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Messages - TheFatController

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1
Bikes / Re: Fbx2edf not creating file
« on: July 02, 2018, 09:07:51 PM »
Thanks h106frp,

I think we both came to the same conclusion at the same time. I checked the exported FBX in Notepad++ and searched for the word 'chassis'. I could only find 'chassis.pivot' etc..

I checked my RM250 model and right there is 'chassis' and other references. Exploring this in Blender I tried exporting the model with both 'empties' and 'mesh' selected, and what do you know! It works.

I've never had to do that before. My guess is that somethings gone wrong with the blend and it wasn't including them anymore.

Thanks for all your help everybody, much appreciated. 8)

2
Bikes / Re: Fbx2edf not creating file
« on: July 02, 2018, 08:32:54 PM »
I've just tried without a save path and still no joy. Also tried with both versions of FBX2EDF.

It skips straight to ending log, looks like it's completed everything but in seconds and no file is created :(

Thanks for looking h106frp

3
Bikes / Re: Fbx2edf not creating file
« on: July 02, 2018, 08:19:00 PM »
Sure:



This is just my latest attempt, newly downloaded FBX2EDF, new folder..

4
Bikes / Re: Fbx2edf not creating file
« on: July 02, 2018, 08:10:48 PM »
Thanks for the hints.. Unfortunately I'm having zero luck.

Any other suggestions? Anyone? This is driving me insane lol.. I've tried exporting the bike parts separately but it messes up the geom which was SO perfect as it was.. :(

5
Bikes / Re: Fbx2edf not creating file
« on: July 02, 2018, 06:06:21 PM »
A bike.. a new model I've made.

Its in game, in fact I've exported the model about 50 times with updates and all of a sudden it doesn't like the export script.

The script creates all model parts within a model.edf, as opposed to exporting them all separately which is what I'm looking into doing now.

Its a shame because the export script makes it so easy.

6
Bikes / Re: Fbx2edf not creating file
« on: July 02, 2018, 04:32:59 PM »
Ok quick update.. it works if I don't include the export script..

But I've tried different directories and even using the stock export script and stock template folder structure..  🤔

7
Bikes / Re: Fbx2edf not creating file
« on: July 02, 2018, 03:34:30 PM »
Thanks guys, I've litterally exported this bike as it is 50 or so times before..

:(

8
Bikes / Fbx2edf not creating file
« on: July 02, 2018, 08:09:10 AM »
Hey all..

Just wondered if anyone's had this before.

Fbx2edf (latest version and previous) suddenly doesn't want to output anything..

It all looks like it runs well, and gets to ending log, but the file isn't updated, and if no file exists to overwrite one isn't created.

Any ideas what could have suddenly gone wrong  or is anyone else finding this? Any ideas for a fix?

Thanks :)

9
Plugins / Re: MaxSCL - A tool to edit .scl files (engine sounds)
« on: May 07, 2018, 09:23:39 AM »
Hi MaX, I've just come to use this for MXB for the first time and am encountering a problem. It can't seem to load the audio files, even the sample (which I extracted to a folder on my desktop).
1st post of this thread: samples coming from MXB default bikes (same for GPB) are encrypted hence the .wav won't load.
They are provided anyway to show how a proper .scl should look like.

The .scl of a mod bike should load just fine.

Damn, I knew that too.. It's just been a long time since I tried to mess with sounds.

Thanks MaX :)

10
Plugins / Re: MaxSCL - A tool to edit .scl files (engine sounds)
« on: May 07, 2018, 05:49:39 AM »
Hi MaX, I've just come to use this for MXB for the first time and am encountering a problem. It can't seem to load the audio files, even the sample (which I extracted to a folder on my desktop).

I wonder if somethings changed since you last made this tool compatible?

I get:

Code: [Select]
W  52: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onidle.wav"
W  53: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onverylow.wav"
W  54: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onlow.wav"
W  55: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onmid.wav"
W  56: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_onhigh.wav"
W  57: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_idle.wav"
W  58: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offidle.wav"
W  59: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offverylow_2.wav"
W  60: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offlow_3.wav"
W  61: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offmid_4.wav"
W  62: Unable to load sample:  "C:/Users/Ike/Desktop/Track Tools/bikes/tools/MaxSCL-v1.2/Samples/MXB_beta4/bikes/250x/2st250cc_offhigh_2.wav"
W  63: BIKE infos:
W  64:   Total mass [Kg]: 96.800000 [166.800000 with rider]
W  65:   Engine map:  "race"
W  66:     Max torque: 42 Nm  @  7646 RPM
W  67:     Max power : 48 Hp  @  8177 RPM

11
General Discussion / Re: New MX GP Pro game by Milestone
« on: April 14, 2018, 03:06:24 PM »
Supercross, although arcade as balls is at least a fun game. It looks good and the ground physics are great, it's just a shame the air physics are trash.

If they improved the air physics by giving you free whips, the size of which determined by the angle of the bike upon take off, and LESS air control, they will have nailed arcade for all its worth.

I've said it before.. But any more air control and MXGP Pro will have to be categorised as a flight sim..

But at least it will be better than Tom Clancys HAWX  ;D

12
Support / Re: Shader map tiling
« on: April 04, 2018, 11:40:42 AM »
Any luck? I'm pretty hopeful it should work..

13
Support / Re: Shader map tiling
« on: April 03, 2018, 05:26:58 PM »
Can't you use the 'repeat' argument in the SHD file before compiling? I've not tried but it makes sense that you could do this..

14
General Discussion / Re: Questions about daily development
« on: November 11, 2017, 10:39:00 PM »
Definitely good news!

I understand other sims need releases and MXB is at the back of the queue, but would it be possible to push a hotfix for the multiplayer, like a beta 7.1 or 7a? It would go a long way to securing some of the new community we've inherited recently.

15
General Discussion / Re: Questions about daily development
« on: November 10, 2017, 11:49:23 PM »
So were you successful with optimization of the online memory usage for your sims Piboso???

If so, fantastic news and is there a chance to get GPB a patch with it asap so we can get back to racing online?

Thanks for any info

DD

+1 to that if you've made any progress, would be good to get a hotfix for MXB too.

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