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April 19, 2024, 06:59:38 PM

News:

MX Bikes beta18j available! :)


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Messages - al167

31
Paints / Re: Fox Instinct Boots By GDUBMX
October 03, 2014, 04:19:29 PM
nice job!!! they look fantastic ingame!!!
32
General Discussion / Re: So... Thoughts so far?
October 02, 2014, 02:34:25 PM
amazing first beta!!!! congrats to the Dev team!!  I did five laps then went straight back here and purchased it!!!

pros-
visuals are just top notch! I maxed everything and it ran smooth as silk! (gtx570, intel i5 2500 3.3 ghz)
absolutely beautiful! love the shadows and on object/rider shadows different weather ect is fantastic!
clutch is nice, braking is fine too, I actually like the sounds too!!
track textures, 3d grass are great and trackside animations like the flaggers is sweet!!!
user interface is nice and clean too!
I can see huge potential for this!!!

cons-
I agree with mostly what cdub said.
but with the steering id like to change the "leaning" to steering. I want full control of that steering!!
direct steering the bars instead of "leaning"  is where I think it needs to be. in gp bikes leaning works great because you only need to steer slightly. but on a dirtbike you are doing such tight turns and using the steering in the air to control the bike. even when on "direct" steering the steering is over ridden by something and feels unnatural. having full control I believe will fix most steering problems including control in air!
also there's something not right about the traction. even in the rain the bikes rear doesn't want to slide or even wheel spin?

in the UI just some more general help text would be much appreciated! a help bubble for each parameter in UI and bike settings would be nice for us beginner's. half the questions here would be solved with this.
better controller calibration setup info (just some text explaining what to do and/or a default xbox 360 and ps3 setup) more info for each advanced function here too.
we are all flying blind.
also for tyres are they for soft dirt or are they soft compound? eg an mx soft tyre is for mud/sand and has larger nobs further spaced. a hard has closer nobs and softer compound. in general just some more info is wanted otherwise you will see the same questions appear over and over on these forums!

all in all great effort for a first beta! and just like CDub said please use this as feedback rather than negativity.








33
Track Editing / Re: Pictures of the tracks!
May 20, 2014, 11:47:18 AM
Quote from: gdubmx on May 20, 2014, 09:01:10 AM
Wow geo, thanks a lot for that dude. Really does it justice in the video.. Plus the bit when your wife is shouting lol "f'ing wives"lol good times! Anyway keep it up! I'm tempted to convert an mxsim track I made but never released. How would I go about doing that do ya think?

start off by getting these files http://forum.mx-bikes.com/index.php?topic=89.0

then read the track creation guide by piboso

first id convert the heightmap to RAW format.(do this in photoshop)
then take your terrain HF data from mxs and apply it to the track.hmf file. remember mxs is in feet and mx bikes is in meters. so if you have a scale of 1 in mxs on a 2049x2049 map, the width and height will be 2049 feet. you need to convert it to meters. (multiply by 0.3048 to go from feet to meters so 2049x 0.30408 = 623.05m)
and the sight is the same, take the max height - min height then convert to meters

I just modify the example track files using notepad++.





34
Track Editing / Re: Pictures of the tracks!
May 18, 2014, 01:33:44 AM
nice work geo!
will be interesting to see how these non lod objects run in game!!! my last track I made had for reflex had over 1200 models, all with lods, my last one for mxs had 670 billboards and 530 models all with lods. this mxs track will be my first mxb track. ill transfer it over from mxs. https://www.youtube.com/watch?v=w_vvpbptiFA hope it runs smooth.
35
Track Editing / Re: Track editing questions/help
May 07, 2014, 11:55:44 AM
Quote from: onlyonetone on May 07, 2014, 08:36:44 AM
I'm still getting raised squares around jumps that I copy and paste. Super annoying.
In photoshop i use the levels slider and adjust it so it matches exactly. image,adjustments, levels. or you can just make your jumps white that fade out.
these tutorials I made are for reflex but will work very well for mxb as reflex uses mask maps also.
https://www.youtube.com/watch?v=iAL-xxsajf8
good luck!
36
Track Editing / Re: Track editing questions/help
April 27, 2014, 05:32:10 AM
from doing a bit of research, it appears the .fbx format is a container format from which all files are stored and is written in c++. from what ive read on other forums the blender fbx exporter has heaps of problems with many topics about this exact problem. and apparently it is written in python. some people are having to manually edit the lines of code in the fbx file, just to get it to work for other games engines like unity. It also seems blender wont easily allow fbx exports and has a lot of limitations like some reports saying only 1 texture. I tried all the fixes on those forums with no luck of attaching textures, so im expecting piboso/snappe to confirm its not compatible. :-[


so ive decided to jump over to 3ds(and I have really no experience with it) .
so hopefully some of you guys can help me out!!

