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April 26, 2024, 12:54:52 PM

News:

MX Bikes beta18j available! :)


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Messages - 𝖙𝖋𝖈

2476
Track Editing / Re: Videos of the tracks!
March 03, 2015, 09:26:31 AM
Looking great man, it's nice to see more people making. I'll save some feedback until we've seen more as the track itself looks like it rides good.
2477
Quote from: HornetMaX on March 02, 2015, 09:44:31 PM

  • Terrain seems to be mostly flat, or at least the ruts seem to be cosmetic only: the bike goes across them totally unaffected.
  • No bike shadow ?! That's visually very very bad, the bike seems to be floating. Is this an option you turned off or they are really absent ?
  • There seems to be something off in terms of bike+rider weight or engine torque and traction: you can have the bike essentially stopped on a steep slope and you get it flying 10m high with a twist of the throttle. Could be just a problem of that specific bike/mod though, don't know.
  • I don't see a lot of rear sliding: when it is there, it looks a bit automagical (like at 1:20, where it saved that huge one).
  • Behavior on bumps is a bit weird, it looks super-permissive.
  • Some very weird landings: 2:03-2:07 and the incredible one at 2:25-2:31 ?!?! Really ?

I don't think there's much difference between the terrain in MXS to MXB in relation to the way the bike behaves, referring to your first point. Heightmap is a heightmap and the ruts are cosmetic in both currently (until we get deformation) but I agree the bike in MSX doesn't seem nearly as 'tuned in' to the terrain.

As to the last point, I've had some equally strangely survived landings in MXB! Few and far between though.

I think although we don't have a lot in the way of comparison, MXS and MXB can't really be compared the way you guys are doing. Both sims are different in the way they do things, not saying either is the right way but of course I'm swayed toward MXB. But because the sims are different mechanically you can't just say 'MXS does this why doesn't MXB'.

Since a simulation is designed with real world parameters / physics models / data for both the way the bike and rider work but also the engine and world - whatever you want to reference, then surely the only comparison could be another MX simulator using the same data, so the only difference you could get between the two is the interface and any helper type systems? That makes me think that these are teething problems which only time will fix.

Could be wrong, just my view. My hope is that MXB will never slide like MXS, MXGP, Reflex etc.. More that it will ride and slide like MXB and will be realistically unique :D
2478
Tracks / Re: Paleta Raceway B2
March 02, 2015, 08:26:45 PM
Thanks for the kind words  :D

Not sure about Lommel, looks like nothing but whoops all the way round lol, not sure that would translate well in MXB! Have been thinking about Matterly Basin for a while, but gotta finish up TNMX for beta 3 first.
2479
Tracks / Re: Paleta Raceway B2
March 02, 2015, 11:35:56 AM
Nice to see you guys enjoying it! Can't wait to recompile for Beta 3 and see how the terrain deformation goes down  :D
2480
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
2481
Media / Re: Videos
March 01, 2015, 10:08:53 PM
LOL Wtf Gdub.. What did you do!   :o
2482
Media / Re: Videos
March 01, 2015, 12:22:37 PM
Looking good man! I really need to sort out those replay cams lol..  8)
2483
Track Editing / Re: Track editing questions/help
February 27, 2015, 12:03:08 PM
Quote from: PiBoSo on February 27, 2015, 11:12:12 AM
Quote from: TheFatController on February 27, 2015, 09:48:04 AM
Me again :) didn't want to start another topic!

Is it currently, or will it be possible to add additional light sources? I.e for night maps with stadium lighting.

Thanks

Not yet.
Night lighting is in progress.

;D Great news! Thanks.
2484
Track Editing / Re: Track editing questions/help
February 27, 2015, 09:48:04 AM
Me again :) didn't want to start another topic!

Is it currently, or will it be possible to add additional light sources? I.e for night maps with stadium lighting.

Thanks
2485
Track Editing / Re: Pictures of the tracks!
February 26, 2015, 07:14:33 PM
Will do after the kids are in bed.
2486
Track Editing / Re: Pictures of the tracks!
February 26, 2015, 05:51:17 PM
Latest track, not replica but fantasy, kind of a very generic Californian desert type track like Pala (Not Pala! I know some of you want a replica)
Couldn't be bothered in going to all the effort of re-making something that already exists, this is fun enough! Nearly done  :D
Oh and the fake pits on the side - Seems like everyone drives either a white pickup or a white van, and rides Kawis and Suzukis lol. Does the job though!




2487
Media / Re: Mx bikes freeride *new edit!
February 24, 2015, 08:34:36 PM
Nice video bud! Good to see the field being enjoyed  ;D Keep 'em coming!
2488
General Discussion / Re: Different helmet cam
February 24, 2015, 08:33:30 PM
I don't know, I guess if you need to create the camera as an object when making the helmet model you should be able to use the existing helmet..

But I don't have anything that will open EDF's..

It would be good thinking about it to make a helmet model with a GoPro attached. This community needs some modelers!
2489
General Discussion / Re: Different helmet cam
February 24, 2015, 05:28:55 PM
Ah OK So it has to be done when modelling a new helmet.. Not really something I think I can do! Thought it might be a case of modifying a camera position in a text file or something. Thanks for the quick answer!
2490
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