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April 26, 2026, 09:31:53 PM

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MX Bikes beta19 available! :)


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Messages - frankie

1
Bikes / Re: Importing Models HELP!
October 16, 2014, 05:25:25 PM
Quote from: m121c on October 16, 2014, 04:45:54 AM
Yes if you inverted them original you need to re-invert them. For normal maps to look good in MXS you need to flip the Red and Green channels, re-invert them for MxB.
Alright i will try it thanks!
2
Bikes / Re: Importing Models HELP!
October 15, 2014, 08:16:27 PM
Quote from: Snappe on October 14, 2014, 04:02:34 PM
Quote from: frankie on October 13, 2014, 10:02:02 PM
Okay now i did what u wrote here, but it comes out as this..again

When i dont do the normal map and shininess on it it doesnt have any problems in game

You're changing the normal_map.tga line to the actual name of your normal map, right?

Yes i am






Quote from: m121c on October 14, 2014, 09:34:04 PM
If you are trying to use a model made for mx simulator you have to remember to re-invert the normal map as well. Remember the norm on sim is -X and -Y for whatever reason.

So i need to re-invert the normal map as it was when exported from blender?
3
Bikes / Re: Importing Models HELP!
October 13, 2014, 10:02:02 PM
Quote from: Snappe on October 13, 2014, 03:56:24 PM
for normal maps you need to create a text file and rename it the same name as your colour map but with the extension .shd.

http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Shaders

Example:

bike.tga would need bike.shd, containing something like:


bump
{
map = normal_map.tga
}
specular
{       
shininess = 6
}


Okay now i did what u wrote here, but it comes out as this..again



When i dont do the normal map and shininess on it it doesnt have any problems in game
4
Media / Re: 1st week MXB screenie comp - VOTING
October 09, 2014, 07:47:50 PM
The fag boy....Jeston
5
Bikes / Re: How to import our own models
October 03, 2014, 09:35:11 PM
Quote from: kamloops on October 03, 2014, 08:58:40 PM
Hello guys,

Someone can explain how the helmet model works ?
I don't understand what are the "helmet_s.edf" and "c_helmet.edf" files.

Also, in 3ds max/Blender what is the scale and origin for the helmet ?

U kinda have to find out yourself the origin since i asked for the bike and i didnt get an answer, tried my best to do it and eventuarly got close to it
6
Bikes / Re: How to import our own models
October 02, 2014, 09:38:21 PM
Didnt say its all mine...
7
Bikes / Re: How to import our own models
October 02, 2014, 09:12:52 PM
Quote from: RiccoChicco on October 02, 2014, 09:06:55 PM
I like the model!   :D

Well, the first thing to do is to take a look at the gfx.cfg (open it in a simple text editor) in the 350xf to understand how parts are separated for the 3D. This file is quite simple to understand but contains a lot of useful informations.
U mean CFG file?
8
Bikes / Re: How to import our own models
October 02, 2014, 08:49:31 PM
Quote from: RiccoChicco on October 02, 2014, 08:47:57 PM
If anyone want to import his model ingame I'm ready to answer specific questions. Feel free to ask.  :)

Well i was planing to import this model but....cant find it out, its too confusing.



Render is from Jeston
9
Bikes / How to import our own models
October 02, 2014, 04:07:31 PM
When can we import our own bike models in this game?