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April 28, 2024, 08:38:39 PM

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MX Bikes beta18j available! :)


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Messages - PiBoSo

1081
General Discussion / Re: Questions
February 05, 2014, 08:41:25 PM
Quote from: DD on February 05, 2014, 08:27:48 PM
He also means separate model.

Not on the rider, because it is rigged.
1082
General Discussion / Re: Questions
February 05, 2014, 07:03:32 PM

Another question coming from a PM ( please read the forum rules! ):
Quote
Is there going to be an actual animation of the rider twisting his throttle? If so do you have an example?

Yes, the wrist will be animated. No example yet.
1083
General Discussion / Re: Questions
February 05, 2014, 07:02:31 PM
Quote from: Acr21 on February 05, 2014, 06:57:27 PM
I remember reading that we will be able to change the helmet model but will we also be able to change the boot model, chest protector model, and neck brace model? I realize it will probably be possible to change the entire rider but it would be really nice to be able to mix and match different boots/chest protector/neck brace without having to create a custom rider model.

It will be possible to change the helmet and neck brace.
It will be possible to have separate paints for helmet, suit, boots and gloves.
1084
General Discussion / Re: Questions
February 05, 2014, 11:26:40 AM
Quote from: gdubmx on February 05, 2014, 11:06:22 AM
Will bike skins and rider skins work exactly the same as gp bikes? With the unpack,pack and soon?

Yes. Exactly the same.
1085
General Discussion / Re: Questions
February 04, 2014, 06:24:46 PM
Quote from: Sandbiter on February 04, 2014, 06:02:03 PM
Will there be a warmup lap before the actually multiplayer race, or is this something which is done when hosting an event?
Are they yellow flags waving next to the track when someone is down?
And what about blue flags when we are getting lapped by leaders in multiplayer (that way we know that we're getting lapped).

It will be possible to enable a warmup lap.
There are yellow and blue flags.
1086
General Discussion / Re: Track editing
February 03, 2014, 08:36:20 PM
Quote from: JamieT on February 03, 2014, 08:25:24 PM
Quote from: Snappe on February 03, 2014, 06:44:31 PM
AWood, why are you so against encryption? If you want to distribute your heightmaps models and textures, why not just make them available to download seperately? It's understandable that some people might want to have their work protected.

I'm glad you understand :)  I take then, that there will be file encryption for heightmaps, models and textures?

Back to my other questions... How many layers of terrain textures will be supported?  What are the supported heightmap resolutions?  Will we able to create a non-square shaped terrain, eg. 2049 x 1025?  If not, and the heightmaps are squares only, will there be support for multiple terrain tiles?

There is no limit in the number of layers.
There is no limit in the heightmap resolution, but 2048x2048 is probably the max "practical" value.
The terrain must be square and have power of 2 size.
1087
General Discussion / Re: Questions
February 03, 2014, 06:09:51 PM
Quote from: steadiworkz on February 03, 2014, 05:44:54 PM
Quote from: DD on February 02, 2014, 09:32:43 PM
Quote from: MotardMatt on February 02, 2014, 08:06:19 PM
So how card would it be to make this work for supermoto? in sim it was easy, would it be the same sort of thing?

Change of wheel model and traction, you were saying asphalt can use dynamic changes so drying out etc

A supermoto mod is better suited for GP Bikes. Have a look at those forums.

Can you explain this better, I would have thought the new engine, physics and rider movements would complement a sumo game perfectly ?

The physics improvements will soon be ported to GP Bikes, too.
There are many things that make supermoto closer to GP than MX. For example:
- racing regulations ( sighting lap, warmup lap, jump start, ... )
- tyres wear and temperatures
1088
General Discussion / Re: MX Simulator Replacement?
February 03, 2014, 03:40:26 PM
Quote from: yamaha#521 on February 03, 2014, 03:29:53 PM
I'm laughing at all these comments like: Yeah, this game will kick MX simulator's ass. How do you know that? Because of a less than a minute long video where you can see the rider turning and jumping? You don't know how the physics are yet, for an example it could be that you can steer as hard as possible without falling MX vs ATV style, or you could do a scrub by pressing a button on the lip of a jump (mud style). Not trying to offend the creators though, because it could be vice versa.

