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March 19, 2024, 08:22:34 AM

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MX Bikes beta18j available! :)


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Messages - Ruubs

16
Quote from: teeds on February 22, 2021, 10:13:38 AMI agree and it's been suggested ages ago and Pibs didn't seem interested, but it's not going to help the bike standing up from where it landed problem. If you see a bike crash you need to go around it, if you didn't see it, we'll, unlucky, that happens sometimes. But it was suggested that the speed you were going at the time crash of the crash was linked to reset time. If you just low side in a slow corner it should not take long to get up and going again, but if you sky ground it on a fast straight, it should be a longer timer on the reset, basically.

Sometimes it's not possible to avoid a crashed bike if the crashed player crashed right in front of you. If the time to reset took a bit longer, the other players which get to the crash sight later should see the bike from miles away already and be able to move around it. A timer based on the speed at the time of crashing would be a great addition to solve this issue.

There is however still an issue. Let's say player 1 crashed and waits 10 seconds to be able to reset again. After those 10 seconds he still instantly resets out of thin air. After resetting, the player instantly starts riding away and can still cause problems for other players which were trying to avoid the crashed bike. Perhaps the other players were trying to avoid the crashed bike by going in front of it. However, if the other players knew the crashed player would be close to resetting and riding away, they would have chosen to avoid the crashed bike by going behind it so that when the crashed rider resets and rides away they wouldn't collide.

I agree with Reso that there needs to be either an animation of the rider and bike getting up, or make the bike and rider non collidable for a certain amount of time after a reset (although that's not my preferred option).
17
Quote from: teeds on February 21, 2021, 04:13:26 PMSounds like you're talking about a short reset. If some one short resets, the bike doesn't move but just goes upright exactly where it fell down, like the rider has got back on it. It shouldn't appear out of no where. Do you have a video of what you describe happening?
I was actually thinking about the same thing as Wells some days ago.

Lets say someone crashes in the whoops in front of me. If he doesn't short reset immediately, I can ride over or jump over his bike. Most of the time though, people spam the reset key to reset as soon as possible, which makes the bike stand up straight 'out of thin air' which then makes contact unavoidable.

The current short resets in MXB are way too quick and definitely way quicker than that anyone in real life could get back to his bike. I think a proper solution would be to add a timer before you can reset (both for long and short resets). What I mean by that is that once you fall, you can't reset for the first 5-10 seconds after crashing. Adding this timer would also make people ride more cautiously and realistically, as they'd lose too much time by crashing.
18
Quote from: Rockchalice3875KTM on February 19, 2021, 06:43:40 PMMx sims sx tracks are waaaaaay overscaled. Mx bikes sx tracks is as close as you can get it.
Actually these tracks are 'overscaled' as well. But it's been done with the reason to make the track easier for a bigger part of the community and it was done to have better racing. The scaling of these tracks does work really well in the Aerial SX races though, so that's good!
19
Since I've joined the MXB-Mods Honda team, this'll be my paint from now on:

https://puu.sh/Hevd0/081db29f6f.pnt
20
Red plate for my stock KTM

https://puu.sh/HdTkS/ea68e3aae9.pnt

Edit:
Since I've joined the MXB-Mods Honda team, this'll be my paint from now on:

https://puu.sh/Hevd0/081db29f6f.pnt
21
Track Editing / Re: Directional tyre treads texture
February 04, 2021, 10:43:37 PM
I believe the tractor tracks on Club is made with a 4k mask and normal map. Maryland uses an 8k mask and normal map.

For my Houston round 1 track, I've gone with a 4k mask and normal map as well. The key is to set up your masks properly. Here's a quick example:
Layer 0 should be the darkest layer.
Layer 1 sits on top of layer 0. Layer 1 should have a lighter texture color.
To achieve tractor tracks on your track, you'd need to add a high resolution mask for layer 1 (either go with 4k or 8k. I wouldn't dare using 16k myself due to performance decrease).
If this mask is white, it'll show the lighter texture of layer 1. If you make it black, it'll show the texture of layer 0. If you make your mask grey, it'll blend layer 1 and layer 2. By blending the layers you can create variety in textures very easily.
To add tractor tracks on the mask you can use brushes or photos from actual tractor tracks. For my tracks I use 3D scanned textures. By placing grey-ish tractor tracks on the mask you ensure that when riding over these tractor tracks, they still deform into the darker texture of layer 0.
22
First privateer set :)

Download:
https://www.mediafire.com/file/ckqv2lhhxgdguoo/ruubsSX21.zip/file

Thanks to Greenlenux for the outstanding looking gear and Stonerider and iNsane for the Shift helmet.
23
Tracks / Re: 2021 Supercross complete series ?
January 18, 2021, 11:11:11 PM
Creator*

Nope, I won't be making the complete 2021 series. StoneRider and Niko are going to though.
24
First post updated with 2021 SX Houston round 1
26
If the file doesn't have the option to change it, you can add it yourself :)
27
Track Editing / Re: Track collisions
December 27, 2020, 12:57:22 PM
Quote from: zhult on January 20, 2020, 01:31:40 AMsorry all i was away from my computer for a couple days  here is the HMF, the THT and the hightmap Google drive link
I just took a look at this and couldn't see anything wrong in what I thought was wrong.

Quote from: sloofa on December 27, 2020, 10:23:18 AMHello,
can somebody help to understand how to create collidable objects?
I have tyres for ex.  - WLLTYRE.edf
in my htm and tht:
scene0
{
 name = WLLTYRE.edf
 pos
 {
 x = 0
 y = 0
 z = 0
 }
 rot
 {
 x = 0
 y = 0
 z = 0
 }
}

and still no collisions :(
Your object name in the 3d modelling software you use should be named WLLTYRE_whatevernamehere. Then export that object, run it through FBX2EDF and you can name it whatever you want.
28
General Discussion / Re: MX Bikes beta15c
December 09, 2020, 12:10:26 PM
Quote from: tyrm85 on December 09, 2020, 01:16:54 AMI never even had .pkz files for stock tracks so how would I have even unpacked them in the first place? I'm honestly lost. I bought this game a few years back and think I played online twice. I haven't played since and now I cant at all.
You should have .pkz files in your installation folder
D:\Program Files (x86)\Steam\steamapps\common\MX Bikes

You shouldn't have the following folders in your installation folder unless you know what you're doing:
bikes
rider
tracks
tyres

You should have those as .pkz format however:
bikes.pkz
rider.pkz
tracks.pkz
tyres.pkz
29
General Discussion / Re: MX Bikes beta15c
December 09, 2020, 12:46:00 AM
Quote from: tyrm85 on December 09, 2020, 12:42:16 AMStill having issues sadly......stuck on syncing, sometimes track mismatch even on stock tracks, or bike mismatch. I do have the recent oem bike pack from 11/20 installed.

Track mismatch on stock tracks have nothing to do with the multiplayer problems.
Track mismatch on stock tracks most likely means that you've unpacked .pkz files which you should never do. Unpacked .pkz files can mess with your game in multiple ways, and it wouldn't surprise me if it causes infinite syncing too.
30
General Discussion / Re: Track Pack?
December 08, 2020, 11:49:39 PM
BadStar!! We've missed you! Welcome back :)

I personally don't know about a track pack, but there is mxb-mods.com which has most of the latest mods