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April 25, 2024, 07:42:16 PM

News:

MX Bikes beta18j available! :)


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Messages - Ruubs

47
You can do this already.

In the garage view, simply select which setup you want for each session.
48
I was working on Thunder Valley but haven't touched it for months now.
The base terrain wasn't what I wanted it to be, so I tried some things to make it more like real life but that made things even worse. This basically means that I have to redo most of the base terrain, and after that the jump, ruts, bumps, textures, masks, race data.

Due to this, I've lost interest for now, but perhaps I will finish it some day. If someone else wants to make it, feel free to do so.
49
General Discussion / Re: MX Bikes beta14d
May 13, 2020, 03:44:41 PM
Quote from: PiBoSo on May 13, 2020, 01:47:41 PM
Quote from: stevo on May 13, 2020, 11:05:24 AMPeople joining lag..... Nuff said

Not really...
Could you please give more info?
Is it lag or freeze?
On a dedicated server or hosted from the MX Bikes user interface?

For me, it doesn't matter if it's a dedicated or hosted from MXB server.
It is a freeze. When someone connects, and sometimes even disconnects (though not always), my screen freezes for a couple of seconds, but my bike just keeps riding. I can still accelerate, brake, lean, but I just can't see it because my screen has been frozen.

I think, but I'm not sure, that I don't get a connection freeze from an already assigned entry. For example, if BigSmooth joins the server for the first time, my screen freezes for a few seconds, then he disconnects after riding a few laps, and reconnects with the same bike (so it's the same entry), I don't get the connection freeze.
50
Bikes / Re: pay2021 skins on oem bikes
May 08, 2020, 11:12:21 AM
Piboso has publically said he doesn't want milestone rips. We're here to help piboso keep them away.

Againz everything has been resolved already, so no need to discuss about it anymore :)
51
Bikes / Re: pay2021 skins on oem bikes
May 07, 2020, 09:57:08 PM
All has been resolved already.
52
Quote from: Vilas on May 07, 2020, 03:53:38 PMHello!

This is not working for me like i used to do in the past with all OEM PACKS.
I extract it and the folder with the name of the bikes are empty, so i cannot add paints or sounds.
I need help.

Thanks.

You need to extract all files + folders into your documents mods/bikes folder.
Paints and sounds should be extracted in the folders.
53
Do you have any pictures of this problem?
54
Bikes / Re: pay2021 skins on oem bikes
May 06, 2020, 06:04:48 PM
Quote from: pay2021 on May 06, 2020, 05:38:54 PMWhy i rip bikes? because i want to explore the full graphics potential of MXB, and mi*leston models are top of the graphics industry, i like to see "how they looked in MXB engine", of course using basics physics.

Is that bad?
No, I don't consider exploring the potentional of MXB using other's work bad. However, releasing them to the public, without permission of the original creator, I do consider bad.

Quote from: pay2021 on May 06, 2020, 05:38:54 PMWould you frustrate a child's dreams?
I wouldn't. I clearly explained in my previous post that we shouldn't do that, and why we shouldn't.

Quote from: pay2021 on May 06, 2020, 05:48:59 PMI offer that all the time!!! and the response i get is "i want to do it myself" wich is the best response i can get.

I am the first one to want to know "how they look ingame" since i work with computer graphics, is my fetiche.

Anyone can come and ask for help, people know i never say "no, i can't"

Asdrael wasn't asking for help. Asdrael was offering to help you.
55
Bikes / Re: pay2021 skins on oem bikes
May 06, 2020, 05:28:42 PM
First of all, the sound mods are from Beyer, not from GDUBMX. GDUBMX is simply sharing them with permission from Beyer.

Secondly, if you'd done any research or had been part of this community for a longer time, you'd known we've had lots of discussions about ripped content before. I for one do not condone any rips.

Thirdly, the images you provided, which shows ripped helmets and boots, are from mods which were released before Mx Bikes got a big audience, thus things not having to be as strict as they have to be now. Back when they were released there were maybe a total of 10 - 20 active players. Due to today's higher player counts, we need to keep everything under control and do it the way PiBoSo wants it. PiBoSo has clearly stated he doesn't want to see any ripped content.

Surely there are mods that we won't notice, but we try our best to keep ripped content away from MXB as much as we can.

Using examples of old mods doesn't make what you do right.

Then again, when I was a 10 year old kid, I wanted to design my own bikes. I had no idea how people did this, and I couldn't speak a word English. I did what I thought everyone did and that was to edit an existing bike, without knowing that was the wrong thing to do. Fortunately I quickly learned how to make legit bikes and I make my own games these days. What I am trying to say by this is, if there is a kid who makes his first every bike by using someone else's as a start, and he doesn't know it's not the right thing to do, we need to explain why he's not supposed to do it that way, and we should teach him how he can make his own from scratch. We shouldn't be the ones blaming a kid for not knowing how to make his own bike.

You on the other hand, you are surely older than 10 years old and should know what the right thing is.
56
Bikes / Re: pay2021 skins on oem bikes
May 05, 2020, 06:12:14 PM
Like the guys above me said, pay2021's models are stolen from other games. These games pay professional 3D artists to get the best looking bikes. Pay simply stole them and imported it in MXB. OEM models are all made by hobbyist 3D artists from the community. That also means that the liveries from pay 'his' models aren't interchangable.

The reason why pay's mods don't handle as good is because he hasn't spend nearly as much time on setting all bikes up properly as Asdrael did for the OEMs. Every OEM bike is made to replicate a real bike as good as possible, from the amount of engine braking to the position and amount of fuel that goes in a bike. There's a lot that goes into making the OEMs as good as they are, hence why we usually have to wait long for bigger updates.
57
General Discussion / Re: Hi everyone!
April 29, 2020, 12:22:10 AM
Hi Pulse! Good to have you with us. I'm Sandhapper from the MXS forums, I was very active in the same years as you were.

Feel free to join our discord, it's our main communication channel.
MXB-Discord.com
58
My bad for spreading invalid information. I didn't know this was possible!
59
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.
60
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: