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Topics - Ruubs

21
Bug Reports / Air physics bug
December 28, 2016, 04:05:42 PM
Since beta 5 there is a weird air physics bug. I'm not exactly sure when or how this happends though, neither can I see anything in the replay function.

When jumping, and perhaps trying to whip using both the bike and rider lean (not sure though), the bike gets a weird kick in the rear out of nowhere. I don't really know how to explain it any better.

Another thing that might be related is that I was playing onine on Washinton. On on big drop down before the chicane I jumped. Once I was in the air I got teleported into the metal fence at the chicane. Once again in replay there was nothing weird to see. In replay mode it just looked like I landed and rode straight into the fence, but in fact I got teleported.

I remember someone else having the air kick bug as well online a couple of days ago. I can't remember who though, maybe it was Geo, not sure.

I'll try and record this, but I think I got to be lucky then haha.
22
Other / Rev limiter mod 250 + 450
December 22, 2016, 10:35:42 PM
250f rev limiter
https://www.youtube.com/v/EftSgozz8KE&t

250 limiter:
http://www.mediafire.com/file/btfg2c23sg903l4/250cc_limiter.wav

450 limiter:
http://www.mediafire.com/file/8dpje71j1ntlb0l/250cc_limiter%282%29.wav

Installation:
Put it in the desired bike folder (only works with stock bikes).

For example:
If you want this to be on the 250xf, make a map (if you haven't already) called 250xf. Then place this .wav file in that folder.

Same goes for the 350xf, 450xf and 450sm.

Do NOT change the name of the file.

http://www.mediafire.com/file/8dpje71j1ntlb0l/250cc_limiter%282%29.wav
23
Other / Custom rider model and animations talk
November 13, 2016, 05:41:06 PM
While I was working on Southwick I had my first encounter with the marshalls and it's files. It seems like it has a normal model, just like every other track object (.EDF). It also has a .ANM file which, I guess, are for the animations. Now I've been trying to find out if we are able to replace these models and/or animations. I couldn't find a whole lot, but I've found something!

I couldn't find much using google. I also assume the .ANM file is Piboso specific and can't really be made by the community. I hope I am wrong and that we can make our own animations, because that'd be awesome. The only thing that looked promising to me was this: http://gillius.org/cg3/anmfile.htm

When googling on 'GP Bikes custom animations' I found this topic though: http://forum.piboso.com/index.php?topic=3337.0

It seems like that we are able to make our own animate-able models. We need a rigged model for that. Unfortunately Manu has some problems with his own models. I'd love to try it as well, since I've lowpoly human models that are rigged.

If we'd try and make our own rider model / marshall models we'd need the names of the bones from the original rider model / marshall model. Does anyone have any clue how all the bones are called? I couldn't find them in the .EDF or .ANM files.

BUT on the GP Bikes topic Ptrshpt says that Piboso has linked all the rider leaning (so front / back and left / right) to the rider animation. So that means that it's a lot more difficult to get a rider in game while keeping the same rider physics. I'm curious if it even is possible to do. Why did Piboso link the physics to the animation?

I've searched around on the GP Bikes forums as well and saw a completely different theory (http://forum.piboso.com/index.php?topic=1291.msg16671#msg16671). The posts states that the rider model doesn't have bones in game. Here's the quote.
Quote from: Klax75 on July 11, 2014, 01:47:46 PM
I've animated things and rigged things before in the past.

And honestly I don't think you need a rigged model. You'd need the rider model, and then rig it yourself. Do your animations and put it back in the game.

Since animations are pre-set, they aren't calling up any "bones". So if I hit the button to raise my riders hand. GP Bikes is just calling up a out put animation of my riders hand raising up. The are no bones in the rider in GP Bikes.

