Hi everybody. Today i am working on the KTM and i am so close to make something decent. i have a problem. When i go straight the bike works "good" but when i try to turn lot of sparks come from the front part of the bike and next i crash. Some help?
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Quote from: matty0l215 on April 13, 2018, 10:27:10 PMThats the problem. I put the pivot points in 3ds max, export the EDF files and anything happend. The bike looks like un the first photos
Just concentrate on getting the piviots correct first and showing in game.
Use an exsisting .geom file close to you deisred bike (one of the m3 bikes or the msm 125) as a close refence.
Quote from: matty0l215 on April 13, 2018, 07:16:57 PMI make this. I put all the pivots points in place compared with the template but the bike is having tha same problem. I think i need to modify the .GEOM file but i don´t know what values i need to put.
http://forum.mx-bikes.com/index.php?topic=974.0
Template files can be foud here
You will need Blender to open them (Don't ask why they can't be as a .max file also)
Look and compare the piviot points to your model in 3ds max
Quote from: poumpouny on April 13, 2018, 07:23:12 AMCan i do that with 3ds max? How?
Take the bike default template and align you axis pivot with !
Quote from: h106frp on March 26, 2018, 07:34:32 PMOk i will see. Thank you so much again. Now i am going to talk with the creator of the track to make a public release.
Extracted your fbx 2010 but then had to re-pack as fbx 2013 to load into blender.
Loaded OK into Blender with textures correctly referenced in materials, fixed model and built track using 3dsmax and 64bit exporter.
Re-packed the .fbx with textures in the 2010 format the same as originally supplied for sending back to you - used Autodesk fbx converter for pack/unpack
You had some faulty model declarations which might not of helped but your model export must have been basically correct with material assignments so I am not sure where you are having problems exporting to .map/.trp
The supplied fbx is 'good' so you can experiment with the exporter and try to mimic the result.
Quote from: h106frp on March 26, 2018, 07:19:28 PMDo yo change something in the textures? Because if no i am making a disaster, thank you so much for the help!
Working track folder
https://drive.google.com/file/d/1h1ORXm9qom7W98QQruTaXdrHY8va3O5_/view?usp=sharing
New .fbx is in the folder as well.
New CL
New background to seal horizon gap
Added stall.edf
New racedata
Fixed surface definitions, split model down to fix objects etc
New fbx should be a good base for any further improvements you want to add.
Good luck
Quote from: h106frp on March 25, 2018, 11:51:45 PMhttp://www.mediafire.com/file/39ihc1vx19cy3ym/fbx.rar
There appears to be a fundamental problem with the way you have textured the model and everything just has a default dark grey diffuse and no texture.
The model should have texture based material applied to all surfaces. If you can export and post a .fbx I might be able to look in Blender otherwise someone familiar with 3DS will need to look
Quote from: h106frp on March 25, 2018, 11:51:45 PMI think the problem is i imported the 3d into 3ds as .gmt and i exported it as .edf. I am going to save everything in fbx and then convert it to edf to test something different
There appears to be a fundamental problem with the way you have textured the model and everything just has a default dark grey diffuse and no texture.
The model should have texture based material applied to all surfaces. If you can export and post a .fbx I might be able to look in Blender otherwise someone familiar with 3DS will need to look
Quote from: h106frp on March 25, 2018, 10:34:52 PMHere you have. Thanks for all the effort
Post the track and I will have a look and see if I can work it out