant at all.
You should have .pkz files in your installation folder
D:\Program Files (x86)\Steam\steamapps\common\MX Bikes

You shouldn't have the following folders in your installation folder unless you know what you're doing:
bikes
rider
tracks
tyres

You should have those as .pkz format however:
bikes.pkz
rider.pkz
tracks.pkz
tyres.pkz
7
General Discussion / Re: MX Bikes beta15c
December 09, 2020, 12:46:00 AM
Quote from: tyrm85 on December 09, 2020, 12:42:16 AMStill having issues sadly......stuck on syncing, sometimes track mismatch even on stock tracks, or bike mismatch. I do have the recent oem bike pack from 11/20 installed.

Track mismatch on stock tracks have nothing to do with the multiplayer problems.
Track mismatch on stock tracks most likely means that you've unpacked .pkz files which you should never do. Unpacked .pkz files can mess with your game in multiple ways, and it wouldn't surprise me if it causes infinite syncing too.
8
General Discussion / Re: Track Pack?
December 08, 2020, 11:49:39 PM
BadStar!! We've missed you! Welcome back :)

I personally don't know about a track pack, but there is mxb-mods.com which has most of the latest mods
9
Just wanted to clarify that this isn't a bug either.

The white bikes without riders load in to reduce join lag when you're on track. If the game had to load in the full bike and rider from a player that's just joined, while you're on track, you'd get massive lag.
10
Bug Reports / Re: impossible to join a server
November 06, 2020, 01:39:15 PM
Turning down my graphics usually fixes my infinite syncing problems.
On Erzberg I even have to set my resolution to the lowest it can go. Once I'm in the server I can increase it again.
11
Documentation / Re: Live Timing
September 15, 2020, 07:00:45 PM
Quote from: MxWayGamer on September 15, 2020, 10:19:00 AMIs it possible to add session informations (Number of lap and Duration) in the live timing bloc ?

Example :
SESSIONSETUP
Number of lap
Duration

If what you're saying is a suggestion for B15, don't mind me.
If it is not a suggestion for B15; MXB currently doesn't support races based on minutes and laps (however I do believe that's been implemented for B15 already). You can get the session time though. For races, it'll display the minutes left, and for practice it'll show the total time that has passed since the start of te session.

You can get this information from the classification section, then look for session timer.
12
Track Editing / Re: TRH and MAP files???
September 05, 2020, 10:26:34 AM
You should run map.bat before running trh.bat. After running trh.bat you should run centerline.bat.
13
Paints / Re: New Anime Graphics and Gear
September 02, 2020, 12:35:18 PM
Quote from: CBM Racing on September 02, 2020, 04:30:31 AMWow, unbelievable! Thats two things that should never go together Anime and Dirtbikes. No offense you did a great job with the kit! It's just Anime and Motocross just doesn't work together! What's next Hello Kitty Graphics or how about making some of I think its called "Furries" Gear! I have seen those Anime kids/people and I doubt they could even start a Motocross bike. Sorry like I said the work you did was good it's just one guys opinion here.
14
Ha that's cool. Emmen is my local track. Been there a lot of times.

I've started working on Emmen a long time ago but decided to ditch is as I didn't have much fun riding it in MXB. However, it would definitely be cool to see Emmen finished for MXB.

Westerbork would be a fun track though! I do plan on creating Westerbork some day.
15
Track Editing / Re: The Assets Thread
August 23, 2020, 07:49:52 PM
Quote from: ChaosLasse on August 23, 2020, 05:49:02 PMHello, so, i am new in the Mx-Bikes community and i would like to support some trackmakers with custom object.
I just want to help out for free, because i want some smaller projects to work on to improve my modeling skills while studying.

I am currendly working on some more detailed trees, how much polygons / vertices are fine for trees, is there a LOD system?
And is this even the right thread to post this?

Have a good day!
There is no LOD system for track objects in MXB.

I've been working on a couple of trees for my upcoming track. I aim for 200-300 polygons in total. Some trees, like willows, require some more though.