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September 24, 2020, 03:23:04 AM


MX Bikes beta14e available! :)

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Messages - Ruubs

Other / Re: Custom rider model and animations talk
April 25, 2020, 03:34:23 PM
I'm not sure how difficult it is to get a rider model + proper animations in game, although I can imagine it being a difficult task, especially since there is 0 documentation about this.

Manu has told me that the whole process is too long to explain, although I'm sure if we have specific questions he'd help us out.

If I were to begin with this myself, I'd start with trying to add new marshals, as I think that'd work the same as the rider, but not as hard to implement due having way less animations and not having to worry about physics.
Other / Re: Custom rider model and animations talk
April 25, 2020, 12:39:03 PM
Quote from: Jibbz on April 25, 2020, 12:17:45 PMNo news about this "project" in 2020?

There is some recent news actually.
Thanks to the latest tools, it is possible to create new models and animations.

The best choice is to use your own skeleton so you dont depend on Piboso's models and animations. However, you need to know how each animation is named. You will also need to modify the rider gfx.cfg to set the names of the bones correctly. AFAIK, this is all done using 3ds max 2010 and Piboso's export plugins.

I haven't tried it myself yet because I have been busy with other projects, although Manu did make a new rider model for GPB. You can find his Discord here: https://forum.piboso.com/index.php?topic=6923.0

Pictures from Manu himself, casual and female rider model:

General Discussion / Re: MX Bikes beta14b
April 23, 2020, 12:44:59 PM
Great changes!
I'm excited to see how well the accuracy is now, and I hope the smoothness is still enough!
I think, for rectangles, only 2k x 4k / 1k x 2k is possible etc. I don't think 1k x 4k is possible.
Tracks / Re: 2017 KEGUMS MXGP
April 21, 2020, 08:50:50 PM
Quote from: vinke swedish on April 21, 2020, 08:37:48 PMimporting a heigtmap in mxb is not snapping your fingers and having the track part magic ig. far from respecting it a minimum work to do. If the track and here is that all the permission has been given ..

I've never said importing a heightmap into MXB is just snapping your fingers, and I've never said I don't want to see MX Sim imports. I'm simply asking for honesty and clarity. However, importing a terrain from MX Sim saves quite a lot of work and stress.

Respecting is the minimum to do? I personally feel like there hasn't been any respect in regard to the original heightmap creator. I doubt even you know who made the original heightmap.

I do understand that EMF has the rights to the MX Sim track, and Conceptgraff has just told me he's gotten permission from Yohann to import it into MXB. However, I don't agree with Yohann's decision to let Conceptgraff import the terrain into a different game, while the terrain was made by Kristoffer and not by the whole EMF crew.

What I think would've been the best option, was to see a proper explenation of how the track was created, who you've got permission from, and who the original creator is (specifically).

Once again, I didn't attack anyone. And I don't see why it's such a big problem that I said that I think the original track creator should be thanked more clearly.
Tracks / Re: 2017 KEGUMS MXGP
April 21, 2020, 07:10:02 PM
Quote from: Big Smooth one3 on April 21, 2020, 06:41:28 PMIs this created using the terrain we built for Kegums in the 2017 MXSGP series? If so - IF - hope you got Kris's approval to use it since I believe he was the one who put the time in to build it. Again...if, have no clue if that's what you've used or not, just seems curious to make the 2017 layout randomly - and I could be misremembering who it was that built that heightmap, too, so just curious.

Pretty sure it is since he thanked EMF.

I think tracks like these need to show better who the original creator is. I haven't downloaded the track, so I can't say anything about the following, but I hope the original creator's name (not EMF, but more specific) is listed under "author" in game.
Setups / Re: Ruub's Control Settings Video??
April 08, 2020, 12:12:08 PM
My settings have changed a bit for B14.

In B14 I actually do use left/right rider lean because it makes the game a lot better. Way less slide outs and can power out of corners faster when using left/right rider lean.
Where in B13 I didn't use the rear brake once, I have to use it now on off camber turns and when braking on the face of a corner-jump.

For my left/right rider lean I do use a dead zone of 25% though. I don't want to accidentally lean the rider left or right when im just trying to lean forward.
General Discussion / Re: MX Bikes beta146kEY INVALID
April 07, 2020, 12:40:55 PM
Quote from: Corvy on April 07, 2020, 12:31:16 PMHello,

Certains d'entre vous ont'ils eu le problème de "Key Invalid" lors de l'installation de la nouvelle beta?
Since the Devs aren't French, I doubt they can help you out.
General Discussion / Re: MX Bikes beta14
April 06, 2020, 10:10:48 AM
Quote from: CBL Gaming on April 06, 2020, 06:21:21 AMWhat's the "alternate on board views mode" and how do we use/access it?
Turn lock to bike off in the simulation tab in settings.
Bikes / Re: Quads???
April 04, 2020, 10:22:23 AM
A quick forum search on the keyword 'quads' would've given you your answer.
Setups / Re: Throttle increase
March 24, 2020, 11:24:58 AM
The linearity setting will achieve what you're looking for.
Did you guys restart your PC in between trying the track?
.PKZ should only be slower at loading, due to having to uncompress the files. It shouldn't affect performance.
Quote from: Nick838 on March 21, 2020, 02:14:52 AM
Quote from: stevo on March 17, 2020, 11:13:46 PMok thanks..i'll give it a go...reckon i, atleast, need a decent graphics card....

I had to change the .pkz to .zip, extract it and put it back into the mods folder and wasn't having issues anymore
That's very strange.
Thanks you! I appreciate the nice words.

The textures were done using a custom 3D scanned SX track. I extracted the textures from the scan and edited them onto an 8k mask and normal map.
Media / Re: Mx Bikes - Screenshots!
March 18, 2020, 01:52:42 PM
Quote from: iNsane | WeekendWarriors on March 18, 2020, 01:36:27 PM
Quote from: Toddscott785 on March 18, 2020, 04:15:55 AMAlso if anyone knows how to reduce the shininess of my gear it would be much appreciated.

You need a full black alpha channel on your skin. If you've just edited an existing one, you have to save it as 32bit targa to enable the alpha channel.
The actual gear doesn't need an alpha channel. The normal map's alpha channel is what makes the gear shiny or not.
gear: 24bit tga
norm: 32bit tga (alpha channel determines shininess, white is full shine, black is no shine)

Please correct me if I'm wrong.