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April 28, 2024, 09:36:45 AM

News:

MX Bikes beta18j available! :)


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Messages - Jose Reina

31
Track Editing / Re: How Asphalt surface?
March 13, 2017, 08:51:47 PM
Well guys, I've uploaded a Beta version, very simple, but playable, so it stays that way, I have to finish all the Supermoto bikes, and when I finish I'll continue with the project.
Thanks for the help ;)
32
Suggestions and wishlist / Supermoto rider style
March 13, 2017, 08:37:41 PM
Could Pisobo fix the style of the Supermoto rider? The foot is inserted inside the asphalt in the curves :)

And could you implement the position of the rider's feet in the gfx.cfg, like this one in the gpbikes? I have tried to copy the gpbikes lines, but they do not work. I mean this:

   leftpeg
   {
      type = 1
      pos
      {
         x = -0.2
         y = 0.35
         z = -0.35
      }
   }
   
   rightpeg
   {
      type = 1
      pos
      {
         x = 0.2
         y = 0.35
         z = -0.35
      }
   }

Thanks  :)
33
Bikes / Re: SuperMoto Beta
March 13, 2017, 08:31:10 PM
Thanks Teeds ;)
34
Tracks / Pleven Supermoto Beta
March 13, 2017, 07:56:35 PM
Hello everyone.

I leave here for the lovers of the Supermoto the link of the track of Pleven of Supermoto.
It is a Beta version, and there is only the layout, there are no objects or anything, it is very deserted, but when I finish all the SuperMoto bikes, I will work on the circuit to improve it and add objects and textures ;)

I only leave it in case someone wants to try it and give a few laps, it is not up to the height of the other circuits, but as I say, it is only a Beta.

LINK HERE https://docs.google.com/uc?id=0Bx-AiEDnyjD6bWNsd1lyazljWDg&export=download
35
Bikes / Re: SuperMoto Beta
March 13, 2017, 05:26:22 PM
UPDATE

I update the TM SMM450 and Yamaha YZF450 bikes.

Adjusted the position of the pilot in both motorcycles, put the chain of the YZF, and adjusted of geometric in 3d and textures.

In the TM the wheel measurements have been adjusted.

Both bikes work properly and with the textures adjusted.

Add two skins to the Yamaha YZF450 and attached

UPDATE LINK HERE https://docs.google.com/uc?id=0Bx-AiEDnyjD6a3ZrQ0ZCZndPb00&export=download


Yamaha YZF450 TEMPLATES https://mega.nz/#!XxBSEQKI!PUwS5fKNN3rDQ84ZuHskfE-RgBojvwmkG9yYnICU_94

Note: The names of the textures should be in .tga, and as they are called the .PSD, example ... bike.psd, must export it as bike.tga, the same for the rest, rim.tga, grips.tga, handguard.tga, etc.

To paint the seat must create a .tga to be called, bikeseat.tga.
To paint the upper fork you must create a .tga that is called, bikesteer.tga
To paint the down fork you must create a .tga that is called, bikesusp.tga

If you have any doubts, do not hesitate to ask me ;)
36
Track Editing / Re: How Asphalt surface?
March 11, 2017, 02:48:49 AM
Ooook, I have already understood "berm", perfect hehehe.

There is a small problem with the corners with berm, which both GP bikes and MX bikes, do not work too well with the slopes of the terrain, therefore, I can not put too much angle to the berms, because the steer is closed and the bike it falls.

I have to try to give it more angle to the corner, I want to try also to put on the berms another surface with more grip, to have if that is solved, nose, I have to try and try hahahaha
37
Track Editing / Re: How Asphalt surface?
March 11, 2017, 01:49:38 AM
I do not understand the word berms, but I think I understood you.
I'm going to put kerbs in some corners, I'll also have to put the line that delimits the track, and many more things hahaha, at the moment I'm playing a little to try how it's done, it's difficult, but I'll make sure something will happen.

Even so, I have to finish the 100% SuperMoto Mod, which is not finished, I'll finish the bikes first, and then I'll focus on the circuit.

I will not get anything wonderful, but between supermoto bikes and if I can do some circuit with jumps and dirt for supermoto, I think it can be fun and something new here.

