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April 16, 2024, 01:00:39 PM

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MX Bikes beta18j available! :)


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Topics - 𝖙𝖋𝖈

41
General Discussion / Where has gdub Been?
May 30, 2017, 11:01:11 AM
I figured he was just on holiday or something..  ::)

Got a message from him this morning and he's banged up big time. He was doing a 180 hip transfer at a concrete skate park and lost the front end on the way down, full on faceplant. The result is  2 skull fractures, broken nose and a broken sinus.. Didn't know you could break your sinus but wow.. ouch  :o

At least he's out of hospital now, probably nursing a monster headache though lol. Hope he mends quick and is back on MXB soon, the back of the pack is a bit empty without you mate  ;D

Jokes aside, this is what can happen without a helmet and that was one of the first things he said to me. Even a skid lid / piss pot would have at least prevented the skull fractures, maybe not the nose though. I used to ride BMX and never wore any protection let alone a helmet unless it was an indoor skatepark where they enforced the rule, and looking back I know it was a stupid thing to do. If any of you have kids who cycle even on the road make sure they're protected, and if they kick up a fuss show them this thread, I know I will.

Wishing you a fast recovery mate!






42
Suggestions and wishlist / Wheels template
May 24, 2017, 10:13:10 AM
Pib / Snappe:

Any chance we can get a wheels template similar to the bike template .blend?
43
Unfortunately it looks like Geolocation terrain will no longer be available from Google SketchUp due to an acquisition by Trimble of SketchUp..  :(

I know there are other ways, but I haven't explored these myself so not sure of the process. If anyone has any plans to use this service in the future for getting basic heightmap info I'd suggest getting hold of that before the 22nd.

https://help.sketchup.com/en/geodatachange
44
Tracks / Red Bud (updated RDF 08/05/17)
May 07, 2017, 09:26:14 PM
RED BUUUUDDD!  8)

So I know, I made this a long time ago. Well I did and I didn't.. The version I released for the GTX series as beta is almost a different track. Some elements are the same, but the majority of it has been completely remade as I wasn't happy with a lot of it. To the eye, the hieghtmap might look quite similar to the beta, but if you were to ride the old version in MXB B6, you would be disappointed.

I've tried to be as authentic as possible with heightmap, object placement, and have tried to include the key features of the track that make it Red Bud (stands, sign, buildings, tunnels, flag etc..). All objects here are 100% made by myself, bespoke to this map so to speak, bar the trees. The trees are from a texture pack of 3d rendered images. Also kinda cool, if you run a clean lap in testing watch the replay back and compare it to the 2016 450 main (which I based the cameras on) and you'll see that the jumps are 99% accurate as far as size and how high / far the bikes travel.

I've spent a LOT of time on the deformation. Red Bud is loamy (apparently) lots of sandy loose soil with compact sections. While the track rides great as standard, I think it rides even better when massively deformed. It's a challenge, but some areas become easier - Corners for example. Lots of the inside ruts are just suggestions before they've been deformed. If you stick to these suggestions they become amazingly grippy, to the point you can slide into one and be caught half way into a corner as you can see in the video below.

Also 2 new skies included here. Feel free to use them elsewhere, I will add them to the assets thread when I get time along with a few track objects which I've made here for people to use elsewhere  ;)

I'm really proud of this track, more so than everything else I've made with exception to Matterley Basin and the JS7 compound. I hope you all enjoy it as much as I've enjoyed making it and riding it. See you all online to rip it up soon!

Oh, and if you like my tracks, appreciate the effort I put in and want to say thanks, you can always buy me a drink, but please note your thanks in a forum post is more than enough. I do this for love, not money, I've just had quite a few requests to include a donate button so figured I would for my next release (this one).

DOWNLOAD Updated with new race data.

https://www.youtube.com/v/j33MABfoKo4

Who is going to find the metaphorical easter egg I wonder ??? ;)



45
Other / Roost / Particle changes
May 06, 2017, 09:07:23 AM
Hey hey..

Pib, if I extract the effects / particles folder and make changes, will it cause problems joining online sessions? Or is this purely visual..
46
Suggestions and wishlist / Rut / Bike collisions
April 22, 2017, 11:30:04 AM
Right now, if your rut is slightly too deep and the bottom of the bike clips a surface it's an instant rider ejection.

Could this not just result in getting hung up in the dirt and slowed down, rather than a crash? IRL this would be more realistic.
47
Suggestions and wishlist / Bike / Rider font spacing
April 22, 2017, 11:20:40 AM
Sorry if this is already possible but I couldn't figure it out.

