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April 25, 2024, 09:34:06 PM

News:

MX Bikes beta18j available! :)


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Messages - PiBoSo

736
General Discussion / Re: MX Bikes beta4
March 01, 2016, 02:04:47 AM
Quote from: shanebell618 on March 01, 2016, 02:00:51 AM
Is there somehow I can manually configure the settings by editing a file? I can't get my controller or anything working because of the graphics settings yes/no issue above.

All the graphics settings can be manually changed in the "My Documents"/PiBoSo/MX Bikes/profiles/"your profile"/profile.ini file, under the "gfx" section.
However, if there are issues changing resolution, it's probably better to first try to update the graphics drivers to the latest official version.
737
1 ) convert the engine primary ratio from a single value to two gears. For example:
Ratio = 3.04 -> ratio0 = 24, 73

2) tyres data has been moved to the new "tyres" folder. Change the bike CFG to point to it. Several changes are needed, it's better to look at one of the stock bikes for reference.

3) the tyres change also involves the graphics models, so the gfx.cfg file must be updated, too. Again, it's better to look at one of the stock bikes for reference.

4 ) it's possible to add fork offset setting in the "steer" section.

5 ) now settings in "front_suspension" are for a single fork only, and then doubled. This means that spring and damper stiffness must be halved. And the area, too.
If the bike only has one shock ( some scooters, for example ), add "MonoShock = 1" in the "front_suspension" section.

6 ) For classic bikes with dual suspension at the rear, it is possible to set a single spring and damper adding "TwinShock = 1" in the "rear_suspension" section.

7 ) In the GEOM file, collision data must be changed. The new format should be more user friendly until the Bike Editor will be changed to edit it.
Please note that the boxes angles are no more set as slope, but are now degrees.

8 ) The geometry of the rear suspension must be changed. The best option is probably to start copying and pasting from one of the stock bikes, and then editing the points in the Bike Editor.
738
Paints / Re: Bike & Rider Templates
March 01, 2016, 12:33:56 AM

Templates updated to add wheels, chain and stand.
739
General Discussion / Re: MX Bikes beta4
March 01, 2016, 12:31:04 AM
Release notes
- a clean installation is strongly recommended
- replays and setups are not compatible with the previous versions
- the replay buffer size setting has been changed from bytes to megabytes: http://forum.mx-bikes.com/index.php?topic=198

This beta includes the biggest change in physics data format ever, so no modded bike made for previous versions will work.
Hopefully modders will have the patience to convert all the bikes and learn how to create the new rear suspension geometry:
http://forum.mx-bikes.com/index.php?topic=834.0
740
General Discussion / MX Bikes beta4
March 01, 2016, 12:30:56 AM
MX Bikes beta4 released:
http://www.mx-bikes.com/?page=news

Download:
http://www.mx-bikes.com/?page=downloads
( mirrors would be extremely helpful and welcome )

To update:
1) delete everything in the MX Bikes installation folder and in "My Documents"/PiBoSo/MX Bikes/ except for license.ini
2) launch the new installer
741
Plugins / Re: Proxy plugin
February 29, 2016, 07:18:27 PM

Source code updated to the latest interface.
742
Plugins / Re: Output Plugins
February 29, 2016, 07:18:16 PM

Example source code updated to the latest interface.
743
General Discussion / Re: Attach object
February 05, 2016, 12:30:45 AM
Quote from: TheFatController on February 04, 2016, 09:49:11 PM
OK so I've completely remade and I was wondering about cameras..

PiBoSo: I'm using the coordinates of the default helmet 1 camera and it's stationary, almost like it's lying on the floor off track. What have I done wrong  ???

The helmet model must have an object named "helmet" that is used as reference for position and rotation of the onboard cameras.
744
General Discussion / Re: Attach object
February 02, 2016, 01:27:49 PM
Quote from: TheFatController on February 02, 2016, 01:04:45 PM
This one might sound a little odd.