Other than that I love it! Hahaha I have a Supermoto bike
38
Track Editing / Re: How Asphalt surface?
March 11, 2017, 12:22:41 AM
It does not deform the asphalt, I have rolled a while and it is intact;)

Quote from: geofanatec on March 10, 2017, 11:53:53 PM
Are you going to make the jump and berm parts into dirt and the rest paved?
I do not understand this, sorry

39
Track Editing / Re: How Asphalt surface?
March 10, 2017, 11:42:44 PM
At the moment I have not been deformed, this is how I have it, I have been testing all afternoon and I have achieved something interesting.

Num_material_layers = 2

Material_layer0
{
Material = grass
         Mask = mask_sand.tga
Thickness = 0.01
}

Material_layer1
{
Material = asphalt1
         Mask = mask_asphalt1.tga
Thickness = 100
}

Playing with Thickness, you can do many things! And textures too!

40
Track Editing / Re: How Asphalt surface?
March 10, 2017, 04:03:44 PM
Right. With the map height and material can be made.
Just as it can be done by believing an asphalt object, and naming TRKASPH, or trees or whatever ... Then it is exported as .edf, and added to the HMF (scene).

I have to try and try, it's all very complex hahahaha
41
Track Editing / Re: How Asphalt surface?
March 10, 2017, 03:30:44 PM
Quote from: geofanatec on March 10, 2017, 02:45:58 PM
All this is used :)

- asphalt1
- asphalt2
- asphalt3
- concrete
- paint
- kerb
- grass
- sand
- soil
- soft soil
- compact soil
- gravel
- rock

It is in tyre file and 100% all works in the tht as well.
Yes, I understand, thank you very much

Your tutorials are helping me a lot, again thank you very much.

I'm going to continue studying your videos hahhahahahaha
42
Track Editing / Re: How Asphalt surface?
March 10, 2017, 01:45:13 PM
Well, I have tried as Geo says, with the surfaces in the .THT, and I got asphalt !, playing with soil, compact soil, asphalt1 and sand. I got to do the asphalt! I also had to play with the thickness, which seems to be very important.

I still have much to learn, but little by little. This is what is used in the .tht

Num_material_layers = 4

Material_layer0
{
Material = soft soil
}

Material_layer1
{
Material = compact soil
Thickness = 0.005
}

Material_layer2
{
Material = sand
         Mask = mask_sand.tga
Thickness = 0.01
}

Material_layer3
{
Material = asphalt1
         Mask = mask_asphalt1.tga
Thickness = 0.1
}

http://www.youtube.com/v/ieEKBXRyzVQ&featurereload
43
Track Editing / Re: How Asphalt surface?
March 09, 2017, 10:18:16 PM
There must be some way to add material, because in the circuit of Holjes, with the Traked, you see the different materials, and that should influence the grip.
Otherwise it works with the Bob track builder, but with this I do not know if you can create heights map, I would have to study it.

I can make the track with the bob track builder and impose it to 3ds max, then export it in .map and .trp (colisions), and thus if it could differentiate asphalt from dirt, but I do not know if this way the height map could work.

I'll keep on trying tomorrow

Sure Piboso or Snappe can help me with this problem.
I just need to add the asphalt material, but I do not know the right shape, even ...
44
Track Editing / Re: How Asphalt surface?
March 09, 2017, 02:26:30 PM
http://www.youtube.com/v/Zd0JfcxKg7I&featurereload

This happens to me ... I want the surface to be asphalt but it's dirt!
45
Track Editing / How Asphalt surface?
March 09, 2017, 03:16:23 AM
Hello to all.
I hope it will not be much trouble, but someone could tell me how to put the floor with asphalt surface ?, I do not speak of texture, I speak of the grip of the asphalt.

I want to try to make a SM circuit with jumps, I thought of Pleven Bulgaria supermoto track. I already do the map of heights, import it into the game and I've spun it on !, but the terrain is dirt, and I need it to be asphalt but for more than I've tried I have not got it.

Somebody could help me? I have tried this in the .tht, but it does not work ...

Material_layer0
{
Material = asph
}