When I would animate, my rigged model was only used for animation and adjustments. But I could out put the same model with animations without the rigged bones. That is all that GP Bike's is doing. The rider isn't actually on the bike, it's just a visual reference to where the invisible weight distribution sphere is moving around on the bike. So if I move my riders body left, GP Bike moves the invisible sphere to the left, then call's up, the canned animation of the rider moving left. Same when the rider falls off the bike, it calls up a canned animation that is exactly the same, he falls on his butt then raises a hand to his head.

You'd need the rider model, rig it the way you want. Do your animations, then out put those animation. When you out put a animation the rigged bones do no come with it.

Would be kind of pointless having a fully rigged model with bones, then using canned animations in GP Bikes. Since GP Bikes is using the saved animations, not the actual bones of the model to move it.

The only thing GP Bikes has to know is where your hands are attached to the bike and where your feet are attached to the bike, when in game.

Another way to look at it is. When I am making a new paint for a bike. My Photoshop file may have 100 layers in it, different masks, different layer values. My layers and folders in side my Photoshop file could be named whatever. But when I save it as a Targa it flattens it out, I can no longer adjust anything because the layers are gone. But my out put file looks the same as my Photoshop.

A animation out put file would be similar. I just need the rig for adjustments. Once the animation is out put, the rig and or bones does not need to be with the model anymore.

Where as a rag doll model, you would have a very basic set of bones. So the model can interact with it's environment. But we don't have that in GP Bikes. :)
I still have hope that it actually is possible to make our own rider model / animations. At least for the marshalls.

What are your thoughts?
24
Tracks / Enduro De Heuvelenberg
November 09, 2016, 09:42:22 PM


Type: Fantasy
Sport: Enduro
Difficulty: Hard
Length: 3km

https://www.mediafire.com/?dbjdblw5spdjk9p

De Heuvelenberg! A small Dutch enduro course that'll test every rider's abilities. A well known rough, rocky and sandy enduro course located in the Netherlands. The track will get rougher and rougher each lap. You better be prepared before you sign in to race on this track. This course has more elevation than most of the Dutch enduro's. That means that this course will test both the local heroes and the internationals.

The key to De Heuvelenberg is to keep cool, look ahead and don't try to go too fast. There are a lot of trees and little rocks. They're easy to run in to, be carefull! Be prepared to get tired, really tired.

Help! I have low framerates!
Be sure to turn off 3D grass and perhaps lower your overall graphics when having a low framerate.
You could perhaps delete the forest1.wav file from the track folder as well. This file is the sounds you hear on track. It wouldn't suprise me if that'd cause low framerates.

Please note:
This track started out as a test, so don't expect much from it. The trackside cameras are bad, really bad. I added them, but didn't spend much time on them. I also know some trees have flipped faces and some just have weird shadows. I don't want to find the 10-20 out of 2000 trees that have issues. That'd take me years. I learned a lot doing this track. My next track should be better in all ways.

Donations are always welcome):
paypal.me/kuilder
25
Other / UFO Reactor 2
October 23, 2016, 07:02:22 PM


https://www.mediafire.com/?i3q3qu03ca6v9pg

Includes:
Red/white
Blue/white
Black/white
Template

Installation:
Drop the .pkz file in your protections folder, e.g:
D:\Program Files (x86)\MX Bikes\rider\protections

Ps. No LODs included because they didn't work. This can cause online issues. I also don't know why the protector is half transparent.

Donations are always welcome (it's my parents paypal):
paypal.me/kuilder
26
Suggestions and wishlist / Softness map for deformation
October 17, 2016, 09:20:12 PM
I'm sure i've suggested this before the game even got released. I still think this is the way to make deformation for a motocross game. Mx vs Atv Reflex uses this as well, and it works awesome!

The way I see it is that you sort of have a second heightmap. On this second heightmap (lets call it deformation map) you can make parts deeper than the actual track. If this deformation map is the exact same as the original height map, there won't be any deformation. If the deformation map is 5% more black (so lower heights) you'll have small deformation. If the deformation map is 50% more black you'll have lots of deformation. Offcourse you can make the deformation map however you want. If you want 5% deformation somewhere, just paint 5% black there. If theres a sand section, paint it 90% black. You can even make some great braking bumps with this methode. Just premake the ruts on the deformation map (just like you normally make your bumps on the original heightmap (only on the deformation map make it black, white won't work). Then when riding over this part, the part with 5% black won't deform much, but the little holes with 50% black will dig out the terrain and this way you'll get braking bumps.