Is there any way to attach another object (edf) to the helmet? Possibly by adding my second object in the helmet folder and adding it in to the .cfg or the .hrc? I tried various ways of adding my second .edf to a duplicate of the helmet folder from the pkz but I couldn't get it to show up.

I have managed to get a new helmet working in game although it's just a sphere currently.

In the engine, it is possible to attach a model to another. For example, the helmet is attached to the rider body.
However, this feature at the moment is hardcoded for the helmet only.
What do you want to do? Attach a camera on top of the helmet?
745
General Discussion / Re: Menu Environment
January 30, 2016, 09:51:22 PM
Quote from: TheFatController on January 30, 2016, 09:30:40 PM
Strange.. As you can see from the screenshots none of the walls (or toolbox on wheels / boxes) have any shadows even the ones that you can't remove. They all use the DECAL prefix.

The problem I'm having is as soon as I add a normal map with a .shd I now get a crash when entering the menu. A few of the specific points:

1. I'm not using a normal map on any textures on objects using the 'DECAL' prefix.
2. I've added normals fine before as you can see from my previous screenshots. Using a normal with spec, the right size and using a SHD text file.
3. It loads fine in Mapview.

This really isn't a major thing, probably me doing something wrong but it's driving me nutts. But in case it is a 'thing' it's worth me pointing it out :)

Objects with the "DECAL_" prefix receive shadows, but don't cast them.
The normal map problem is difficult to debug without the possibility to test the model.
746
General Discussion / Re: Menu Environment
January 30, 2016, 09:06:51 PM
Quote from: TheFatController on January 30, 2016, 06:08:48 PM
Weird one.. I discovered that if you give the wall object the DECAL prefix, and any other objects that have too much shadow it totally excludes them from having ANY shadow even realtime (or whatever shadow is applied after compiling). The only downside is that then you have no shadows, but a few quick adjustments to textures and it's not too noticeable!  8)

PiBoSo: The only problem I'm having now is when you add a normal texture to an object (even one that's not under the DECAL group) it crashes the menu.. Any idea why? I've had normals working in the bg.map as you can see in the above previous screenshots.. Not a big deal mind you..

The "DECAL_" prefix should force shadows even on objects that are not collidable.
Do you mean that you cannot assign a normal map?
747
General Discussion / Re: Menu Environment
January 29, 2016, 01:03:22 PM
Quote from: TheFatController on January 29, 2016, 12:31:43 PM
Just out of interest, what is the default light position that is hard coded?

The values are "-0.6,1,-0.4", that mean the light is coming from the left front.
748
General Discussion / Re: Menu Environment
January 29, 2016, 12:17:47 AM
Quote from: TheFatController on January 28, 2016, 07:19:11 PM
So it seems that changing the Params.ini works for the ambient and object lighting but it doesn't affect the bike and rider. Is there a way of changing this?

The lighting is hardcoded.
It might be a good idea to allow editing.
749
General Discussion / Re: Menu Environment
January 28, 2016, 01:12:17 PM
Quote from: TheFatController on January 28, 2016, 12:09:47 PM
PiBoSo, is it possible to change the menu environment? By this I mean currently it's black with a lit area under the bike / rider. Is it possible to replace this with another environment like scenery.edf does for a track or background.edf does?

The menu background file is "misc/bg/bg.map".
It must be exported as a MAP with "TRK" for the ground name to allow shadows projection.
750
General Discussion / Re: Oculus Rift DK2
January 27, 2016, 08:53:32 PM
Quote from: teeds on January 27, 2016, 01:17:47 PM
Any updates on SDK1.0 support Piboso (if you even have access to it)? I'm really hoping you'll get the leaning working with Rift positional tracking. I know you've been getting involved with Steam, so will you support Steam VR maybe or focus purely on the Rift. Be good to hear your stance on the subject.

Oculus support has been recently upgraded from the 0.6 SDK to the 0.8, for Beta4.
Unfortunately the minimum hardware requirements greatly increased, so at the moment it's impossible to tell if it works or not, even on the DK2  :-[