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April 24, 2024, 06:28:59 AM

News:

MX Bikes beta18j available! :)


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Messages - 𝖙𝖋𝖈

16
Updated first post with Round 12 Seattle
17
Track Editing / Re: Texturing
March 19, 2022, 09:20:24 PM
I believe that's a displacement map (a heightmap for textures)

As much as I'd love it if MXB supported displacement maps for textures it currently doesn't and I don't believe it ever will  :-\

So no. The only maps you really need for textures are the texture, the normal map, and the specular map which goes in the alpha channel of the normal map.

18
Media / Re: Videos
March 19, 2022, 01:20:58 PM
Once you get past the motion sickness, MXB in VR is incredible. Must try if you have the chance!

19
First post updated with R11 Indianapolis

20
General Discussion / Re: MX Bikes beta17e
March 13, 2022, 08:30:28 AM
Quote from: CSchmied986 on March 13, 2022, 12:37:48 AM
Quote from: 𝖙𝖋𝖈 on March 12, 2022, 10:10:16 PM
Quote from: CSchmied986 on March 11, 2022, 10:52:15 PMWHY is the Oculus VR problem not being fixed??? Can't it just be changed back to how it was in B16?

What exactly is the Oculus VR problem? It seems the same to me..

Firstly, if I'm looking straight ahead in real life, it's looking down about 30 degrees in game and nothing will fix it,also, when you turn your head left to right you get a very weird distortion that sorta makes the game feel 2D and gives motion sickness. Makes the game unplayable. Seems to be only Oculus users so far.

Ok. So me and Beyer both noticed that looking left and right adds tilt, say your 0° straight, if you turn your head left it tilts your head left 10° too and this makes us both feel 🤢. This doesn't happen in 3rd person and needs to be fixed in the two 1st person cams.

Also, we both feel like an in game FOV slider is a must. The default FOV feels way too zoomed.

As for the pitch, I don't know what that is. In sim settings both tilt and pitch should be turned off.
21
General Discussion / Re: MX Bikes beta17e
March 12, 2022, 10:10:16 PM
Quote from: CSchmied986 on March 11, 2022, 10:52:15 PMWHY is the Oculus VR problem not being fixed??? Can't it just be changed back to how it was in B16?

What exactly is the Oculus VR problem? It seems the same to me..
22
First post updated with R10 Detroit
23
Quote from: frazz333 on March 05, 2022, 02:39:40 PMAwesome job on the latest track tfc! Much more grip and more realistic, thank you for making these

Thanks, and you're welcome, but the grip is still an issue.

Daytona was 'soft soil' because it's a relatively wide open track, not much in the way of technical sections.

But the other tracks have to be 'soil' because they're a lot tighter, and while 'soil' gives you more grip when accelerating allowing you to do the right rhythms, 'soft soil' gives more corner grip but less when accelerating so can't be used.

It sucks really, because the way the soil surfaces were before B17 were so good for SX..
24
OK you called it PizzaChet. updated first post with Daytona  8) Enjoy!
25
Who said I was doing Daytona?  ::)
26
Track Editing / Re: Ruben's track bundler
February 27, 2022, 02:29:38 PM
Can this post be stickied? I know nobody really replied, but it's a damn useful tool and any of you who make tracks the manual way will be 10 times faster using this.
27
General Discussion / Re: VR HUD / motion sickness
February 24, 2022, 08:36:17 PM
Max Hud might work in VR, not too sure though. That allows you to have a helmet showing as if you're wearing it..
28
General Discussion / Re: Reserved Names
February 21, 2022, 09:45:47 PM
Nice feature!
29
Tracks / Re: Ride The Trackmap! A MotoX Collective Series
February 18, 2022, 08:21:42 AM
Thanks for the feedback.

When it comes to traction we don't have a lot of choice. We have something like 5 surfaces to choose from:

Compact soil
Soil
Soft soil
Sand
Gravel

It's not something I can just "fix" I'm afraid.

The tracks used to be bigger/overscaled because it was fun and worked really nicely. I've had to scale them down to get the rhythms to work and as you can see from my video, every rhythm works its just more difficult than it was before.

Other tracks (I assume you mean outdoors) probably seem fine because they are bigger and there's more room to get momentum. But if you have an example of a supercross track that doesn't suffer the same problem as these, please link me and I will go bother the creator to figure out what magic they used 😉
30
Tracks / Re: Ride The Trackmap! A MotoX Collective Series
February 16, 2022, 10:19:33 PM
Updated with Round 7  8)