Can you add a spacing option for the bike / rider font? Right now it's great for standard type faces but as soon as you start using italic fonts you end up with a huge gap between things.

Could we have a 'distance between letters/numbers' option or some kind of overlap variable so we can squash those italic fonts up close and tight?

Thanks :)
48
Track Editing / The Assets Thread
April 17, 2017, 01:10:44 AM
Here you will find downloadable assets by myself and members of the community for free use when making tracks. You may also request objects here, but please don't expect people to custom make things for you or share what they have if they don't want to.

Feel free to post anything you want to share with the community for others to use on their tracks, I'll update this first post and categorise as we go. Upload anything, such as track objects (trees, bales, buildings, pit tents etc..), track textures and normals, heightmap packs, skydomes (edf only), background.edf's, 3d grassfx packs, and anything else / in between.




When uploading, make sure whatever you post is genuinely useable, includes the textures if necessary and if possible the .blend / .3ds. Please also try to include a preview picture.

If you're uploading someone elses work, please give credit where it's due.

For those using anything from this thread on their track, please give credit to the original author of whatever you use  :)





ASSETS




SKIES:
* Skies are in .edf format. To use, simply copy clearsky.edf, cloudysky.edf or rainysky.edf to your final track folder.

Sky Pack 1 (PREVIEW/INFO) (DOWNLOAD) (By TFC)




VEGETATION:
* Anything from trees to grass. File types may vary (edf, fbx, blend, 3ds etc..) please see 'PREVIEW/INFO' for individual usage.

Low Poly Trees & Shrubs Pack (PREVIEW/INFO) (DOWNLOAD) (By Sandbiter)




VEHICLES:
* Trucks, Diggers, Cars, Bobcats, Campers etc.. File types may vary (edf, fbx, blend, 3ds etc..) please see 'PREVIEW/INFO' for individual usage.

Water Truck (PREVIEW/INFO) (DOWNLOAD) (By TFC)



49
General Discussion / Anyone want MX-Bikes for free?
April 02, 2017, 10:54:51 AM
Sorry to all of you drawn in by the title, hoping to get MXB for free. Let's be realistic for a second.

Coming on here, private messaging people and asking for old keys, new keys, asking people to buy you a key and begging people is just as bad If not worse than the regular spam forums get.

In the last week I've seen it many times on the forum and have even received private messages.

If it carries on I'm tempted to start a name and shame list. For now, here is an example of what to expect if anyone messages me asking for a key:



I don't see anything wrong with a bit of charity, if someone chooses to buy someone else a key that's their own choice. In fact it's great to see some genuine acts of kindness.

The person above followed on from my reply with an 'ahh go on' message. This goes to show the mentality of these people, they are basically out for what they can get. I urge people not to give them an inch.
50
Bikes / RM 125 & 250 Stock and OEM Pack
March 19, 2017, 04:49:52 PM
Finally, had some time to sit down and finish this off.

DOWNLOAD The RM Pack Here


Here we have the 2003 RM250 and 2003 RM125. This pack contains 4 bikes, the 125 and 250 stock, and the 125 and 250 OEM versions.

For the OEM versions you WILL NEED GEO's TYRES (DOWNLOAD)


DOWNLOAD TEMPLATES




A quick changelog from V1:

+ Better 1st person view
+ Increased overall width of bike
+ thickened swingarm
+ Increased rear shock spring segments
+ Fixed rear fender, now not as deep and fat and now narrows towards back slightly
+ New Renthal bars
+ Fixed norm bugs on levers, reshaped and rearranged lever angle and hoses and added covers
+ Fixed how the seat sits against the tank
+ Fixed seat height and overall shape
+ Fixed lots of shading and normal errors around the edges of plastics
+ Added a lip around the edge and up along the middle inside the rear number plates
+ Resized silencer to fit better in line with a 250 aftermarket
+ New rear silencer and pipe for 125 model



Massive thanks to Asdrael for all his work on the geometry and engine work for both the 125 and the 250. The bike is now so much fun compared to my crummy attempt at geometry and stealing the 250x engine from the MSM lol. It's very light and playful, and has enough grunt to go up against the other 2 strokes on offer.

-Spaced reserved for anything Asdrael wishes to add-

Also, huge thanks as I put in my original RM thread to those who helped me learn Blender, advised on modelling basics and later more advanced stuff, helped with texture issues, importing the model to MXB, testing, provided feedback, convinced me not to give up etc.. In no particular order:

Vortex Damien - Asdrael - RC4187 - Geofanatec - H106FRP - Pacopastor34 - GDUBMX

I will be passing the model over to H106FRP from the GPB forum for him to use as the base for a supermoto. I don't know if he plans on adding any accessories to the model or just leaving it as standard, but I will update the post here with whatever he and the modding team come up with as I'm sure it will be both GPB and MXB compatible.

