• Welcome to PiBoSo Official Forum. Please login or sign up.
 
May 13, 2024, 03:19:11 PM

News:

GP Bikes beta21c available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AUSSIEDIRT

61
Mods / Re: Dirt oval content
November 24, 2015, 01:36:57 AM
Ahhh fair enough man. I'm finding the sprint awesome aside from the heinous undetsteer.

Thanks Yea going good but slowly but I keep rebuilding objects so it's taking a bit longer. Yea have the track running but haven't got deform running yet so that's the next thing I'm doing Western Springs new Zealand
62
Mods / Re: Dirt oval content
November 23, 2015, 03:20:02 PM
Looking good man but why arnt u using the sprint? , yea gonna suffer slow down but at the same time this is the first game that has given us these features so good with the bad for now . heres my current project
63
Tracks / Re: fbx2edf.exe crash
November 23, 2015, 06:24:40 AM
I highly recommend just moving onto objects, thinking as a community may haveo build some track prep vehicles to add the last details plus that would be badass , I haven't been over 5 textures yet and its working great now I'm just having massive issues with my centerline going into the sky leaving my track unraceable for now looking forward so much to having a skid
64
Tracks / Re: Aussiedirt speedway experiment
November 22, 2015, 04:08:23 PM
positive movements
65
Tracks / Re: fbx2edf.exe crash
November 22, 2015, 02:45:20 AM
Walls in place
66
Tracks / Re: fbx2edf.exe crash
November 22, 2015, 01:41:18 AM
So I can get a complex object like my fence in but when I try to convert my cement wall still I have the crashing error I'm wondering if its because of the amount of textures in my multi/sub as thereare 11 textures in the muli/sub


Update: it appears that there is a limit to how many textures u can have in a multi/sub ,
67
Tracks / Re: fbx2edf.exe crash
November 21, 2015, 12:11:45 PM
appear to be a object error as ive just finished building the new wire-fence and ive got that Ingame now ,
68
Tracks / Re: fbx2edf.exe crash
November 20, 2015, 12:35:01 PM
Hey Bison ,

I tried exporting idividually RFACTOR style first then I attempted to attach my wall to my infield (Working Piece) to see if that would allow me to convert the object however it failed I believe a error with the object could have been at fault however I made a plane box and it wouldn't convert it so I am unsure . gonna be online 90% of the weekend if you want to talk on fb and compare notes gonna have to export my track back to previous version of max as I'm currently using max 16 and it doesn't like the plugin
69
Tracks / Re: fbx2edf.exe crash
November 20, 2015, 09:33:53 AM
oh and where do I find the plugin for max??
70
Tracks / Re: fbx2edf.exe crash
November 20, 2015, 09:33:14 AM
I can get one object to convert however subsequent objects have been failing for no apparent reason even after re exporting the known working object
71
Tracks / Re: fbx2edf.exe crash
November 20, 2015, 09:32:05 AM
Hey Hawk Nah this is jst for trackside objects I have my track base in place I'm just adding the objects around it mxbikes style
72
Tracks / fbx2edf.exe crash
November 20, 2015, 05:10:46 AM
Hey guys ,

having a small issue with the fbx2edf converter I save my file from max to the fbx format then when I go to run the converter is crashes . is this a common error and what can I do to convert my objects over to the edf format


aussi
73
Tracks / Re: loading of the black hell.
November 17, 2015, 03:21:01 PM
so I laydown the centerline and its fine but when I merge the centerline it instantly starts to zigzag
74
Tracks / Re: loading of the black hell.
November 17, 2015, 11:41:50 AM
No worries. Probably alot of errors with how I've done the track but Yea
75
Tracks / Re: loading of the black hell.
November 17, 2015, 10:45:05 AM
have tried playing with re doing the centerline but it jst seams to replace the file with the giant up and dow