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April 26, 2024, 02:17:04 AM

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MX Bikes beta18j available! :)


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Messages - iNsane

331
Bikes / [RELEASE] 2015 GASGAS EC Series
March 12, 2020, 12:38:24 AM
I proudly present to you:



All credits go to jre for creating this model, TM_Infidel/TMFR for releasing the files to the public here and all fund raisers which made this possible. Also a great thanks again to TM_Infidel/TMFR and the ECF project for the 4 stroke version here.

This release includes:




The 125 and 250 have a slightly different exhaust, just for the looks.
Same for the 250-300-450F, the 250 has a short Akrapovic, the 300 has a slightly longer Akrapovic and the 450 has a FMF PowerCore4 mounted. Again, just for the looks.
The shorter 2t FMF, Akrapovic and the 4t FMF look-a-like have been edited by me. I've no real modeling skills so I've decided to change the meshes a bit for some varieties. The textures of the blue 2t FMF and the 4t FMF are made by me.



None of the included skins have been used, besides the stock engine/frame texture.
The plastics are completely redone to fit the 2015 look of the GASGAS EC models.
The left side plastics has been changed to the same mesh as the right one. I seriously was too lazy to mirror the right side livery onto the left side (different mesh, different uv, didn't fit 1:1).



The bikes support everything that MX Bikes offers. They have an animated spring, working number plates and custom stands (for stock and the Matrix M64 Stand by TFC).
Source for the Matrix: https://www.ktm-parts.com/m64-101.html
Source for the Stock: https://pcmoto.co.uk/?product=motocross-enduro-tagz-branded-stand-gas-gas




My goal was to achieve a 100% replica of the real deal. I think I've made it pretty well.

Facts:
- same geometry and engine characteristics of the OEM Husqvarna models (the EC300F is actually the FC350) (Thanks Asdrael! ♥)
- the fueltank has been increased to a capacity of 12 litres
- the glass on the lamp mask is see-through
- We've finally got a proper enduro in the game!



Installation:
Insert the folders inside the zip into your mods\bikes\ folder.



Support MXB-Mods.com and



or Download directly via OneDrive

332
Tracks / Re: [RELEASE] UNDERGROUND MX(UGMX)
March 08, 2020, 11:14:49 PM
Fun track, heightmap is definitely worth a trip.
Yet I have some things to complain about:
Textures:
You really need to adjust the textures, it's extremely hard to get known to the track or even see any lines or the actual track path when it's fresh and untouched. This is a real turn down in my opinion.
Pit:
Why is the pit always in such a weird place? Would be cool to have some more scenery in the pits. Using the pit objects from gio on your previous track was great, but the pits were rotated wrong. That could be fixed by simply changing one value.

Nonetheless, the bigger track is really fun, flows great and has nice bumps all around. The smaller one is a bit weird, I don't know where to ride correctly tbh. The textures make it very hard to get the correct path.

Keep it up, stoked for your further releases or maybe updates to your tracks!
333
Quote from: seney8 on March 08, 2020, 08:25:53 AMIs there a 125 in this pack? There used to be a James Stewart KX125 bike on the forum for download but for some reason I can't seem to find it. Thanks!

If you're searching for all bike mods please only use http://forum.mx-bikes.com/index.php?topic=1979.0 as it's the only up-to-date bike pack covering all OEM bikes.
334
Which free cam? You can go into replay and switch to free roam mode.
335
Quote from: Nick838 on March 05, 2020, 01:43:29 AMIs there going to be a Daytona release? I'm sure it's been asked a ton but wasn't sure

The answer is three messages above yours
336
Quote from: seney8 on March 02, 2020, 04:17:56 PMAwesome, thank you!

Quick question, anyone know if there is a stock "tyre.tga" file that can be photoshopped within the base files (C:/Program Files/MX Bikes) of MXB. I'd like to edit the stock tyre but do not see a .tga file in the tyre.pkz.

I know there's been an HD wheel release by MACE-X but I think I'd rather not replace the stock wheel set up and just add a Dunlop, Michelin, etc...logo to the stock tyre file.