I had some time to kill while Asdrael knocked up the geometry, so I made 3 new paints to be included (not perfect, but just for fun), the pack now comes with the following in addition to the stock paint:



Enjoy :)

Edit: Will upload a template for this soon.
51
Suggestions and wishlist / 3rd person suggestion
March 03, 2017, 09:48:01 AM
Right off the bat I know this isn't going to be popular, I use both 3rd and 1st person but for a casual ride I'm normally in 3rd.

I'd like to suggest that the 3rd person camera isn't focused on / linked to the tyres contact patch as it currently seems to be.

Couple of reasons:

1. It gives a strange pendulum type visual effect. An example would be a vertical line rotating from the bottom point. If it rotates 30* it appears to rotate more than if it was to rotate 30* from the center causing the top and bottom points of the line to rotate in the opposite directions respectively.

2. It makes sliding, braking, and lining up for ruts possibly harder than if the view was glued to a more central point as when the wheels do go, it feels like they're not sliding as much, or sliding more than they should. It also means you don't appreciate how the bike will react to a banked turn as you don't get a sense of travel, I.e how high out / up a berm the bike will move. This would be greatly improved by seeing the top of the bike move one way and the wheels move slightly to the other, which would allow you to gauge the movement and react more accordingly.

3. It looks strange. I know, not the most important thing right? But, it is in terms of marketing. I've seen comments in videos like 'that 3rd person looks awkward' and it's bang on the money. You get used to it, and I am so used to it now it feels like 2nd nature, but I remember it took a while getting used to it and this is going to be the same for anyone who tries the demo. Watch a recording of someone riding in 3rd person and it's way more noticeable than when you're playing.

I'm not saying the 3rd person is bad by any stretch, it's come a long way from b1, but I think it still needs some improvement.

So here's some other examples, and please note that I've only played one of these titles.

MX Sim. The view seems to be fixed to the riders torso. I've only played MXS demo years ago, but watching videos it seems a lot more natural. I think this might be too much in some cases, I hate the look of MXS 3rd person in the air for example, but in corners it looks good.

Reflex, seems to do things differently and allow a lot of horizontal play. I played the he'll out of reflex and did find it a bit loose for my liking.

MXGP seems to focus the view on the center of the bike. This also allows a lot of play but not as much as reflex. Never played it though so can only offer a visual pov.

My preferred way would be to have the focus at the top of the back tyre, or maybe the central mass of the bike. I think tethering it to the rider would take away from the bike movement too much.

What are people's thoughts? And please don't bother with the 'ride in 1st person, problem solved' comments. Been there, have the coat, wallet and hat combination I paid extra for so everyone knows ;D
52
Bug Reports / Number of Paints
February 24, 2017, 11:37:18 AM
I'm surprised nobody's mentioned this especially with the new FTP downloads.

I can only have 100 rider paints. I currently have 170 in my folder.

The annoying part is that most of these are specific to other people. I can't select any of my own custom rider paints as they're taken over by anything with a date before the name.

Can we increase this number? Or can you increase this number for the next update.

Thanks :)
53
Track Editing / TFC's Stadium pack (WIP)
January 27, 2017, 01:07:05 PM
Since we now have sx, and some of us think it works well enough to be enjoyed, I've started work on a stadium pack.

So far I've only started Angel Stadium at Anaheim, and have been doing overtime at work so haven't done much all week, but it's going well. It's 1:1 scale although the incline of seating rows and height are a best guess as I can't find plans or specs.

Question for all interested.. Should they be replica stadiums? Or generic copies some which can be used on multiple tracks I.e Baseball Stadium 1, Baseball Stadium 2, Football Stadium 1 etc..?

I'm in no rush, as it's going to be a while before mxb is ready to run a proper series anyway, but think it would be a good pack to have. I'll use this thread to post WIP shots, post final stadiums when they are finished and will update this first post to reflect changes. All content will be free for people to download and use, and they will come with a heightmap with bounds marked on, hmf & tht with sizes in and two versions for day practice and night event.

The OBJ's won't be available, as all stadiums will be in EDF format they will be exclusive and unique to mxb.