Offcourse the braking bump idea isn't the best. It'd be much cooler if the deformation itself actually made braking bumps so every race would be 100% unique. Still I think the softness map is a really cool thing to have. Not every dirt type should deform the same way. There are even a ton of different types of sand and soil. So a default deformation setting on the material types won't work great.

It also doesn't have to be a heightmap. The way MvA Reflex does it is by a colormap. 100% purple is 100% sand. 100% blue is 100% hardpacked soil, 100% yellow is 100% mud, 100% white is 100% no deformation at all (I probably have the colors wrong, I don't know that much about MvA Reflex).
27
This game has Motocross, supercross and supermoto. In my opinion it's really missing one style of racing. That's enduro!
I don't know if Piboso and / or Snappe is familiar with Enduro. If you don't understand anything from what I'm going to tell you now, just reply and I'll try to explain it better.

I'm talking about Time-keeping enduros here. Not GNCC or WNYOA style races. These are possible already.

A centerline where you can put in 'stages'. These stages will record a lap time. The centerline outside the stages won't record a lap time. Modders should be able to add more than 1 stage into the centerline (2-4 stages would be ideal IMO). Players should still ride more than 1 lap (probably around 6 or so, depending on the track length). In the end all the stage times will be added to eachother per player:
Ruben Kuilder:
Lap 1:
Stage 1: 10.23 min Stage 2: 8.40
Lap 2:
Stage 1: 9.58 min Stage 2: 9.12

Overall time:
37.33 min.

The player with the lowest overall time (from the stages) wins the event.

Here's some extra information: https://en.wikipedia.org/wiki/Enduro
28
Tracks / Southwick 2016 (UPDATED 11-10-2016)
October 10, 2016, 10:50:52 PM


https://www.mediafire.com/?169d522w77eqm9d

The Wick! Motocross' most famous sandbox returns to greet racers with its classic ultra-rough terrain, a never-ending bump fest that just gets deeper and tougher as the day goes on. A sand track is an entirely different animal, and if the riders aren't prepared, it will eat them up.

The key to The Wick is adapting to its ever-shifting terrain. Fans should get there early to see how smooth the track looks before practice begins, and then track how quickly the bumps begin to form. By the end of practice, the place is totally whooped out, and they only get deeper during the motos. The smartest riders will keep searching for smoother lines, hitting the untouched spots until they get rough, then finding new ground again somewhere else.  Making these decisions while your heart, lungs, arms and legs are screaming is something only the toughest and fittest can do.

Southwick is so unique that it favors local riders more than any other track. They know where the good lines will develop, and they'll have The Wick faithful pushing them to dig deep late in the motos. Be sure to scan the hometown listings for each rider on the entry list—someone you've never heard of might be in contention for a podium.

For all of its gnarliness, Southwick is nestled right in the middle of a very quaint downtown. You'll be surprised to find a legendary motocross track nestled right up against baseball fields and an American Legion post, but all of that just adds to an experience unlike any other.

Credits:
Piboso and Snappe for the documentations.
Vortex_Damien for the bleacher model.
TheFatController, Vortex_Damien, gdubmx for beta testing (did I forget anyone :o?).
promotocross.com for the track history.

UPDATE 11-10-2016:
Added 20 more starting gates.

NOTE: Wet textures don't work yet. I don't know why I couldn't get them to work. I removed them from this release since I couldn't care much less.
29
Other / Sandbiter's hud v1
October 02, 2016, 09:49:21 PM


Drop this map in your installation folder.
Installation folder example:
C:\Program Files (x86)\MX Bikes

https://www.mediafire.com/?9sd5vlb6fn0dlt8
30
Suggestions and wishlist / Priority fixes for physics
September 24, 2016, 05:40:49 PM
I think everyone knows the main 'problems' with the physics are the bounciness and the rear end slidiness at the moment. Offcourse the game is still only at beta 5 and Piboso and Snappe are doing great work so far. I'm just curious what you think, and maybe this'll help Piboso and Snappe to choose what to fix first (possibly for beta5).