piboso or snappe can you confirm what material functions mx bikes are compatible with?
do we apply, diffuse map, normal map, spec maps, mirror effect ect to the material in 3ds? also how do the collisions work?
also do the alphas on these images do anything?
are you guys using the direct edf exporter plugin for 3ds or the fbx to edf convertor?

maybe snappe/piboso could we have the .3ds file for the example track and texture, spec and normal files too. this would explain everything we need to know?

cheers Allan
37
Track Editing / Re: Track editing questions/help
April 26, 2014, 07:35:33 AM
im trying to use blender to export the fbx file.
my test model doesn't show in game.  the scenery.edf file gets created, but how does the fbx to edf creator add the texture and normal map?

does the fbx file need to somehow have the textures and normal map in it when its exported from blender?
my fbx exported file from blender seems too small at as its only 65 kb for my test haybale, as my texture and normal map are 1mb each. so I assume there not included.

am I missing something really simple here?

any help would be great!


38
Track Editing / Re: Example Track Released
April 25, 2014, 11:07:56 PM

Quote
Anyway, now onto objects. Hmmm......I'm not a student and not buying 3ds max.

What to do? Blender is tough. I just don't understand.

Any help much appreciated. Specifically just how to import the heightmap to proper scale. From there I may, or may not, be ok

I can help you with blender. ive been using it with mxs, putting a heghtmap in and making basic models ect.

the truth is its gonna take you a full weekend to get the hang of it. just plan a couple of days and watch heaps of youtube vids.(search blender tutorial)
also use blender 2.63 if your interested in mxs as its the latest one supported by them.

don't start with putting a heghtmap in yet, just build a basic item like a haybale. uv map it, make a normal map and get it in game,

then build a quickshade. then a scoretower ect. after you've built three or four items then start trying to import a heghtmap and place lots of objects.

it just takes patience, but after you start youll never look back!

cheers allan.

39
Track Editing / Re: Example Track Released
April 25, 2014, 03:03:29 AM
Quote from: geofanatec on April 24, 2014, 01:41:41 AM
I dont get texturing at all!

Holy crap. I make a mask in pure black/white. It works..................ok that's great.

BUT, how do you get a blending effect? Just even from grass to dirt?

I thought a grey channel would blend it together, but it still puts a very definitive line between the two.

I look at example files and they have tons of grey in them...........and look good. I must being doing something wrong.

So how do you blend the textures with the mask?
in photoshop under image -> mode -> ensure you have RGB colour and 8 bits per channel selected. Then when you save as a .tga make Shure you select 32 bit.
40
Track Editing / Re: Pictures of the tracks!
April 24, 2014, 12:30:14 PM

looks like you used the mask as a texture. but nice disp!
41
Track Editing / Re: Example Track Released
April 24, 2014, 12:28:10 PM
snappe any chance of getting a .3ds template of a sky box/sky dome?
cheers al
42
Track Editing / Re: bug reporting
April 23, 2014, 02:21:11 PM
thanks onlyonetone!,
the new terrainEd app fixed the collision file.
im back into it again!


43
Plugins / track IR
April 22, 2014, 03:13:46 PM
piboso, this would really compliment all your sims!!
im shure your aware of it already!! apparently its pretty easy to add but they will only release the sdk actual developers.

is this what you had in mind with the inputs/ outputs? or was it for a handlebars setup with forced feedback from the data in reatime?
http://www.naturalpoint.com/trackir/

nice to see your letting us play with this stuff!
44
Track Editing / bug reporting
April 22, 2014, 02:43:58 PM
ive been playing with the map viewer and occasionally after closing it down, it crashes on next boot up. I figured it out and in the mapview.ini file there is a change being made from maximized=0 to maximized=1.
when maximized=1, map viewer wont load and gives me an error saying insufficient hardware.
changing it back to 0 solves the problem.

onother issue im having is I cant get the collision trh.bat file to work? when I run it and the cmd window pops up and reads this:


C:\Users\alberto\Desktop\desktop 2\mxbikes stuff\uluru>terrained track.tht track
.trh trh_params.ini
TerrainEd 1.0

the window just hangs at that. it seems as if its compiling the files and I let it run for like 1/2 an hour, but nothing.
I put the tools in the same folder. can anyone else get it to work?
note: map.bat works fine for me.

maybe displaying some logging would be nice as the compiler runs for fault finding.

45
General Discussion / Re: It's Now Mid-March
March 17, 2014, 10:20:26 AM
is this the temporary sounds used from the demo vid?
the popping gives it away for me!!

click on - Single Pot  - Yamaha 450 engine revved in FMOD. Real samples, real character!
http://www.soundwaveconcepts.com.au/downloads.HTM