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April 25, 2024, 08:10:00 AM

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MX Bikes beta18j available! :)


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Messages - PiBoSo

1006
General Discussion / Re: Questions
April 26, 2014, 10:18:52 PM
Quote from: moto28 on April 26, 2014, 10:05:12 PM
Pretty sure it hasn't been asked anywhere but the bike model looked like it had a very detailed countersprocket and sprocket. Which made me wonder will there be a moving countersprocket animation? &/or a moving chain one too?

Rear sprocket and chain are animated.
Front sprocket is not.
1007
Track Editing / Re: Track editing questions/help
April 25, 2014, 10:11:04 PM
Quote from: bearded4glory on April 25, 2014, 06:42:46 PM
Quote from: PiBoSo on April 25, 2014, 01:58:27 PM
Quote from: bearded4glory on April 25, 2014, 12:31:05 AM
I am trying to get shaders setup on some objects just to figure out how to do it.  I have setup a test.shd for test.tga and test_norm.tga with the following:
bump
{
map = test_norm.tga
}

specular
{
shininess = 10


Cant seem to get it working.  All the textures are coming from the same directory (the track folder) and are setup just like my ground shaders that are working.  Anyone know where I am going wrong?

The closing bracket is missing.

I noticed that when I reread my post, haven't had a chance to check to see if it is actually that way or if I just messed up when I copied it to paste here.  Hopefully that is it.  Thanks for the reply.

ETA:Yea, I just checked and the bracket is correct in the actual file but I do not get any norm/spec on the object when it comes into the mapviewer.  I was missing the params.ini causing me to have no shadows (thought that might be the problem as well) but I fixed that and added a new object with norm and SHD and still cant get it working.  What am I missing?

Is "test_norm.tga" power of 2 and 24 or 32 bits?
1008
Suggestions and wishlist / Re: Steam Greenlight
April 25, 2014, 07:54:31 PM
Quote from: gdubmx on April 25, 2014, 07:44:03 PM
No not at all, the point is it could quadruple your exposure not to mention MX or gp,plus it will bring some extra resources. I'm sure Mrs piboso would be happy.. Happy wife =happy life. Someone has already tapped into the greenlight system with "kartsim" thats had a big response.  Is it costs or legal reasons that discourage you? Have you already looked into it?

No specific reason.
But porting a software to run on Steam requires work.
Are you sure just being on Steam increases exposure? There are so many games now, and no quality approval from Valve...
1009
Suggestions and wishlist / Re: Steam Greenlight
April 25, 2014, 07:27:12 PM

The point is: is there someone who would not buy a game because it is not on Steam?
1010
Track Editing / Re: Track editing questions/help
April 25, 2014, 01:58:27 PM
Quote from: bearded4glory on April 25, 2014, 12:31:05 AM
I am trying to get shaders setup on some objects just to figure out how to do it.  I have setup a test.shd for test.tga and test_norm.tga with the following:
bump
{
map = test_norm.tga
}

specular
{
shininess = 10


Cant seem to get it working.  All the textures are coming from the same directory (the track folder) and are setup just like my ground shaders that are working.  Anyone know where I am going wrong?

The closing bracket is missing.
1011
General Discussion / Re: Questions
April 25, 2014, 11:19:03 AM
Quote from: MX181 on April 25, 2014, 01:48:51 AM
Just curious, I'm sure there are people from some of pib's other titles that may know this. Does piboso work a job aswell as make games or is he full time game maker?

Fulltime.
1012
Suggestions and wishlist / Re: I want to help!
April 24, 2014, 10:32:49 PM
Quote from: gdubmx on April 24, 2014, 10:19:01 PM
Quote from: onlyonetone on April 24, 2014, 09:40:11 PM
What's up with all "twats" and "cunts"

If this guy has a bad rep. Just ignore him or tell him nicely that because of his reputation we will not be using his help. Plain and simple.

Calm down with all the slander and remember this is suppose to be an awesome community.
let me call your mum or give you a tissue.. Maybe when your a bigboy you can handle the big boy words. I ain't one to pussyfoot around people, if you don't like what I have to say or the words I use then just ignore what I post. Heck I'm sure you have something to say in one of the other 790 threads your involved in.

Do you really think that being vulgar is for "big boys"?  ::)
1013
Track Editing / Re: Track editing questions/help
April 24, 2014, 03:02:31 PM

It should work.
Please make sure that all textures are power of 2.
1014
Track Editing / Re: Example Track Released
April 23, 2014, 12:07:14 AM

Track tools updated.
1015
Track Editing / Re: Example Track Released
April 22, 2014, 10:59:21 PM
Quote from: Sandbiter on April 22, 2014, 09:31:48 PM
Quote from: PiBoSo on April 22, 2014, 09:26:53 PM
Quote from: Sandbiter on April 22, 2014, 09:12:58 PM
I was on skype with bearded4glory and we both didn't know how LODs will work for track objects.
I assume there is a posibility for LODs, well I hope so, but if we want to make like an enduro track in the forest with over 1500 trees, then we need a lot of LODs and probably a lot of EDF files since I don't think we can make the 1500 trees in one EDF file with LODs in it. Can you tell us how this will work out?

No track LODs.

Hm, alright... Do you think an enduro track with 1500+ trees will still work though?

It should still work, as long as the trees are low-poly.
1016
Track Editing / Re: Example Track Released
April 22, 2014, 09:26:53 PM
Quote from: Sandbiter on April 22, 2014, 09:12:58 PM
I was on skype with bearded4glory and we both didn't know how LODs will work for track objects.
I assume there is a posibility for LODs, well I hope so, but if we want to make like an enduro track in the forest with over 1500 trees, then we need a lot of LODs and probably a lot of EDF files since I don't think we can make the 1500 trees in one EDF file with LODs in it. Can you tell us how this will work out?

No track LODs.
1018
Plugins / Proxy plugin
April 21, 2014, 11:40:32 PM
MX Bikes integrates a "proxy" plugin.

Opening MXBProxyObject

g_hMapFile = OpenFileMapping(FILE_MAP_READ,FALSE,"Local\\MXBProxyObject");
void *pBuf = MapViewOfFile(g_hMapFile,FILE_MAP_READ,0,0,sizeof(SProxyData_t));

external programs can read MX Bikes output data.

The source code and data structure is available here: http://www.mx-bikes.com/downloads/mxb_proxy.c
1019
Plugins / Input Plugins
April 21, 2014, 11:37:42 PM
It is possible to write a DLL that sends input data to MX Bikes.

The interface can be downloaded at: http://www.mx-bikes.com/?page=downloads

Please note that all function calls are blocking, so control should be returned to simulation as soon as possible to avoid framerate issues.

The DLL must be compiled for 64 bit.

The plugin must have the file extension renamed to DLI and it must be copied to the "plugins" directory in MX Bikes installation folder.
1020
Plugins / Output Plugins
April 21, 2014, 11:35:40 PM

It is possible to write a DLL that receives data from the simulated bike in realtime.

Example source code can be downloaded at http://www.mx-bikes.com/?page=downloads

Please note that all function calls are blocking, so control should be returned to simulation as soon as possible to avoid framerate issues.

The DLL must be compiled for 64 bit.

The plugin must have the file extension renamed to DLO and it must be copied to the "plugins" directory in MX Bikes installation folder.

NOTE: a license is not needed to add plugins.