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April 25, 2024, 06:22:04 AM

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MX Bikes beta18j available! :)


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Messages - PiBoSo

751
Paints / Re: Rider / Bike normals
January 16, 2016, 02:17:01 PM
Quote from: TheFatController on January 15, 2016, 11:11:51 PM
While on the subject, helmet_n.tga doesn't seem to apply at all.

Just letting you know - Hopefully can be fixed alongside the boots :)

There is no normal map on the stock helmet. Hence it cannot be changed.
Boots have been tested and boots_n is correctly replaced.
Are you doing something wrong or has the bug already been fixed in Beta4 thanks to other changes?
752
Paints / Re: Rider / Bike normals
January 14, 2016, 11:52:02 AM
Quote from: TheFatController on January 14, 2016, 10:39:28 AM
Pib: Is there anything to this or Does it work fine for you? Possibly something I'm doing wrong? Would it help if I uploaded my paint?

The issue is under investigation.
Hopefully it will be fixed in Beta4.
753
Paints / Re: Rider / Bike normals
January 13, 2016, 09:30:15 PM
Quote from: TheFatController on January 13, 2016, 08:16:39 PM
PiBoSo, this works great on rider and gloves, but tried it on boots and it doesn't work right.

I tried to remove normals completely by just adding a very low intensity normal map of a block colour boot with a plain black spec map in alpha channel but the original boot normal appears to remain.

Could you please check the name? It should be "boots_n".
Also, please check that the texture sizes are power of 2.
754
Quote from: gdubmx on January 13, 2016, 10:32:23 AM
1. Ability to change loading screen image (not found ability to do so yet)

The loading screen image is UI/bkgrnd.tga
755
Paints / Re: Rider / Bike normals
January 11, 2016, 04:00:15 PM
Quote from: TheFatController on January 10, 2016, 02:10:34 PM
Hey hey..

Is it possible to make new normal maps for rider gear? Would be great for the embossed logo look and material type..

Adding "rider_n" to the paint should replace the default normal map.
756
Track Editing / Re: MXB Track Modding
December 29, 2015, 12:05:07 AM
Track tools updated to fix a FBX2EDF bug:
http://www.kartracing-pro.com/downloads/tt.zip

There also are several improvements in TrackEd.
757
Paints / Re: Paints Creation Guide
December 27, 2015, 11:13:12 PM
Quote from: gdubmx on December 27, 2015, 08:32:25 PM
what does the reload button do Piboso?

It reloads the textures.
758
Paints / Re: Paints Creation Guide
December 27, 2015, 04:53:02 PM
759
Bug Reports / Re: Dedi Servers not showing
December 14, 2015, 11:05:31 PM
Quote from: teeds on December 14, 2015, 08:42:26 PM
The MXB server list blank again, problem or updating?

Everything should be back to normal now.
760
Track Editing / Re: Track editing questions/help
December 10, 2015, 04:47:28 PM
Quote from: Sandbiter on December 10, 2015, 02:30:00 PM
I'm having some trouble with a startgate I made. It looks likes the faces are flipped, but when I flip them before export they're even more flipped in game.

In 3ds max the faces are all right, but it looks weird in Mx Bikes.
Does anyone know what is going on right here?

Top image is how it should look.
Bottom image is how it looks in game.

Please make sure that there is no alpha channel in the diffuse texture.
761
Bikes / Re: Cloning and Altering Bikes
November 19, 2015, 05:57:35 PM
Quote from: wedgewood on November 19, 2015, 03:20:37 PM
I ditched what bike I was trying to alter and re-cloned the 250 with the proper name changed and it worked.  I'm thinking I may have corrupted the cfg. or the gfx file on my previous attempt

Good to know.
762
Bikes / Re: Cloning and Altering Bikes
November 18, 2015, 07:51:52 PM

The INI and CFG files must be renamed to match the folder's name.
Also, the CFG file must be edited to change the ID to match the folder's name.
763
Track Editing / Re: Track editing questions/help
November 15, 2015, 12:19:32 PM
Quote from: TheFatController on November 15, 2015, 01:34:12 AM
Me.. Again.. Sorry lol.

Is it possible to use more than one prefix when doing objects? I would test but don't have a lot of free time currently.

For example: SHAD_WLLCONC_wall1

Yes, it is possible, for example:
INVISIBLEWLLCONC

"SHAD_WLL" is redundant, because walls automatically receive shadows.
764
Bikes / Re: Models import
November 12, 2015, 05:24:35 PM
Quote from: rc4187 on November 12, 2015, 04:05:03 PM
Quote from: PiBoSo on November 12, 2015, 11:49:08 AM
Could you please post the content of the LYR file?
Please make sure that the dirt textures are in the correct folder.

Thank you.
The LYR file points to the "mud" subfolder.
There are 2 options:
1) create it and move the dirt textures to it
2) delete "mud/" from the LYR file
765
Bikes / Re: Models import
November 12, 2015, 11:49:08 AM
Quote from: rc4187 on November 12, 2015, 05:33:58 AM
Guess I'm not grasping the dirt textures deal. In game when dirt is being applied, the whole bike turns white instead of applying the dirt. I think it's something to do with my .tga's. I've tried with alpha channels and without with the same result.

Could you please post the content of the LYR file?
Please make sure that the dirt textures are in the correct folder.