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April 26, 2024, 06:24:20 AM

News:

MX Bikes beta18j available! :)


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Messages - [GH]Cody

91
Quote from: Sandbiter on January 06, 2017, 11:12:43 PM
Yes, sorry for calling it a mask map in my previous post.

That's exactly what you need to do. Copy and paste your black/white drawing in the alpha channel. Sometimes it doesn't save though, but that's mostly when I'm using my own templates.
got it that worked, thank you sir. trying to learn how to do everything without having to watch tutorials so i can build tracks like in mx sim from memory.
92
Quote from: Sandbiter on January 06, 2017, 10:44:05 PM
Code looks good. Just remove the mask on Layer 0.

Then in photoshop you don't have any mask channel at the moment.
The very bottom 'layer' in channels is the mask map. This one needs the black/white that you've painted. It doesn't matter what you've got in any of your other channels. As long as the mask channel is the mask you want it's okay.

so the alpha channel needs to be the black/white drawing of the track layout? so i would copy my image and paste it as a alpha layer?
93
Quote from: Asdrael on January 06, 2017, 09:44:19 PM
It's been a while, but I think your layer 0 should not have a mask. And always check your channels when making masks, it's easy to update those and forget to create the 4th channel.

trying it now. what do you mean by the 4th channel
94
so far i can only get dirt to show, theres no grass. am i doing this properly?

num_layers = 2
layer0
{
map = dirt.tga
mask = dirt_mask.tga
repetitions = 60
}
layer1
{
map = grass.tga
mask = grass_mask.tga
repetitions = 50
}



heres my masks
grass

dirt
95
Quote from: Sandbiter on October 18, 2016, 04:40:27 PM
Okay I've searched around a bit to find the original information that I read about Mx vs Atv Reflex's deformation. I found this:
http://twisteddirt.com/wiki/SoftnessMapTexture

Red Channel: The red channel determines the speed at which deformation happens. 0 is slow (actually turning deformation off) and 255 is fast.
Green Channel: The green channel determines how deep the deformation happens. 0 is none (actually turning deformation off) and 255 is maximum depth.
Blue Channel: The blue channel determines how much the ground builds up around the deformation. 0 is none, and the ground does not deform outside of your tire path while 255 causes the ground around the deformation to start increasing in height.
Alpha Channel: The alpha channel does not appear to do anything. I tried 0, 255, and even deleted the alpha channel all together. Nothing made a difference. (update Bruce - 0 turns off the deformation. No alpha ends up defaulting to a white alpha)

Sample Softness Image from a track in Mx vs Atv Reflex:


In my opinion this is the best way to implement deformation. Track modders can make a lot of different sections on one track and actually experiment with this. I understand that the current tracks might not work, and need to be reexported if this gets in the game. I don't mind if the current tracks don't work. Eventually this will make the tracks more fun and the game a lot better.

I'd love to know what Piboso and Snappe think of this.

Ps. Credits to twisted dirt and mx vs atv reflex.

this. its a great way to do it, when i was making tracks in reflex i would lay it out with various lines for breaking and acceleration bumps using just the green channel overtop the map so it would continue to get worse and worse with bumps like a soft loamy track would in various locations and it felt great to ride from the start when its smooth to the end, it really makes the lap times slower and you couldnt just push wide open into a corner
96
Bug Reports / Re: Air physics bug
January 05, 2017, 08:41:30 PM
i have the same issue with the random kick, its like the bike just gets a hard push randomly in the air if your a little sideways sometimes. this is on 86% stability
97
General Discussion / Re: MX Bikes beta5
January 01, 2017, 05:02:18 AM
Quote from: gdubmx on December 30, 2016, 07:56:38 PM
Is it me or was the roost on last nights racing awesome? I was the guy doing a one hander of horsepower hill and the roost geo and sandy was kicking up was awesome!  Be even better though Piboso if it hit our goggles and hand the pelt sound!

it was fun eventhough me and caleb had issues going around you lol. i didnt notice any roost coming off of other riders, it seemed very little even on the muddy practice.
98
General Discussion / Re: MX Bikes beta5
December 30, 2016, 02:56:19 AM
Quote from: geofanatec on December 30, 2016, 01:09:38 AM
Quote from: geofanatec on December 28, 2016, 03:38:04 PM
Can't remember exactly, but I thought PiB stated that (maybe) in beta5 the server would send paints to the clients.

