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Messages - Mace-x

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1
General Discussion / Re: Hawk's rant
« on: September 14, 2018, 03:24:53 PM »
First, thanks piboso for the reply and feedback, I know that on the list, physics and netcode are first but man, I've never ever modded a game that supported modding and was as time consuming as your sims, they take a shitload of time of trial and error!

And regarding a small game with better support, MX Simulator.

1-Track editor are accessible from the riding area, you are riding a track and want to modify it? Boom, make a jump and try it instantly, it has proper terrain modelling, Decal texturing and oblect placement tools, it takes literally 30 minutes to come with a simple yet cool track.

2-Texturing is just png files, no alpha channel mess and no packing into .pnt, just create a folder and drop the textures there, tbh pnt workflow is nice and I like it but man, documentation, took me 3 hours to try to figure out how to change the stock wheels reflection and normal maps and I failed miserably!!!

Bike model importing seems to be checked, but please do at least a textures workflow tutorial, a track tools tutorial and a track object import tutorial, something not messy, straightforward and understand able please!

I really want to mod but is so annoying and frustrating!

2
Bikes / Re: Rim/tyre modding
« on: September 06, 2018, 07:33:24 PM »
Had a read through, looked at MXB model files and comparing to GPB I am guessing;

The whole wheel, tyre and chain are in the 'tyre' model
The chain should be made like a GPB chain with it own pivot rotated to the correct orientation for spinning animation and a scrolling texture

The issue with the 'see through' wheel is possibly the 'apply rotations' issue - it is inside out when exported from the 3D app

Dirt layers constructed the same as GPB but we would need a template for the correct layer names in MXB

Matty is looking at the files now, if you want to check them i will gladly send them to you aswell, sadly i dont even understand the basics of game models/textures/hierarchy structure so i failed hard trying to import them  :'(

and theres no documentation so i dont know where to start

3
Bikes / Re: Rim/tyre modding
« on: September 06, 2018, 05:43:08 PM »
Can you send me over the files and i will see what i can do??

of course

4
Bikes / Re: Rim/tyre modding
« on: September 06, 2018, 04:44:38 PM »
Heres the MXB thread, the guys came really close to import them but couldnt do it properly.

http://forum.mx-bikes.com/index.php?topic=1485.0

5
Bikes / Re: Rim/tyre modding
« on: September 06, 2018, 04:36:53 PM »


Basically i got these and id love to use them instead of the default ones, mostly because uv optimization and customization.

i can give all the files, models and textures, i even created some psd files to enable easy customization, just need to get them ingame.

6
Bikes / Rim/tyre modding
« on: September 06, 2018, 03:38:03 PM »
Hi guys, i was wondering, is there a way to mod the rims/tyres of the game to replace the stock one?
the chain can still be the same, no problem, i can adapt the 3d model to the current chain.

i want to do it for mx-bikes, but nobody has done it there, so i tought since the structure is the same id ask here.

thanks a lot guys!

7
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: July 19, 2018, 12:01:12 AM »
Hahahaha, yeah Hawk, to be honest ive looked a lot on how to properly make a somewhat decent car in unreal engine 4, even on the store you cant get decent driving mechanics for it.

While in unity even a chipmunk can do it, is way easyer and the wheel collider works properly, while everything unreal have to offer is some wonky premade physics, that was my point, for a amateur is nearly impossible to get something decent physics wise un ue4

8
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: July 18, 2018, 05:59:51 PM »
To be honest, ive seen way better physics on Unity than in unreal, some chassis flex, wheels deformation, soft body, and ahuge amount of decent looking driving games, while ue4 relies on physx for its physics and it fucking sucks, tell me one good car physics game in ue4 (dont throw Assetto Corsa Competizione, those are their own physics engine written into ue4), just try to looks for a decent looking car tutorial on ue4 in youtube, none, all suck, while unity has a lot of great car physics tutorials so id rely in unity for physics... sadly...

9
Off Topic / Re: William Dunlop Killed
« on: July 17, 2018, 01:16:30 AM »
such a shitty luck, i mean, in the TT the bikes always bottom out right, just look at the videos..  :'(

10
Off Topic / Re: William Dunlop Killed
« on: July 13, 2018, 04:22:03 PM »
Cant believe it, his engline blew up and caused this  :'(

https://www.youtube.com/watch?v=5tsrbvWAFCo

Imagine being in charge or the bike, being a mechanic for a racer on the TT, must be the most stressfull job ever, one little mistake and this can happen  :(

No need to put the video ..

Typical Youtube culture.... No sensitivities for family or friends of the deceased.

PS: Not referring to you Mace-x.... The original publisher is the one at fault here in my opinion.

sorry guys, posted it because im really curious on what happened, i mean, he was a top racer in good shape and crashed on a straight section, to be honest someone is to be at fault here, was a engine blowing up problem? a tyre exploded? or what, i just posted it for that, sorry if i offended anyone.

11
Off Topic / Re: William Dunlop Killed
« on: July 12, 2018, 01:21:15 AM »
Cant believe it, his engline blew up and caused this  :'(

https://www.youtube.com/watch?v=5tsrbvWAFCo

Imagine being in charge or the bike, being a mechanic for a racer on the TT, must be the most stressfull job ever, one little mistake and this can happen  :(

12
General Discussion / Re: Crowdfunding...
« on: July 12, 2018, 01:09:14 AM »
1-Better/faster tools for modding.
2-Ingame content download (From server).
3-Proper Netcode.
4-Better modding documentation
5-Content

13
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: July 06, 2018, 07:29:09 AM »
to be honest the game trailer looks ok physics wise, but graphics looks like shit, doesnt even have a proper anti aliasing.

do a excercise;

1-Open Unreal engine 4
2-import a track model
3-Assign a flat texture, without a proper material
3-Add Bloom to the max and Depth of field to the max

There you go, weve emulated that game and yes, it looks mushy and like shit, because doing post fx is hard and requires a lot of tweaking, knowledge and time  ;)

14
Off Topic / Re: FIM MotoGP/Moto2/Moto3 2018
« on: June 02, 2018, 01:52:33 AM »
Had he not been unconscious he surely would have broken a number of bones.

How/Why?? Genuine question.

Because when youre concious you try to tuck or harden your muscles, as he was  unconscious he couldnt react, tuck or harden any muscles, hence he ragdolls brutally and dissipates impact energy in a better way.

15
General Discussion / Re: Hi, been a long time....
« on: May 12, 2018, 03:51:35 PM »
Wow man, rough years and here i am complaining because i gotta wake up at 8 am to work hahaha.
Take care, get well and rise, glad to see you here mate!

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