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March 29, 2024, 04:40:30 PM

News:

MX Bikes beta18j available! :)


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Messages - 𝖙𝖋𝖈

31
Track Editing / Re: WIP Canyonlands
February 16, 2022, 09:25:24 PM
Hey man, cool to see.. The track definitley has that MCM2 send it vibe! Also cool to see some others from way back when still into track making, MCM2 was what got me into modding. Keep it up!
32
Tracks / Re: Detroit AMA Supercross 2022
February 14, 2022, 11:31:17 AM
I'll get to it, but not until March when Detroit actually is.

http://forum.mx-bikes.com/index.php?topic=5572.0
33
Updated with Episode 3 Round 3..
34
Tracks / Ride The Trackmap! A MotoX Collective Series
January 09, 2022, 06:10:23 PM
Just for fun. Racable and registered track available to download from the video description. Enjoy!

Round 1 Anaheim 1
Download:
https://mxb-mods.com/ride-the-trackmap-ep1-r1-anaheim-1



Round 2 Oakland
Download:
https://mxb-mods.com/ride-the-trackmap-ep2-r2-oakland



Round 3 San Diego
Download:
https://mxb-mods.com/ride-the-trackmap-ep3-r3-san-diego



Round 4 Anaheim 2
Download:
https://mxb-mods.com/ride-the-trackmap-ep4-r4-anaheim-2



Round 5 Glendale
Download:
https://mxb-mods.com/ride-the-trackmap-ep5-r5-glendale



Round 6 Anaheim 3
Download:
https://mxb-mods.com/ride-the-trackmap-ep6-r6-anaheim-3



Round 7 Minneapolis
Download:
https://mxb-mods.com/ride-the-trackmap-ep7-r7-minneapolis



Round 8 Arlington
Download:
https://mxb-mods.com/ride-the-trackmap-ep8-r8-arlington




Round 9 Daytona
Download:
https://mxb-mods.com/ride-the-trackmap-ep9-r9-daytona



Round 10 Detroit
Download:
https://mxb-mods.com/ride-the-trackmap-ep10-r10-detroit



Round 11 Indianapolis
Download:
https://mxb-mods.com/ride-the-track-map-ep-11-round-11-indianapolis-2022


Round 12 Seattle


Round 13 St Louis


Round 14 Atlanta


Round 15 Foxborough


Round 16 Denver


Round 17 Salt Lake City

35
Suggestions and wishlist / Re: Alphabetical Orders
December 26, 2021, 04:46:41 PM
Quote from: iNsane on December 23, 2021, 01:41:08 PMThat's how computers work unfortunately. Computers see 10 < 1 because of reasons.
Correct formatting would've been R01, R02, R10. That way the sorting sorts like it should sort. :D

Damn.. Yeah good point. Brain lapse on my part  ;D
36
Suggestions and wishlist / Alphabetical Orders
December 23, 2021, 01:21:04 PM
Hi guys,

Would it be possible to change the sort function of the track list so 10 and above comes where it should?

Right now in my list I have:

R10
R1
R2
R3 etc..

Where 10 should come after 9.

Thanks  ;D
37
Media / MotoX Collective - Rewarding Creators
December 01, 2021, 10:59:33 PM
Welcome to the MotoX Collectve. The original and only channel that rewards the creators of downloadable content directly for their hard work.

Want to know more? Please watch:

38
Track Editing / Re: Object Faces Issues
November 14, 2021, 06:50:42 PM
FBX2EDF has never been good at this. You can merge vertices but it will just get rid of edge loops..

I had a topic here when I made my Atlas neck brace with the same problem and PiBoSo replied that FBX2EDF just isn't good at it, but he did just upload a new version which fixed something like 'small triangulation' or something so maybe it works now?
39
It's also the reflection map you can probably see. Rider_r.tga.. I had the same problem with my Fasthouse gear pack.
40
General Discussion / Re: Menu Environment
October 27, 2021, 01:51:38 PM
No.

1. I never uploaded it for anyone
2. It looks terrible
3. I don't have it anymore

And yeah, this is resurrecting the dead man!
41
Plugins / Re: MaxHUD plugin
September 30, 2021, 08:07:53 AM
Quote from: HornetMaX on September 28, 2021, 03:47:33 PMV2.2.4 out (2021/09/27)
  • .ini file version change: will lose all settings. You'll have to manually redo them. Sorry. That's life.
  • Minor cosmetic changes: widgets options with fixed font and better aligned.
  • HUDRumble rework:
    • 2 possible sources: CoG acceleration (norm filtered by highpass) or rear tyre overrun (how much faster is the rear tyre spinning compared to CoG velocity norm). Overrun is only for GPB and MXB. In MXB it may not make sense at all.
    • Each source has 2 extreme points between which the values are interpolated.
    • Each source can be associated with each rumble motor.

If you test the two rumbles, I'm interested in your feedback, including what default settings could make sense.


Thanks MaX. Will be interesting, I'll give them a test and come back when I get a chance 👍
42
I think new beta's are normally just under 2GB.. 🙄
43
You haven't included the most important part of either the hmf or the tht - the heightmap physical scale at the top.

The hmf deals with visuals and the tht deals with collisions. They need to match and my guess is either they don't match, or you have an old tht in your track folder.
44
Track Editing / Re: Instancing Objects
September 12, 2021, 09:44:31 PM
There is no object instancing in game (like you could do with Armadillo in mcm2)..

You just place your trees in say Blender and run the fbx object through FBX2EDF.

Fully 3d trees are cool but way too expensive for MXB, and unnecessary. You have to trade off on the quality for performance..

But 700mb seems excessive. Are you sure you haven't accidentally exported the heightmap mesh too?
45
General Discussion / Re: TFCMods.com
August 21, 2021, 09:19:43 PM
Updated first post with Washougal