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April 19, 2024, 10:02:42 PM

News:

MX Bikes beta18j available! :)


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Messages - kamloops

1
General Discussion / Re: MX Bikes beta3
May 02, 2015, 07:48:11 PM
Quote from: PiBoSo on May 02, 2015, 07:27:33 PM
"Dir" is the vector of the exhaust exit.
To generate smoke the following section must be added to "exhaust":

smoke
{
top_rpm = 4000
max_rpm = 5000
}

Ok, great, thank you very much for the answer.

Quote from: TheFatController on May 02, 2015, 07:43:30 PM
I can't mess around with it until later, but was wondering if smoke wasn't included and on as default?
Maybe because a 4T don't smoke.
2
General Discussion / Re: MX Bikes beta3
May 02, 2015, 06:39:47 PM
Really great job Piboso and Snappe for this beta3.

By the way, I suppose the bike dirt is an other alpha texture. What is the name of this alpha ? Or maybe we just need to put this alpha in the alpha channel of diff or norm ?
Also, in the gfx file, the dir section of exhaust is the coordinate of an unitary vector (which indicate the direction of smoke) ?
3
Bikes / Re: [Bikes] Upcoming Models/Paints
March 11, 2015, 09:42:33 PM
I'm sorry I can't work on mxb currently because of my studies.This summer, I would have more time to work on it. Again, my apologies guys.
4
Track Editing / Re: Video - Got Ruts?
October 30, 2014, 06:50:51 PM
Quote from: ChrisK on October 30, 2014, 06:38:56 PM
i never can see any of your videos
Works perfect for me..
5
Bikes / Re: [Bikes] Upcoming Models/Paints
October 30, 2014, 05:44:03 PM
Quote from: ChrisK on October 30, 2014, 03:55:11 PM
hmm they look rdy to release just paint the weels :)
No trust me, you can't see just on pic but nothing is ready on these bike, they can look 100x better in game, especially as the physical has not been touched at all..

EDIT :
And the yz 125 need new wheels, without brake disc and inverse sprocket.
6
Bikes / Re: [Bikes] Upcoming Models/Paints
October 30, 2014, 01:51:16 PM
Yes, we can really make a bike in the real proportion now and adapt the pilot for the bike, not the opposite as it was in mxs.
But also the management of all physics of the bike, the ability to have multiple textures to the bike which allows to make better detail of some parts.
And finally what I like most is that we can make two models for direction, one for the cockpit view and one for the third pers view.
7
Bikes / Re: [Bikes] Upcoming Models/Paints
October 30, 2014, 09:22:11 AM
These models have been made for MX Simulator, they need to be upgraded for MXB (especially yz). But I prefer to tell you in advance, do not expect a release anytime soon, I'm too busy this year because of my studies, I can work on it only during the holidays. So do not expect a release before Christmas (I hope the beta 2 will be output at this time).

Currently, I just exported the bikes to see how to operate motorcycles in mxb and I am pleasantly surprised at the number of things we can do.
8
Bikes / Re: [Bikes] Upcoming Models/Paints
October 29, 2014, 10:53:54 PM




9
Bikes / [Bikes] Upcoming Models/Paints
October 29, 2014, 10:53:08 PM
Post previews of your upcoming models and paints here.

10
Track Editing / Re: Track editing questions/help
October 25, 2014, 05:51:59 PM
Hey Piboso/Snappe.

I have a question about track objects:
Can we put the same values in the shd files and in 3ds max ? Ex : If I put 32 for the glossiness in 3ds max, should I put 32 in the shd to have the same look ?
And if not, is there a ratio between both values ?

That would be really helpful ..
11
Tracks / Re: The Gravel Pit v.1
October 22, 2014, 10:52:28 AM
Great job man !
12
Track Editing / Re: Track editing questions/help
October 19, 2014, 10:54:36 PM
Got the same error if I delete the normal map section..
13
Track Editing / Re: Track editing questions/help
October 19, 2014, 08:41:03 PM
Thanks Snappe !

Furthermore,
When I try tu put reflection on a building window I have a problem,
Here is the code in the shd file :
bump
{
map = sheet_metal_n.tga
repetitions = 1
}
specular
{
shininess = 25
}
reflection
{
factormin = 0
factormax = 0.15
factorexp = 0.25
envmap = env.tga
map = sheet_metal_r.tga
}

When I try to make the "track.map" the terrained.exe crash, but if I try to make it without the relfection section in the shd file I don't have crash..
What am I doing wrong?
(Of course, i have 6 "env_xxx.tga" in 256*256px)
14
Track Editing / Re: Track editing questions/help
October 18, 2014, 07:01:29 PM
Hello,
Does we have a limit for the number of tris in objects track ?
15
Track Editing / Re: Pictures of the tracks!
October 12, 2014, 11:27:10 AM
Quote from: TheFatController on October 10, 2014, 10:16:14 PMDont have objects yet..
Do you mean you work on objects currently or you need someone to make your objects?