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Messages - janaucarre

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Mods / Re: conversion de circuit
« on: January 16, 2018, 05:54:33 PM »
Voici le lien vers la page pour le circuit carole:

Mods / Re: conversion de circuit
« on: January 16, 2018, 05:49:16 PM »
 Je ne veux pas trop mavancer mais il me semble que ce circuit a été fait par l'équipe motonline il y a quelques années.

Je vais voir si je trouve ca

It seems this track is on motonline forum i will take a look if i can find it

Tracks / Re: [GPBikes][Track]How to convert rFactor track to GPBikes
« on: January 11, 2018, 07:23:22 PM »
 For max there is a script for separate each mesh by ID, the problem is when all have same ID

Have you the latest graphic driver installed ?
What is your config ?
Have you installed the game using default folders ?
Before the fresh install have you deleted the piboso folder in my documents ?

Support / Re: core.exe disapear
« on: November 29, 2017, 06:53:20 PM »
Hi, try malwarebytes and make a scan including all options when selecting your hdd

Support / Re: Game wont start
« on: November 11, 2017, 11:18:20 PM »
Look at your antivirus, maybe it blocks the game.

There is no better way than...
No better than riding alone ever and ever to be better...

Seriously, how many recent game have you ever played wich not countain ghost ?
There is for many years now an option to disable or enable ghost, for those who want and those who don't want.
 I have been playing GPBikes for years and the time i play alone is very very very much higher than he time with other people.
So a ghost for me is my best friend, even it is mine.

Even a ghost don't make you faster, it can make you feel less bored after years.

General Discussion / Re: Are night lights available?
« on: November 09, 2017, 01:50:45 PM »
Its possible but cheating.
Its a very long job to do, making all textures with a gradient of lightning.
I suggest to not start with this, to much work for a bad result.

Mods / Re: conversion de circuit
« on: November 03, 2017, 06:58:15 PM »
On ne peut pas modifier les edf et map cest des export et on a pas d'importer pour ca, il faut les fichiers originaux en 3ds, et il faut absolument la version 2010 de 3dsmax pour exporter car l'exporter edf et map ne fonctionne quavec cette version.

 We cant modify edf and map because we dont have importer for this. You need 3dsmax 2010 for export because the exporter exist only for tgis version of 3dsmax. You need original files in 3ds to modify it.

General Discussion / Re: I can murder all of you guys on track I bet
« on: October 29, 2017, 04:07:29 PM »

If you want to let this simulation game drive only in cockpit view, you will soon realize that many people will turn away from the game and you will drive alone with a few people in a circle.
even so, you can make a simulation game broken.

GPBike would disappear into nirvana.


I would add that playing driving on a screen is not real, the only real is in the reality, if you want drive a car or a bike or anything else you must do it in reality.
We must do compromise in a game as even it is as realist as gpb.

Mods / Re: conversion de circuit
« on: October 23, 2017, 06:53:31 AM »
Okok i will translate it but i wish to tell that this kind of question exist here in english with answers.

Mods / Re: conversion de circuit
« on: October 22, 2017, 09:17:02 PM »
for conversion you need the track in 3dsmax 2010 ir blender or maya. They have exporter for gpbikes,. edf for the first and. fbx for next.
Pour les conversions c'est tout un schmillblick, il te faut ta piste dans 3ds max 2010 ou dans blender ou dans maya, des programmes qui comportent des exporters pour gpbikes,. Edf pour le premier et. fbx pour les autres.
When track is well textured you must cut/separate each part.
Une fois que tu as ta piste comme il faut avec les textures appliquées comme il faut tu découpes les différentes parties.
Rename all what is track in TRKASPH_001,002, etc., all what is grass in TRKGRAS_001,002, ETC.
Pour faire simple, au début tu nommes tout ce qui est piste TRKASPH_001, 002 etc., l'herbe TRKGRAS_001,002, ETC.
All parts bike can collide must have WLLCONC_001,002,etc.
And there is many other.
Tout ce avec quoi la moto peut agir, faire des collisions donc,  WLLCONC_001,002,  ETC.
Et il y en a d'autres.
When done export in. edf and. map (collide and visual)
Une fois fait tu exportes en. edf et en. map (collision et visuel)
Now you need piboso's tools, tracked and mapviewer wich can be downloaded on the official page where you downloaded the game.
Ensuite il te faut les outils de piboso pour finir le taf, tracked et mapview que tu peux trouver sur la page de téléchargement officiel du jeux.
Here in the mods/track section there is "How To" threads and there is also complete tutorial for conversion. If you dont find, ask.
Il y a des "HOW TO" dans la section mods/tracks ici même sur le forum, et il y a des tutos complet pour la convertion.
Si tu ne trouves pas demande.
Im with smartphone and It's difficult to put all links here. Good night.
Je suis sur le telephone et c'est galère pour mettre les liens.
Bonne soirée

Plugins / Re: MaxSCL - A tool to edit .scl files (engine sounds)
« on: October 18, 2017, 01:56:51 PM »
Thank you for answer to me.

I think I'm a bit stupid but i need more assistance.
- I open MaxSCL, I load engine.EX.scl, all is OK
- I close MaxSCL
- I put my idle sound in place of OFF_Idle_EX.wav, I load engine_EX.scl, my sound is good even the volume is to much lower but that's my fault.
Now i try what you tell me before:
- change min/maxpitch (in your case, chnaging maxpitch should do it) for layer 1 sample 0 wich corresponds to Off_Idle_EX.wav
- I put 2000 to MaxPitch and save
- close MaxSCL
- Launch MaxSCL
- press Play
Nothing changed, the idle rpm is exactly the same as before, about 2900 RPM

Plugins / Re: MaxSCL - A tool to edit .scl files (engine sounds)
« on: October 18, 2017, 10:00:46 AM »

Thank you for the tool.

I've got a little problem:
I use the provided sample to see how it works and now I want to use a sample of mine replacing ON_idle and/o OFF_idle.
When i launch PLAY all is ok but the idle rpm seems very high compare to  my original wave sound, so i change refPitch, originally 3719, to 3000 or 4000 or anything else and there is no more sound at idle. I try to put 3719 (original setting) an nothing change. I use Enter and Ctrl+U each time I change something there.
I also tried to change the volume, so for idle => Layer0 Sample0 or Layer1 Sample0, three values, but nothing changed even when setting is 50.000000.

What do I wrong ? Is the idle base rpm elsewhere than the cfg file we need in mascl ?

You can find my idle wav in attachements

Edit I can't post the wav here because to heavy so a link:!s7whCJRS!Znnr7oCXnJVl1OqyHoTDfWgurLL-ub0BSfXYxHFn4L0

Setups / Re: Suspension set up <- modification of original code
« on: October 16, 2017, 07:43:31 PM »
i try your config at 0, 7 and 14, in straight or in curve with no full lean i feel better than stock bike but at full lean the front wheel vibrates until the fall.
It vibrates even in stock mod but not until falling.

Thank you for your test

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