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April 18, 2024, 07:54:56 PM

News:

MX Bikes beta18j available! :)


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Topics - 𝖙𝖋𝖈

101
Track Editing / Object track and heightmap offroad
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?
102
Paints / Can we skin these?
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
103
Track Editing / Reflection Shader
May 14, 2015, 12:02:08 PM
Hey,

Just trying to understand the new reflection shader, I take it that it doesn't have to be used specifically on wet layers?

Changing factormin factormax and factorexp only seems to make the overall texture lighter or darker, doesn't add the same shiny sheen I see on the stock tracks and doesn't seem to catch the light.

I have added the env folder, and also dirt_wet_r.tga.

Since there is no documentation on it yet, could you explain the basics? Thanks  ;)
104
Track Editing / Surfaces question
May 07, 2015, 06:14:08 PM
Hey, been experimenting with surfaces and had a couple of questions..

Am I right in thinking the 'sand' surface doesn't yet have dirt buildup or particle effects? The bike really digs in with sand but unfortunately so does the front end!

Is 'gravel' supposed to be actual stone gravel? It seems to handle more like asphalt or concrete and I guess again it doesn't really need buildup, but doesn't have particle effects yet?

What surface material out of soil, compact soil and soft soil is the most giving when it comes to making ruts and riding in them? I thought it would be a good idea to give all my layers the same material (soft soil) but after the first 2 layers were gone it was like riding on ice.

Thanks  :)



105
Hey all,

Introducing www.mxb-central.com

Have been working on this on and off over the last couple of months in-between other projects. The idea being that if you guys have somewhere decent to upload tracks / skins / models etc.. it gives us more of a reason to create in the first place. A good custom content driven community is one thing MX-Bikes is going to need.

Features include:

  • Register, user account and 200mb file upload, first 3 uploads have to be approved then you will become a full member with the freedom to upload and have it automatically added
  • Use custom avatar
  • Download others content - all uploads are public
  • Rate content and receive ratings
  • Comment and reply to comments on uploaded items
  • Category and archive views with category tree and breadcrumbs, plus search feature (emphasis on navigation and categorisation)
  • Top uploads of the month list
  • News and updates front page

Nothing groundbreaking, but it's a good start to what could be a great content site. I've tried to make it as intuitive as possible so it should be pretty user friendly. Just hope you guys find it useful and also hope it's a positive for MX-Bikes in general!

Please note: Be patient with the upload, it's not as easy as I thought to implement a progress bar so we're currently stuck with a spinner to indicate the upload process IS working. Skins shouldn't be a problem, bu if uploading a track give it some time. In tests, uploading something roughly 130mb took about 4 - 5 minutes.

If anyone spots anything that isn't working, or something odd looking please tell us - It's in early stages and so far has only been tested by 2 people (albeit very thoroughly).

Currently the site only supports the uploading of tracks and skins. Models will come soon, but until some are made it's hard to judge how to structure things. If anyone has any suggestions of what they want to see added category wise just say, feedback will be welcomed..

The site is currently run by myself and Gdub. just wanted to say a big thanks to him for all his input during the design process and his continued support and contributions.

Lastly, please read the site rules and the FAQ (found in the stickied 'Welcome' news article and also in the footer). Please consider others when using the site and try and play by the rules, as if it's abused it will be taken down. I made this in my spare time because of the love I have for MX-Bikes and because I want to see it do well and encourage community involvement..

Enjoy  8)
106
Suggestions and wishlist / Getting roosted
March 23, 2015, 06:02:59 PM
Only a minor one but since playing online more these days definitely something that would be nice.

Any chance of adding the sound of riding right behind another rider and getting hit with roost? I watch a lot of GoPro vids for track making references and it always stands out, would really add to the immersion.
107
General Discussion / Modeling bikes / rider etc..
March 03, 2015, 10:15:38 PM
Hey, couldn't think of the best place to put this so thought I'd ask here.

Is there any documentation or user made tutorials on creating things like custom helmets, custom bikes etc?