Angel Stadium WIP: 03/02/2017



54
Suggestions and wishlist / Surface detail
January 22, 2017, 10:26:05 AM
First of all, please move this to 'Bug Reports' if it needs to be. You can only have 10 layers in both the HMF and THT, and while I don't know if this is supposed to be the case or not, if it is, please allow for more or please consider the following:

I was thinking hard about how to do surface detail, and ended up figuring out a new concept for detailing track surfaces. First of all, I'm not really one for the idea of making tracks look incredibly rutted where they are actually smooth, but I would like to add what I'd call surface detail to make a track look 'ridden'.

My new concept is this:



Right now this is an experiment. The textures are probably not the best although not bad, and there is no normal mapping currently.

I'm not going to get into how I've done this just yet, will save that for a tutorial for when I have it perfected and am actually able to see it completed. But I will say that when you know how to do it, it shouldn't take any longer than an hour or two.

I would like to ask firstly, is there any chance of upping the material layers available for use in the HMF and THT files? Right now I'm trying to use 13 layers, but bigger tracks might require more.

Next, I'm wondering if you have any plans for adding this kind of detail overlay to a track?

My initial thought was perhaps you could add a method of adding 1 layer that is made up of say 4, 6 or 8 tiles, each tile being numbered 1.tga, 2.tga, 3.tga etc to make up a whole mask. Allowing each tile to be 2048 makes for some pretty big textures with genuine detail that can be normal mapped, and surely no more demanding than tiling a 2048 texture 100 times across the entire track.

I know you guys have talked about a 'track editor' at some point in the future, but if that never comes to light or is years off, maybe this will help people get the most of out track creation in the meantime.

So, what do you think?

Thanks  ;)

55
Track Editing / Texture request
January 19, 2017, 08:02:59 PM
Hey all.

I'm working on a new, interesting but complex texturing method but I need some help.

Can anyone provide me with some seamless rut textures such as the ones you find on mx sim tracks? I don't even mind if they're from the mx sim community.

You know, the ones that are badly tiled all over mx sim tracks..  ::)

Ideally they need to be big, say 1024 minimum, preferably 2048. Not bothered if they come with norms as I can make those myself, but I'm having trouble finding anything.

Thanks in advance :)
56
Other / Helmet Cameras
January 11, 2017, 12:26:11 PM
Hey Pib,

Is it possible to add helmet cameras to a helmet where the object isn't called 'helmet'?

Thanks  :)
57
Paints / wheels.tga Spec / Reflections
January 08, 2017, 12:25:35 AM
Pib, is it possible for us to mod the wheels.tga in some way to produce more reflection?

I've tried adding a new wheels_s and wheels_r assuming the standard, but nothing changes.

Going for gold / chrome style reflections if at all possible.

Thanks  8)
58
Suggestions and wishlist / 2d object fade angle.
November 07, 2016, 01:50:38 PM
I've noticed in some other games / sims that use the 2d trees in the X shape do it cleverly so when you're looking straight on at the edge of one of the planes it becomes invisible. As you move around the tree it fades in to view and as the other faces edge becomes closer that starts fading away, giving a great illusion of a fully 3d tree.

Would this be possible, or something you might eventually consider adding? Possibly tagging it on to objects that use the CK_TREE prefix?
59
Bikes / 2008 KX250 2t WIP
October 14, 2016, 05:53:11 PM
At it again.. Couldn't help myself. I'm going to use the engine from the RM as making a new one is way to much, but still this one will probably take longer due to life changes.



60
Suggestions and wishlist / rotating objects
October 13, 2016, 08:04:28 PM
Would it be possible to add the functionality to mxb, I guess gpb, krp and wrs too, to have rotating objects for tracks?

I.e, a windmill made of two parts, tower and blades, where the blades origin is it's centre and it spins at a set speed.

It's a long way from animated objects, I can't see it being nearly as demanding to develop, and anyone who can make objects will be able to add easily..

The uses are as big as your imagination, including things like:

Clouds. Instead of making just a skydome, you make a totally clear sky skydome, and a sphere made up of a tileable patchy cloud texture that rotates very slowly. If these rotating objects could generate dynamic shadows (again, I don't see why not) then this would be amazingly atmospheric to have the sun go behind the clouds for short periods.

Hot air balloons, could have their origin very far away and offset from the center of the track causing them to drift in and over very slowly, rotation could be long such as 1 full rotation per 10 minutes.

Aeroplanes. Similar to the clouds, you could have an aeroplane with a vapor trail object / texture with alpha rotating over the track and under it and back round.

Windmills / turbines, the obvious choice for an example..

There are many more.. What do you think?