Wise words.
The best thing to do is to try MX Bikes before judging if it's the right software for your needs.
1089
General Discussion / Re: Track editing
February 03, 2014, 03:22:31 PM
Quote from: JamieT on February 03, 2014, 03:06:55 PM
So just to be clear, when the first public Alpha is released, we'll be able to create our own tracks?  The game will have support for importing our own heightmaps, terrain textures, 3d models into the game?  We will have to create these in other programs, and then have to convert them into a format that the game can read?

If so, that is great!  That is all you need!  Creating an in-game editor would be a waste of time...  There are plenty of programs out there already, which do the job perfectly.

Actually, the plan is to release tools before the first release, to hopefully have feedback from the community.
1090
General Discussion / Re: Track editing
February 02, 2014, 11:33:06 PM
Quote from: AWood on February 02, 2014, 10:59:42 PM
Quote from: PiBoSo on February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )

So placing billboards and models will be done at which one of those steps?

Between A and B, editing a text file.
1091
General Discussion / Re: MX Simulator Replacement?
February 02, 2014, 11:29:55 PM
Quote from: Motoboss on February 02, 2014, 05:16:16 PM
If its like you describe ..like I said before I wont be hanging around long.. In real life you can learn how to ride a bike in about a half hour ..So why would a game need to be any different..The only thing that would need to be practiced is going fast... Just like real life

Because in a simulator you don't hold the handlebars and are not sitting on the simulated bike.
So no feedback from the front wheel and from the chassis.
Also, no ( or, maybe better, incorrect ) balance feedback from your ears.
1092
General Discussion / Re: Track editing
February 02, 2014, 10:57:15 PM
Quote from: MX181 on February 02, 2014, 10:52:53 PM
Just to be sure...............
You said there was going to be an ingame editor right?

No editor. Neither ingame nor external.
There are tools to:
a) export meshes
b) convert text files, bitmaps and meshes to a format the engine can read
c) view the track
d) edit additional data ( race data, cameras, marshals, ... )
1093
General Discussion / Re: Track editing
February 02, 2014, 07:26:47 PM
Quote from: Midbeck on February 02, 2014, 05:50:46 PM
Quote from: PiBoSo on February 02, 2014, 05:29:07 PM
Quote from: Motoboss on February 02, 2014, 05:28:27 PM
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?

Only TGA and BMP are supported.
May I ask why PNG isnt supported? I'm a total nob at this so I thought i'd learn something

Just because PNG is a format quite complex to read.
1094
General Discussion / Re: Dynamic Surfacing
February 02, 2014, 05:47:38 PM
Quote from: Jeston on February 02, 2014, 05:33:18 PM
Quote from: PiBoSo on February 02, 2014, 05:18:10 PM
Quote from: Jeston on February 02, 2014, 05:10:54 PM
I've just found a video on Youtube about dynamic surfacing(Link: www.youtube.com/watch?v=RYdBCxOIZUc) Will this be implemented into MXB?
Starting fresh on a groomed track on a sunny day, it slowly turns into hardpack track with dynamic surfacing. Or would it just be a feature of terrain deformation?

Unfortunately, unlike asphalt, the terrain will not dynamically change from wet to dry.
The terrain will just deform.

I wasn't talking about the terrain changing from wet to dry on the race line, I was thinking about the race line being formed of hardpack (Example:

As you can see from the pic, only one part of the jump is mostly being used by the riders, when they first went out on the track it wouldn't have looked like that, just an idea.

This will be possible, but not in the first release.
1095
General Discussion / Re: Track editing
February 02, 2014, 05:29:07 PM
Quote from: Motoboss on February 02, 2014, 05:28:27 PM
MXS uses 16 bit also...  PiBoSo will we be able to use png's for tree billboards ,grass and things like this?

Only TGA and BMP are supported.