I myself think the backend slidiness should be fixed first. I feel like I can't go as fast as I should be able to (mostly coming out of corners), because I'll slide out.
31
Track Editing / Heightmap projects
September 23, 2016, 04:43:46 PM
So, working on Southwick again. I like doing objects and textures, but heightmaps are way way more fun to make in my opinion.

My question is; would anyone finish my 'tracks' if I only make the heightmaps and maybe objects? I like to make both custom and replica tracks. I'll provide all the information about the style of track my heightmap is based on, but you could really do whatever you want with it if it looks cool.

Supercross tracks isn't my specialty, so don't expect that. I'd make outdoors, maybe some enduros as well.

If anyone likes the idea of me putting out heightmaps with information about each, comment below. We could have way more tracks in the future if this works out.
32
Off Topic / Programming/designing
August 14, 2016, 12:18:40 AM
I know there are a lot of programmers/designers in this community. In this topic you can post anything you want. A work in progress website, game, graphics kits, logos, everything related to programming/designing. I'll start.

I'm an interactive media designer student at the moment. Going onto my 3rd year of this study after the holidays, and I love it a lot! We mainly learn to design and program websites. Front-end to be exact. We also learn how to design posters, logos and we learn back-end development. I'm more of a developer (programmer) kind of guy than a designer, but I love both. I love learning new stuff and just figuring things out.

In these 8 weeks holidays I've done some programming as well. Not a whole lot, since I'm going to the gym as well, I have friends and I like to make content for both Mx Bikes and Mx Simulator. I've had a lot of problems with my code and my brain for some weeks now though. But I finally figured half of it out today!

The last months I've been working on something big for Mx Simulator racing. I've also started working on a new portfolio website. My new portfolio website will mainly exist of SVG drawings and a lot of small, fun interactive animations.

This is my prototype so far. Be sure to watch it on your desktop. The website is not responsive yet, so it won't work correctly on your phone.
http://www.rubenkuilder.com/portfolio/
I know it isn't much yet. But you get the idea.

My 'old' portfolio is http://www.rubenkuilder.com. This is the latest project from school before holidays. I never liked the design, and I always wanted to start over again. But we have deadlines, and I needed to finish it in time. I tried to achieve something different than everyone else. That led me to make a diagonal composition. Nothing here are images, except for the logo, project and footer images. All the diagonal blocks are regular divs. The website is made for wordpress, so adding new content is very very easy! I don't have to go into the code and add other divs and style everything again. I can just log in to wordpress and make a new post in the right category. It was a pain to make this website responsive, but it is! Again, I'm not happy with the result. This isn't something I'm proud of, I just wanted to show you guys something of my work.
33
Suggestions and wishlist / All suggestions so far
August 02, 2016, 05:26:51 PM
Please correct me if I missed something.

Fixes
- Game Crashes

Physics
- Front wheel is stuck as long until the rear wheel lifts off the ground
- Wider Angle for bike leaning - idk if the rider affects the bike physics, in the air he does. So if you lean the rider in the opposite direction of the corner (hips), he should stabilze the bike that you can press the bike to a lower angle.
- No Bike controlling in corners with full acceleration
- Back-end washes out way too easy when you accelerate out of corners. Can't go through corners as fast as we should be able to.
- Bike bounces a lot when landing on flat surfaces.
- Bike should handle better in air. Whiping and scrubbing is still not how it should be.
- Does the rider have any strenght? It doesn't feel like the rider affects anything yet. Except for when trying to srcub (that's my next point).
- When using rider lean (left/right) on the lip of a jump (so when you want to scrub). Everything goes nuts. Rider too strong at that point?
- I find it kinda hard to steer while doing a wheelie.
- We should be able to wheelie through bumpy corners. (https://www.youtube.com/watch?v=sKiVK0YJhQI)
- Back-end seems to be too solid at times. Hard to explain, just watch this video: https://www.youtube.com/watch?v=sKiVK0YJhQI
- Font-end seems to wash out very easily at some points (berms, ruts etc).
- There is some 'vertical stabilizer' (I don't know how to call it). It's something which don't let you lean until you fall. It's always vertical to the ground which makes berms ride really weird. This should be looked into.
- reverse left right arrow once in the air.
- Improved deformation. More stability whilst in a rut. (http://forum.mx-bikes.com/index.php?topic=936.msg13729#msg13729)

