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March 28, 2024, 10:16:04 PM

News:

MX Bikes beta18j available! :)


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Messages - PiBoSo

781
Track Editing / Re: Help please!
August 22, 2015, 12:27:31 AM
Quote from: Mace-x on August 21, 2015, 06:47:50 PM


I have no idea what that is for and how to modify it  :-[

Altrought lost lands worked just fine without modifying it. :o

The three surface layers ( off, pits and start ) should be changed to match the track.
You can see how they work loading the official tracks in TrackEd.
782
Track Editing / Re: Help please!
August 21, 2015, 11:58:46 AM
Quote from: Mace-x on August 21, 2015, 12:56:36 AM
Bad  :(
But i didnt gave it importance as you said that it was not used.

Not the "dynamic surface" that is not needed for MX tracks.
Top bar -> Draw -> Surfaces
783
Track Editing / Re: Help please!
August 21, 2015, 12:02:34 AM

How does the "surface" look like?
784
General Discussion / Re: Questions
August 18, 2015, 01:46:37 AM
Quote from: Mace-x on August 18, 2015, 01:40:47 AM
Piboso, does Mx bikes support Tarmac surface?

In the F.A.Q is not listed.

Are there different tractions such as sand, hardpacked etc.
Currently MXB has soil, soft soil, hardpacked soil, gravel, and sand.

Asphalt is supported.
There already are tracks using asphalt surfaces over the terrain ( for ramps ).
785
Track Editing / Re: Object track and heightmap offroad
August 12, 2015, 11:15:38 AM
Quote from: TheFatController on August 12, 2015, 11:03:32 AM
Hey hey,

I'm having trouble working out the best way to create a supermoto style track. I have a track object which uses TRKASPH (have also tried TRKCONC) which sits roughly a few inches up from a completely flat heightmap, but whenever you spawn on it the bike is embedded and the rider flies off, almost like you will only ever automatically spawn on the heightmap.

Any ideas?

Unfortunately "almost like you will only ever automatically spawn on the heightmap" is exactly the problem.
This issue will be fixed in Beta4.
786
Suggestions and wishlist / Ghost
July 30, 2015, 12:58:35 AM
The "ghost" is the recording of the best lap you can race against, but without collisions.
Do you think it should be added to MX Bikes?
Or do you think it's not useful? Or maybe too arcade for a simulator?

Please vote and comment!
787
Bikes / Re: .Geom file?
June 30, 2015, 11:44:23 PM
Quote from: PDR on June 30, 2015, 10:49:36 PM
Oh okay I'm starting to understand a little better. Is there a folder of a complete bike with all of the files in it that I could possibly reference to?

Just unpack bikes.pkz, that is a renamed ZIP file.
788
Bikes / Re: .Geom file?
June 30, 2015, 09:22:14 PM
Quote from: PDR on June 30, 2015, 08:28:27 PM
I am trying to export a TM model I made a while back and I am using the Bike Tools. I just dont know how to open a .geom file into the program because I dont know what that is! Do you convert an obj into a geom file? If so, how do i go about doing so?

A .geom file is a text file, used to define the physics geometry of the bike.
It is possible to load one of the existing bikes as a reference.
789
General Discussion / Re: NDS Tracks
June 18, 2015, 07:08:13 PM

For testing, it is possible to set the deformation multiplier to 0:
http://forum.mx-bikes.com/index.php?topic=686.0
790
Track Editing / Re: Work in progress Tracks.
June 02, 2015, 05:15:19 PM
Quote from: Mace-x on June 02, 2015, 07:53:30 AM
i dont know why when i generate the surface i get this weird points, all the rest of the track is fine.
(what is this surface for?)

any help will be appreciated, it´s driving me freaking crazy!  >:(

The surface is not needed for dirt tracks.
791
General Discussion / Re: MX Bikes beta3
May 27, 2015, 01:08:50 PM
Quote from: REDRUM on May 27, 2015, 10:34:18 AM
Hi, I haven't messed with MXB for a while now (skipped beta2).

In beta3 I am wondering if the terrain deformation should be in realtime or delayed? Currently, on my rig the terrain deformation is delayed by up to ~10s.. this is with deformation set to any multiplier from 1-20.

If it is normal at current, that's fine I was simply curious, the bouncy bizzo as mentioned in prior posts is a little frustrating but so far everything is feeling really good! :)

Deformation is delayed a few seconds.
It would be possible to have it in realtime, but it would generate too much data in multiplayer.
So changes are buffered.
792
General Discussion / Re: MX Bikes beta3
May 26, 2015, 12:52:55 PM
Quote from: Mace-x on May 26, 2015, 02:38:18 AM
So Piboso, had a chance to look at the video?
what are the plans for b4?

Cheers!  ;D

Thank you for the video.
Plans for Beta4 are, of course, to try and solve as many issues as possible.
793
Support / Re: Lost my key, reformatted windows
May 18, 2015, 12:04:32 PM
Quote from: gokitty199 on May 18, 2015, 03:35:11 AM
i reformatted my windows without thinking about mx bikes, i lost my key and no longer have the email.

License key sent to the PayPal email address.
Please check the spam folder, too.
795
Paints / Re: Can we skin these?
May 14, 2015, 06:43:07 PM
Quote from: TheFatController on May 14, 2015, 05:29:01 PM
Hey hey,

Just wondering if there is any way to skin the protections, and also the rider skin? (Not the gear, the actual riders skin).. I'm not racist by any stretch of the imagination, but I'm also not black and like to ride as myself I guess..

Thanks  :D

At the moment protections cannot be painted. It is only possible to add new models.
The face is in the texture "face_parts", but there is no template for it.