• Welcome, Guest. Please login.
 
April 26, 2026, 07:33:12 PM

News:

MX Bikes beta19 available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JC#21

1
Bikes / Re: Importing Models HELP!
October 13, 2014, 10:58:40 PM
Check your textures original and normal map. Delete the alpha channel.

In the shd file, increase value of shininess to 85 for example
2
Bikes / Re: Importing Models HELP!
October 11, 2014, 11:08:26 PM
For the shadows, export the model without textures, your model must be grey and don't forget to select flat shading.
3
Bikes / Re: How to import our own models
October 05, 2014, 06:39:09 PM
Quote from: kamloops on October 05, 2014, 03:03:07 PM
I export it in fbx and I convert it with fbx2edf and this is what I get in-game

I don't use .fbx format, I export directly in .edf from 3dsmax.

What is the size of your helmet texture ?
4
Bikes / Re: How to import our own models
October 05, 2014, 09:29:57 AM
The skin -Base- is the skin that you have used in 3dsmax during export.  If you have applied grey texture on the model, it appears grey in game.

for the shaders, you have to create a new text files with the same name of the texture that receives this shader and change the extension to .shd
This file should be in the same folder that the texture in tga.

for example I have bike.tga with all the fairings parts.
I create a new text file name bike.shd

To have specular, write this code :

specular
{
    shininess = 60
}


To have reflection, write this code :

reflection
{
    factormin = 0.0
    factormax = 0.15
    factorexp = 0.25
}


To have normal map added, write this code: (you must have the normal map texture like bike_n.tga for example)

bump
{
map = bike_n.tga
}


hope it help you  ;)