Graphics
- Improved draw distance rendering (Fixed for beta 5)

Camera View
- Possible settings allowed in Options (like fov 130..)
- Ridermovement for 1. FPV
- Improved view for whips/wheelies etc. (or higher angles)
- The replay cams need to be looser, allowing for small movement of the bike within the frame to soak up some of that jerkyness..

Sound
- 250XF and 350XF imo there are too many misfires.
- Some better 2 stroke sounds maybe.

Controls
- Double assignment of a key/button, dont know if this is correct Maybe useful for brakes (Fixed for beta 5)

Animation
- Better rider animations. The rider looks kind of goony at the moment.
- Rider animations [better leg movements, one leg off hanging toward rear wheel] see mxgp game for some idea.
- Tear-off / roll-off animation.

Replays
- Would be nice if we can save/add our own camerapoints in Free-Roam, so we could switch fast between those. (good for Livestream)
- Both first person views for replay
- Would love the option to show the trainer(ghost) in the replay.
- Mouse control in the replays

Online
- Laggs, maybe something like interpolation
- External Server Admin Port
- Bike registration
- change bikes without having to leave the current server.
- can be a mini map?
- add Firends in game
- A nice feature would be adding an admin port or way to communicate with the server. I'd like to send commands to the server without using the server interface. What do people think of this?
- Better respawn/wreck recovery system
- Have an hour counter for each bike (Or per player, for stats)
- In game stats,  laps lead, holeshots, longest jumps etc.

Other
- Search function for tracks, gear, bikes etc. If this community will grow we'll get a lot of tracks etc. Going through everything you've downloaded to find one track or skin or model or something will be a pain.
- More tracks from.piboso devs, perhaps hire a track builder.
- Full controller support to control entire game,menus,ui etc
- Improved deformation. More stability whilst in a rut. (http://forum.mx-bikes.com/index.php?topic=936.msg13729#msg13729)
- Indicator for standing and sitting
- Borderless window mode?
- Bike degradation
- A reset marker that is placeable on the tracks on testing, this could be used for setting fast laps by placing it before the start line and practising lines, jumps etc.
- It would be great to be able to pack a bike with alternative edf's to be picked from the bike menu in game. For example you could include two steer objects, one with handguards and fatbars, one with twinwalls, one with a different number plate / enduro front or whatever and be able to choose which one you want to use in game. The same could apply to chassis for different exhausts / silencers / seats and front suspension could have with / without disc covers.. Just use case examples of course.. Down to the bike creator to decide what options they want to include. This way, you would only need one bike file, the geom and engine would all be the same, just able to personalise.
- Would be cool for roost of other bikes to get goggles dirty quicker and not so much when not.

Track editing
Deformation
-Softnessmap, a map where you can specify where the dirt gets deformed more or less.

3dgrass
- Controllable drawdistance
- It also seems that 3d grass is havier (performance wise) than 3d objects. Should be the opposite I suppose?

Centerline and resets
The way the resets work, as far as I understand, is that you repop on the closest centerline spot. Which induces:
1. potential cross-lane resets
2. repop in the middle of the lane (this is where you HAVE to place your centerline, otherwise you'll have tons of cross-lane resets). With collisions on, erm...
3. a crapton of waiting: 22 riders on a 1 minute (900m track). If you fall on a full grid, you might never get back on.
4. almost impossible to have over unders.