Had a look at the PiBoSo Wiki, and tried a search on http://forum.piboso.com/ but couldn't find anything useful.
108
Tracks / Paleta Raceway v.1.0 (BETA 3)
March 02, 2015, 01:32:17 AM
Hey,

WARNING this track is from Beta 3!! That was 4 years ago. I guess it still works but it's not made to deform. Link updated - Thanks Teeds!

Here you got Paleta Raceway. Just wanted to release another one before beta 3 so you all got something new to play with. I wanted to make Pala but really couldn't deal with a replica, just wanted to make something fantasy as I find it more enjoyable to be creative so it's just supposed to be a generic Cali type track. It's got what you'd expect,  big doubles, step ups, tables, whoops, a big uphill step up, and pits and gates for 20 riders. Also the race data and marshals should be spot on, unlike Field 44 where the marshals float which I will update for beta 3 - At least I hope so, won't know until we run it online I suppose!

Hope you all enjoy it, the textures aren't perfect and neither is the scenery, but the heightmaps good and it's better than nothing! No collision, I could have added it but there isn't really anywhere I could see it was going to benefit the overall experience, so have fun and if you go off track it's not a major problem. I can add collision in on the beta 3 recompile if you guys would rather have it.

PiBoSo hope you don't mind me throwing a few of your banners up on this track!

https://mega.nz/#!Vg4F3CKS!RBmXEs0TA6nU1ulyY-OnXyX3eumjJhN690YvhSlk5AE  <-- DOWNLOAD
109
General Discussion / Different helmet cam
February 24, 2015, 01:30:08 PM
Hey,

Would it be possible to make a custom replay cam? Specifically a GoPro style but on the side of the helmet rather than the top, with a slightly larger fov?

Thanks
110
Track Editing / Field 44
February 12, 2015, 01:55:30 PM
The track is set in rural England, not very imaginative with names so you have field-44. Small farm was the general idea!

It's a hot lapper, good lap times are in the 50's, just over 1min with a fall, would like to see a sub 50 but haven't managed it myself..

It's a bit tech in places, you have a long sweeping corner into the first straight with two berm options, you have a jump on to whoops (don't worry it's not a killer!) and two tight inside line options on corners.

The most important thing is you can come up short on every jump without a fall. Wanted to make something easy but fun, and something you can master and really nail without getting too pissed off! Loosely based on the practice track in terms of look and feel.

Hope you all like! Happy shredding  8)j

Download: http://www75.zippyshare.com/v/ayIjsWAD/file.html (Orange download button on right)

111
Track Editing / Adding Normal Maps to Objects
February 06, 2015, 09:59:48 PM
Hey guys,

I'm using Sketchup to do track objects and there is no method I can see of adding normals while texturing. When I export - I export as .dae including textures, convert that to .fbx and then run fbx2edf.. Long winded!

When I convert .dae to .fbx, it creates an 'Output' folder with my .fbx and a folder full of textures, changing these textures at this stage, then running fbx2edf doesn't seem to use the changed textures, I guess because they are packed inside the .fbx so it uses the originally exported ones..

Is there any way of adding normals to my objects using this method? Or am I screwed.. Right now any kind of building looks like a cartoon!

Thanks  :D
112
Tracks / FMX - The Boondocks Jump Park
January 29, 2015, 05:42:55 PM
This is just a bit of fun. Made it to test out metal ramps and still learning objects so seemed like a good idea.

It's intended to be for fun locally for one player. I think 8 people can play, but I wouldn't bother trying to race it - the gate's in a strange place and the centerline overlaps a couple times here and there.

The ramps are good fun, they use the soil material so I guess they should act the same as the heightmap for grip. They do seem a bit slippy but I think that's down to the sudden angle, and also means you can start getting the bike into a big whip before you leave the lip which works good for me!

Have fun! I hope to see some whip vids  ;D

http://www26.zippyshare.com/v/k6HJOybx/file.html <--- put the .pkz straight into your 'Tracks' folder.



http://www.youtube.com/v/EePaMkw4xfc?rel=0
113
Media / Whips while building the FMX park
January 27, 2015, 09:04:14 PM
Have been spending the odd 20 minutes here and there putting together the FMX park, and I'd test and just whip everything, but every now and then I'd throw a special whip worth recording - so I decided to. Here is a selection of the biggest and nicest.