Did this happen?

Guess maybe it did :)

I have default paints on server and use custom ones. BUT......when in a GTX server it only shows default stuff. SO..........this may work now.

I will now load all paints on server and we all should now see custom gear

i noticed this, when i was in your server when there was alot of people on washington, i had no custom rider paints/skins at all and i was able to see other peoples gear that they were wearing. it was nice
99
General Discussion / Re: MX Bikes beta5
December 27, 2016, 12:34:16 AM
Quote from: geofanatec on December 27, 2016, 12:12:44 AM
Ya I can't even last 1 lap before a game crash on deformation server
oh that, i thought you meant something like the deformation not working right in multiplayer(minus the crashing). i just start my own server, wait for my friends to join then we all go to the track at the same time and no one crashes, yet if a friend joins late he crashes. i wonder what the cause is, does anyone have any thought as to what causes it?
100
General Discussion / Re: MX Bikes beta5
December 26, 2016, 09:41:42 PM
Quote from: philiaN on December 26, 2016, 07:55:00 PM
So after 20+ hours of playtime in Beta5 i can share my thoughts with you guys  ;)

There is so much what has been improved - the first two hours felt so different compared to beta4, but now i have that same great feeling of riding in beta5.

So a small list what i like the most:

1. ofc the Netcode/Bug fixing improvements! I didnt expect big improvements, but this blew my mind :) The game stability is greatly improved!!!
2. physics
- the most annoying thing for me in b4 was that when you accelerate throughout a corner that u couldnt lean anymore! and what should i say: its gone!
- the tyre grip with and without deformation feels so great!
It made huge improvements for tracks (for example south wick - became super fast) and even the big bikes like 350xf and 450xf feels like you can handle them now.
- the improvements for the bounciness
3. graphic/animations
- render distance
- scrub animation
4. general improvements
- reset system is just awesome

and still there is alot what can be improved, but beta5 was again an outstanding update!

Now i only hope that we will get a hotfix for the multiplayer deformation.

whats wrong currently with multiplayer deformation?
101
General Discussion / Re: MX Bikes beta5
December 26, 2016, 02:10:02 AM
Quote from: Wedgewood on December 25, 2016, 02:40:47 AM
Anytime my framerate goes below 60fps it looks to be studdering a little bit.  Is this normal, I figured anything above 30fps shouldn't appear to be studdering?

if you have vsync on then anytime your fps goes below your monitors refresh rate(assuming 60hz) you will feel like its stuttering, however if vsync is off and it dips below 60, lets say it stays at 50 then it will still feel fairly smooth.
102
General Discussion / Re: MX Bikes beta5
December 24, 2016, 08:54:48 PM
Quote from: motopsycho87 on December 24, 2016, 09:00:35 AM
Anybody have a problem with massively reduced frame rate?  B4 worked perfect for me, B5 is really stuttery no matter what I change in settings, seems to be worse when I look at trees...  My computer plays BF1 between 25-50fps 1080 on high graphics, I know it ain't the best but something has to have changed?

no issues, however i do feel small stutters here and there when on southwick maxed out when i rode a few laps on the ol two stroke with max settings. gtx 970 1520mhz, i5 4670k 4.4ghz
103
General Discussion / Re: MX Bikes beta5
December 22, 2016, 11:32:56 PM
Quote from: TFC on December 22, 2016, 11:17:47 PM
If it's the same as it was previously, it works if you are there at the start of the session. If you join later on half way through the creation of the deformation you last about 30 seconds to a minute.

So is anyone running a server without deformation? Right now it's..


darn. i just tried again and lasted 30 seconds without moving haha
104
General Discussion / Re: MX Bikes beta5
December 22, 2016, 11:17:31 PM
hopped on a server with 3 people on winchester, after about a half lap i got a crash, the deformation looked nice though from what those riders left. settings maxed, does turning down the graphic settings still help?
105
General Discussion / Re: no sound when at very high revs
December 22, 2016, 11:16:03 PM
Quote from: Asdrael on December 22, 2016, 11:09:54 PM
Rev limiter was added, and the custom bikes don't have it. They will need to be updated accordingly. Until then, you won't hear a sound when hitting the max RPM.

ah i see, thank you.