I would really like, in order to make it fully raceable:
- Being able to force "last successful checkpoint reset". If you fall, you repop on your last succesfully passed checkpoint. This would get rid of 99% of 1. and 4. Possibly a checkbox in the checkpoint setting?
- Being able to redefine the location of the repop. For example by creating a secondary centerline that is used only for repops (on the side), interacting with my first suggestion too. This would take care of 2., a bit of 3. as well.
- Being able to define the safe distance for a repop. It currently is way too big for SX. This would take care of 3. for sure.

Marchals
- Being able to define which section of the centerline they are supposed to watch. I'm getting cross-flags on SX tracks and I haven't found a fix. In their edit box, they could have a "Long. Start, Long. End" values (optional, or defaulted to flag location +- 100).

Cameras
- Being able to have the effect of their limits when you use "Test".
- As with marshals, being able to set which part of the track the cameras are designed to watch.

Other
- Would be nice to have a percentage completion in this fbx2edf.

My top priorities:
1. Better netcode
2. Ridermovement for 1. FPV
3. Bike bounces a lot when landing on flat surfaces.
4. Back-end washes out way too easy when you accelerate out of corners. Can't go through corners as fast as we should be able to.
5. Font-end seems to wash out very easily at some points (berms, ruts etc).
6. When using rider lean (left/right) on the lip of a jump (so when you want to scrub). Everything goes nuts. Rider too strong at that point?
7. Does the rider have any strenght? It doesn't feel like the rider affects anything yet. Except for when trying to srcub (that's my next point).
8. Bike should handle better in air. Whiping and scrubbing is still not how it should be.
9. Back-end seems to be too solid at times. Hard to explain, just watch this video: https://www.youtube.com/watch?v=sKiVK0YJhQI
10. There is some 'vertical stabilizer' (I don't know how to call it). It's something which don't let you lean until you fall. It's always vertical to the ground which makes berms ride really weird. This should be looked into.
11. We should be able to wheelie through bumpy corners. (https://www.youtube.com/watch?v=sKiVK0YJhQI)
12. I find it kinda hard to steer while doing a wheelie.
13. Improved deformation. More stability whilst in a rut.
14. It would be great to be able to pack a bike with alternative edf's to be picked from the bike menu in game. For example you could include two steer objects, one with handguards and fatbars, one with twinwalls, one with a different number plate / enduro front or whatever and be able to choose which one you want to use in game. The same could apply to chassis for different exhausts / silencers / seats and front suspension could have with / without disc covers.. Just use case examples of course.. Down to the bike creator to decide what options they want to include. This way, you would only need one bike file, the geom and engine would all be the same, just able to personalise.

34
Suggestions and wishlist / First person camera idea
July 26, 2016, 11:28:13 PM
I've actually pm'd PiBoSo and he told me it'd be a good idea to post it here as well. That way everyone can give their feedback and ideas on this.

I've always used the second first person view, the one that's attached to the rider. The first camera I actually never used (the bike attached one). I was just playing Mx Bikes again and accidently rode with the first camera after like 30 minutes of playing with the second camera (which I always use). I was around 5 seconds faster when I used the first (bike attached) camera, but it bothered me that I couldn't really see what the rider was doing and it was quite low as well.

On the first camera you can actually tell what the bike is doing. You get a better feeling of the bike, and that you actually have control of the bike, and that was a great feeling! The second camera is probably the most realistic I've ever seen in a motocross game. You really did a good job on that. But for a game like this it isn't really the best thing to use. You see/feel what the rider is doing (like soaking up bumps for example) and not what the bike is doing. And since this is a game, we can't feel the bumps etc like we can when riding in real life.

I feel like how the camera moves in the first camera view is the way to go. The only difference needed is that it needs to move with the rider forward/backward and left/right lean and it should be as high as the rider's helmet. Yet it should stay attached to the bike.