To add - I know some of the whips look similar, and a few are the same whip from different angles, but you can see the difference in rider gear, bike and stage of development of the track. Plus if you guys are sick of seeing whip vid's just say lol..

http://www.youtube.com/v/EePaMkw4xfc?rel=0
114
Track Editing / Riding on object with collisions
January 18, 2015, 01:09:44 PM
Hey  :)

Maybe I'm missing something here so thought I should ask..

When riding on an object with collisions, it's like riding a bike with no tyres. You skip around all over the place.. Am I missing something that I'm doing wrong here? I'm just using WLLCONC object name, and FBXtoEDF is just using mesh, as using collision makes the object non-collidable.

This would be pretty useful for tracks which have bridges over other sections of track, like a few older SX tracks, some nationals, and of course ramps.

Thanks  ;D
115
Track Editing / Cameras
November 17, 2014, 03:07:02 PM
Hey  :)

I have camera's pretty much understood, but I don't understand a couple of things.

Firstly, I can't seem to get autozoom to work. I set fov to 60, min fov 20, max 60, but what does reference do? I've tried setting it in between with no luck.

Edit: Forget the last question  ;)

2nd Edit: Am I missing something with fixed cams? The view works fine, but for a split second at the start and at the end it snaps to the view of the cam positioned at 0 on the track..

Thanks  :D
116
Track Editing / Thursday Night Motocross (PIR)
November 01, 2014, 08:41:51 AM
Hey all

So after the current tracks are done I wanted to try my hand at a replica. Just wondering what tracks you guys would like to see made? Have already considered a couple of European tracks but also strongly looking at red bud. Looking for something not too challenging but worth while.  National obviously- no SX..

So, what would you guys like to see?  :D

edit: changed the topic title to better match topic.
117
Track Editing / Video - Got Ruts?
October 30, 2014, 06:37:07 PM
So - I don't wanna give the game away just yet although I'm sure some of the guys with track making knowledge will figure it out straight away...

Something occurred to me the other day, I gave it a try on a new track I'm working on and it worked beautifully. Spent a LOT of time trying to make good ruts with normals and basically gave up because it was never going to look good. So here you go - the new method. What do you guys think?

Be sure to crank the quality up!  8)

http://www.youtube.com/v/b535vSZ932M?rel=0
118
Track Editing / Grass Draw Distance
October 24, 2014, 11:42:30 AM
Hey all,

I was just wondering if there was a way of increasing the draw distance for the grass?

I'm not using it as grass, but instead for track markers (thin white (plastic?) bollards) which is actually working pretty well. But - being as the draw distance is only about 20 feet or so, It looks a bit odd..

Any way I can increase this? I can't see it affecting performance as I only have 1 pixel for each bollard.

119
Tracks / The Gravel Pit v.1
October 22, 2014, 09:43:33 AM
Hey  :D

Here is my first released track (not first made)

Wanted to make something that didn't really need objects as I really made it as a track to learn advanced texturing on such as normals masks and getting them right, so you got nothing but rock, stoney sand and compact track surface. Supposed to have that kind of locally made feel while also being race-able, so you got gates / pits etc.. Got big jumps and elevation changes, but it's not 100% perfect..

The ruts look OK, they are tire tracks with normal maps and you do notice them on lips and going slow, but I know they don't look too great on corners, I tried having the ruts mask twice the size but it really started slowing the game down and didn't really help, need to find a new way to do those!

Hope you guys like it!

Get it on Sim Races - http://www.simraces.com/MXB/MXBTrackDepot
Direct Download - http://www.simraces.com/MXB/Download?fileLocation=%2FTracks%2Fgravelpit.zip


https://www.youtube.com/watch?v=OaYbdYWqJjw&list=UUrhoHnxKZCHSj43jRoK8rxA
120
Track Editing / Distance shadow
October 11, 2014, 11:16:17 PM
Hey.. sorry for the constant help topics!



Is there any way to increase the distance of the shadows on the map? It looks a little square and close, and I'm not sure if this has started happening since adding the normal maps or not, but it seems to be more noticeable..

Edit: Might add as well that this is happening what seems like about 20 meters in front of wherever I am, very noticeable  :(