It's not possible to edit the Tyre sidewall on the stock tyre.
337
Atlanta is a lot of fun! The semi-solid toughblocks are way better than on Arlington, they're still able to ruin your lap time when hitting but you can't get stuck anymore. The solid toughblocks are also a very good choice. Keep it up, can't thank you all enough!

338
Tracks / Re: Erzberg Hare Scramble [WIP]
February 28, 2020, 12:24:45 PM
I'm so stoked. Can't wait for the release!
339
Tracks / Re: [UPDATED 2/20] 2020 SX Replica's: Arlington
February 23, 2020, 11:00:15 AM
Your tracks are getting better and better each release, such an amazing job you and the guys are doing.
Awesome contribution to the community. Keep up the great work!
340
Support / Re: Rider will not lean
February 19, 2020, 11:14:29 PM
Dumb question, are you actually in first person view 2? The chest cam view doesn't show any rider lean.
341
General Discussion / Re: How to Create bike skins???
February 13, 2020, 07:36:42 PM
You have to use the psd for the specific bike. The OEM thread has links to the templates.

The textures/templates you are using are for the MSM stock bikes ...
342
First off, welcome! And nice to see someone new picking up the challenge to create tracks.

There's a slight difference between spikes and spikes all over.

You should not use pitch black as lowest. Start your heightmaps at ~10% white, so the deformation has room to work.

If it's really spiked up all over the place, you've probably saved it wrong.

Not sure if it's 16bit or 8bit greyscaled, you should check that out.
343
General Discussion / Re: How to Create bike skins???
February 13, 2020, 12:15:03 PM
Make sure you've named the texture correctly.
Every bike has its own texture names.

CRF is CRF.tga
RMZ is RMZ.tga
KXF is KXF.tga
TC125 is tc125.tga and TC250 is tc250.tga
not sure about the others

If you don't know the name of a texture, open an existing paint with paintEd and check the content.
344
Track Editing / Re: Track editing questions/help
February 06, 2020, 12:26:19 PM
Quote from: TonySpinelli on February 05, 2020, 03:04:20 AMOkay guys, i am about to rip my hair out. I went through the text tutorial on here on how to make a replica track, i can not for the life of me get any of my layer masks to show up in mapviewer..I've even grabbed layer masks out of the basic track folder that he provided to try and see if i could reverse engineer my way out and figure out what i am doing wrong but even those don't work. so i am going to give you guys my hmf file, a picture of what it looks like in mapviewer, and my mask. i hope someone can tell me what stupid mistake i am making. (i am running map.bat every time i try and update layermasks). i am also saving the masks in the correct spot and saving as 8bit rgb tga, I've also tried saving with the rgb on and off. sorry for the long rant, just trying to save some time to hopefully get this stuff figured out. Thanks guys.



samples_x = 2049
samples_z = 2049

data = basic_track.raw

size_x = 683
size_z = 683
scale = 25

num_layers = 4
layer0
{
map = maps/mud_treads.tga
repetitions = 50
thickness = 10.0
}

layer1
{
map = maps/mud.tga
repetitions = 50
thickness = 0.14
}

layer2
{
map = maps/dirt.tga
repetitions = 80
mask = mud_mask.tga
thickness = 0.06
}

layer3
{
map = maps/grass.tga
repetitions = 50
mask = maps/grass_mask.tga
thickness = 0.02

grass
{
max_density = 25
height = 0.40
height_diff = 0.35
width = 0.5
width_diff = 0.0.35
texture = maps/grassfx.tga
densitymap = maps/mask_grass.tga
}
}





I also think your problem results in wrong exported format. Save it as 32-bit tga and it should work. By looking at your screenshots everything seems about right.
345
Races / Re: 2020 MXB Supercross - Round2
February 05, 2020, 02:28:57 PM
Quote from: teeds on February 05, 2020, 12:54:12 PMAlready a #28 Insane, you guys want to sort out another number between you?

Wowowow f that I'm the real #28

Gonna take the 283 this time then. Time to revive the official numbers thread :P