So to sum it all up. A first person camera which is attached to the bike but leans with the lean input you give for the rider.
35
Track Editing / Physics test track
July 24, 2016, 10:41:50 PM
Edit--
Nevermind. Good luck with futher development of this game Piboso team. Love the work so far.
36
Paints / Christmas present
December 25, 2015, 01:30:10 AM



Put this in the helmets folder, which you can find in the rider folder.
37
Tracks / Archview mx park (UPDATE 02-08-2016)
November 12, 2015, 06:31:48 PM


https://www.mediafire.com/?fye39e1ctoa0khh
https://www.dropbox.com/s/jb3avhh2xprgohk/archview.rar?dl=0

Finally updated my track. It rides much better now and looks a lot better as well.
Just a note. This isn't the best I can do, so expect more from me. Deformation is still not final, neither did i look into wet layers.
Thanks to Fats for trying to find why my 3dgrass didn't work. We still don't know what caused it, but it works now!

Credits:
Snappe for the documentation on environment sounds.
Kamloops for the awesome offtrack objects (factory, houses, flagger huts).
TheFatController for beta testing.
All the cars are from turbosquid.com.
ESL3d for ram300.
JusTiCe8 for peugeot boxer.
Me for tires, railroadtracks, trees, serounding objects and everything else.
38
Physics / KTM450 - engine
October 27, 2014, 07:21:21 PM
Here is my KTM450 engine file. I know it's named 350xf.engn but let me explain that.

I haven't made my own model/gearing etc yet, this is only the engn file which we will put over everything else of the 350 which came standard with the game. I'll explain how this will work.

If I'm not mistaken you should have a 350xf folder in your bikes folder in your installation folder, get it? Alright, this might be easier to understand: C:\Program Files (x86)\MX Bikes\bikes\350xf. To get everything working, go back into the 'bikes' folder and copy the 350xf folder and paste it right in the 'bikes' folder. Rename the folder to 450xf and download my engn file. Put my engn file into the new folder you created and overwrite it with the current engn file. I also have a link to my .INI file, it's not necessary, but it's handy to have, so you know which bikes is which. If you downloaded mine, you have to delete the 350xf.ini file and put mine (450xf.ini) in the '450xf' folder you created in 'bikes'. This file includes the name, power etc of the bike.

Now open the .CFG file in a text editing program (for example, notepad or notepad++). Change the 'ID' to 450xf and save the file as 450xf.cfg. Be sure you delete the 350xf.cfg.

As far as I can think now, that's it. I'm not allowed to release anything that Piboso/Snappe made, so I'm just releasing this files so people can still enjoy the 450 engine I made. I'm not entierly sure if I'm allowed to even release these files, please tell me. Also, I'm not sure if this works correctly since I made them a pretty long time ago and I can't really remember what files I changed.

http://www.mediafire.com/download/km5ugjipc4kxgrj/350xf.engn
http://www.mediafire.com/download/wd1f7bw9uodoc9a/450xf.ini
39
Physics / Dyno charts
October 05, 2014, 04:36:01 PM
I guess it'll be very handy to have a topic with most of the dyno charts. I've made the KTM 450SX-F already, and would like to do some more physics. Still waiting on an answer from Piboso if everything is alright, and if I'm allowed to release it.

I'd love to have some 85cc dyno charts, or maybe even 50cc. I've searched some time now, but couldn't find anything.

Edit---
I've a little problem though. There are a lot of dyno charts which aren't starting at RPM 1000, they start at (for example..) 4000RPM, how do I know what to do in the engine file now, since when I start it at 4000RPM the bike won't start. Has anyone from GP-Bikes an idea?
40
Paints / Upcoming paints
September 18, 2014, 07:45:53 PM
I thought it'd be good to have a topic for upcoming paints. This way we won't have a new topic for every single guy that wants to show off their work.

This topic is meant for any kind of paints for Mx-Bikes, from a bike paint to gloves, everything.