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May 10, 2026, 01:36:45 AM

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MX Bikes beta19 available! :)


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Messages - PiBoSo

511
Documentation / Network ports
October 02, 2014, 02:32:40 PM
MX Bikes uses UDP ports 54200 and 54210 for the network protocol.
512
Paints / Re: Paints Install Guide
October 01, 2014, 11:31:57 PM
Quote from: MXK_cdub85 on October 01, 2014, 11:28:16 PM
Quote from: JoonaT on October 01, 2014, 11:06:44 PM
Can i add skins without the lisence?  ???
im trying to but i cant get these working :D

no. skins, tracks, online, plug ins etc are only available with license.

Just a small correction: plugins don't require a license.
513
Bug Reports / Re: can not load game
October 01, 2014, 06:52:27 PM
Quote from: gokitty199 on October 01, 2014, 06:46:33 PM
Quote from: Snappe on October 01, 2014, 06:41:44 PM
try:

x=800
y=600
fullscreen=0

and then change the resolution to something better ingame

i did that already, changing anything makes it crash during startup

Please try updating the graphics drivers to the latest official version.
514
Bug Reports / Re: Throttle bug
October 01, 2014, 11:51:51 AM
Please try disabling the wheeling help in MX Bikes -> Settings -> Simulation -> Riding Aids
515
Media / Re: Videos
October 01, 2014, 11:36:30 AM
Quote from: Sandbiter on October 01, 2014, 11:34:57 AM
Has anyone else gotten this issue? My throttle is jittery as hell when I go over bumps, on flat straights everything is fine.

Please try disabling the wheeling help in MX Bikes -> Settings -> Simulation -> Riding Aids

516
Bug Reports / Re: Pit Board Causing FPS Problems
October 01, 2014, 12:20:07 AM
Quote from: BlizzardDUCK on September 30, 2014, 11:26:50 PM
After the finish line on both Maryland and Practice tracks, once the pit board renders on the side of the track, causes my FPS to shit the bed. Goes down to less than 10 fps until I pass it then its back to normal. This isn't the HUD, its the one that happens to be like this



I think with the option to turn it off would fix it. I'm 99% sure that is the problem I was facing at Maryland with the super lag after the finish heading into the corner.

Video coming shortly

What video card are you using?
Are the graphics drivers updated to the latest version?
517
Plugins / Re: Output Plugins
September 17, 2014, 08:55:49 PM
Quote from: Sandbiter on September 17, 2014, 07:37:33 PM
Thanks for this Piboso.

For some reason I can't download the input_int.c file though. When I click on the link on the downloads page I get an error that the page couldn't be found, and when I try to save it, it tells me that there isn't any file to save.

Input plugin example uploaded. Thank you for the report.
518
Plugins / Re: Output Plugins
September 17, 2014, 02:50:01 PM

Example source code updated to add info about track centerline data.
519
Plugins / Re: Proxy plugin
September 04, 2014, 12:05:44 AM
Source code updated to the latest interface.
520
Plugins / Re: Output Plugins
September 04, 2014, 12:05:27 AM

Plugins interface updated.
521
Suggestions and wishlist / Re: Cameras
July 14, 2014, 10:16:05 PM
Quote from: robinf36 on July 14, 2014, 09:50:42 PM
Will there also be a 3rd person camera?

Yes.
522
Suggestions and wishlist / Re: Cameras
July 14, 2014, 01:25:27 PM
Quote from: onlyonetone on July 14, 2014, 02:10:17 AM
Can't find the source but they did say the visor cam is for replays only as it would be difficult to ride that way. How ever I know for fact there will be a first person cam. And if its like gpb you can fully customize the position of the camera.

There are 2 onboard cameras for riding: one in the eyes and the other linked to the tank.
523
Track Editing / Re: Track editing questions/help
July 10, 2014, 10:34:51 PM
Quote from: Sandbiter on July 10, 2014, 06:59:29 PM
So I finnaly got the normal maps to work, but I've some weird problems with alpha channels now. It looks like I'm not able to use normal maps and alpha channels at the same time.

This is a simple cube with a green diffuse map on it and some black spots on the alpha channel. The settings I used for exporting FBX2EDF are 'Normals on recalculate and angle at 90'. Now the normal map works, but I see the other cubes behind the cube, which shouldn't be the case in some spots.

Please try adding the CK_ prefix to the diffuse texture name, to force alpha test.
524
Track Editing / Re: Track editing questions/help
May 01, 2014, 03:53:18 PM
Quote from: geofanatec on May 01, 2014, 03:40:14 PM
Sorry, full of questions I guess.

Anyone know if the gate.edf that came with example track is functional? Like will it go up and down?

I put it in the track and looks good, just don't know if it will do anything or just be a static model

It works.
The requirements for a gate to work correctly are:
1) have an object called "bar"
2) have the "bar" pivot in the correct position and the X axis pointing right
3) the object "bar" must be down
525
Track Editing / Re: Track editing questions/help
April 25, 2014, 10:11:04 PM
Quote from: bearded4glory on April 25, 2014, 06:42:46 PM
Quote from: PiBoSo on April 25, 2014, 01:58:27 PM
Quote from: bearded4glory on April 25, 2014, 12:31:05 AM
I am trying to get shaders setup on some objects just to figure out how to do it.  I have setup a test.shd for test.tga and test_norm.tga with the following:
bump
{
map = test_norm.tga
}

specular
{
shininess = 10


Cant seem to get it working.  All the textures are coming from the same directory (the track folder) and are setup just like my ground shaders that are working.  Anyone know where I am going wrong?

The closing bracket is missing.

I noticed that when I reread my post, haven't had a chance to check to see if it is actually that way or if I just messed up when I copied it to paste here.  Hopefully that is it.  Thanks for the reply.

ETA:Yea, I just checked and the bracket is correct in the actual file but I do not get any norm/spec on the object when it comes into the mapviewer.  I was missing the params.ini causing me to have no shadows (thought that might be the problem as well) but I fixed that and added a new object with norm and SHD and still cant get it working.  What am I missing?

Is "test_norm.tga" power of 2 and 24 or 32 bits?