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December 07, 2019, 06:16:18 pm


MX Bikes beta13c available! :)

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Bikes / Re: FC250 sound v1.0 and v1.1 ...
Last post by lmscl - Today at 05:40:02 pm
Races / Ottobiano Race #8 - DEZ/07/201...
Last post by philiaN - Today at 05:20:43 pm
Announcing a Race at Ottobiano Motorsports - Internazionale BETA on the MX2 OEM

Racing will begin on Saturday DEZ/07/2019 at 6:00 P.M UTC

Bikes: MX2 OEM MXB-mods.com - OEM PACK v0.13.1
Track: Ottobiano BETA Ottobiano Motorsports - Internazionale BETA
Race information:
5:00 P.M UTC - Practice
6:00 P.M UTC - Race 30min

Server slots: 42
Gates: 30+
Collisions and deformation will be on. Deformation reset after practice. Weather set to realistic.
Yellow flag: The yellow flag is a caution flag to signify a downed rider on the track.
Blue flag: Indicates a rider is about to be overtaken by a faster rider. The overtaken rider should hold their line and not impede the progress of the faster rider.
White flag: A white flag indicates the final lap of a race.
Checkered flag: The black and white checkered flag denotes the end of the race.
See you at the gate!
Tracks / Re: Ottobiano Motorsports - In...
Last post by iNsane | WeekendWarriors - Today at 02:18:18 pm
Finally! Thank you so so much, glad you're back! ♥
Tracks / Re: Ottobiano Motorsports - In...
Last post by teeds - Today at 01:54:38 pm
Awesome thanks  :)
Tracks / Re: Ottobiano Motorsports - In...
Last post by StoneRider - Today at 01:40:46 pm
thanks man this is awesome !!!! good to see you back !!!
Tracks / Re: Ottobiano Motorsports - In...
Last post by GDUBMX - Today at 01:17:58 pm
Thank you man!! one of the best tracks ever :D
Tracks / Ottobiano Motorsports - Intern...
Last post by giopanda - Today at 12:53:42 pm

download link

hey guys!
after almost two years of development* here's the public beta version of the Internazionale track at Ottobiano Motorsporsts, home of several MXGP in the past few years.

as for the development stage, everything is close to final, track layout is there and it's based on 2017 MXGP but it's basically remained untouched until now, roughness needs a bit of fixing as the deformation mask.

track objects and offtrack areas are almost done, need to fix the custom backgroud (now it's veeery rough) and add custom skyboxes (maybe).

so that's it, hope guys enjoy this track and please if you have any comment leave it here so the final release will be the best possible!

*i didn't work on this for all this time, but for sure it has been several weeks of workhours so far :D

if you want to support me and see more, please consider a small donation by clicking the Paypal button here..you don't have to, but i would really appreciate and you will have my eternal gratitude!

Paints / Re: Retro YZ125 (RacerX Build ...
Last post by McOuille191 - Today at 10:03:41 am
Nice skin
Paints / Re: Retro YZ125 (RacerX Build ...
Last post by 𝖙𝖋𝖈 - Today at 07:11:59 am
Oh.. well solid white should be the most reflective. I've made rim paint in the past that I've been able to make very shiny and I was sure I'd done it like that but maybe its changed now.
Paints / Re: Retro YZ125 (RacerX Build ...
Last post by CoreyLahey - December 06, 2019, 11:27:03 pm
Quote from: 𝖙𝖋𝖈 on December 06, 2019, 11:02:14 pmGreat job on the paint! If you want the rims to be reflective you need to add a reflection map to your paint for the wheels. I think it's 'wheels_r.tga'.. Make the areas you want reflective full white, then adjusting the opacity of that white adjusts the reflectiveness. Don't add anything else, no texture, nothing, just white.

It occupies the same space as the texture (so only paint the rims bit if you want the rims reflective)

I tried that, but it didn't seem to make a difference. There's actually a reflective map in the .pnt files as well as a spec map that are both full white. Not sure if I'm missing something. Does decreasing the opacity make it more reflective or less?
Appreciate the help.
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