With some help from RiccoChicco which is greatly appreciated i am having a try at bike modelling - mainly for a high quality first person cockpit model but you need a bike model of some sorts to go with it ;)
Built from the ground up and still a lot to do - Ducati track day bike - gives me a lot of license with (inaccurate) appearance :D;
(https://lh5.googleusercontent.com/-kV8QItbQhCE/VomnnnqtviI/AAAAAAAAAhI/cTmVsD9OVmw/w1326-h746-no/ducTRACKBIKE.jpg)
If anyone notices don't panic about the triangle count, all my higher poly bits for the 1P view are to the left out of view ;)
If i get finished i will release the 3D file for others to use as a base geometry model.
Anybody know - Can you paint the boring bits using 'materials' in the designer or does everything have to be UV mapped?
Wow! First bike model - I'm very impressed mate! Looks great, well done! ;D 8)
Personally I'd UV map everything so that if people wanted to paint all parts they can do. :)
Great job H. 8)
Hawk.
Really ace H 8)
I admire you for getting stuck in. It looks complicated as hell to use that software so scares me off ever trying it, even if I would really like to be able to.
Look forward to seeing your progress.
Really nice work! 8)
I'm curious to see the final result for the 1p view! Great job!
Put some new screenshots when u have new stuff! ;D
Great job
Great work mate! :D
Quote from: Hawk on January 04, 2016, 12:26:41 AM
Personally I'd UV map everything so that if people wanted to paint all parts they can do. :)
This would be brilliant :)
Refining the profile of the 3P model and double skinned to ensure no 'see-throughs' :) Currently at about 43k triangles so a bit of budget still left for some finer detailing.
(https://lh3.googleusercontent.com/-dg5WnycL3ls/Vo7ocgvaK6I/AAAAAAAAAiI/4S_uwl3W14w/w1343-h707-no/DUC996t2.png)
(https://lh5.googleusercontent.com/-iaf9kLdhaBQ/Vo7obx-8NVI/AAAAAAAAAiA/CX1YrDaUMDo/w1343-h707-no/DUC996t3.png)
(https://lh3.googleusercontent.com/-g0n20CibLdg/Vo7ob_mkDuI/AAAAAAAAAiE/1CcidAUeGA0/w1343-h707-no/DUC996t4.png)
All done with the free 'Blender' designer - its really very good
Hopefully get some progress on the 1P model soon :)
Also need to work out how to add this to GPB :D
(https://lh5.googleusercontent.com/-91r4auwOW8Y/Vo7um0odWkI/AAAAAAAAAi4/JCN_zXK0S08/w1343-h707-no/DUCstand.blend.png)
It look s very good to me. Only part that hurts: front fork tubes and sliders.
For the stand, you can look at the ones we already have (or ask Ricco, he knows for sure).
Quote from: HornetMaX on January 08, 2016, 07:27:15 AM
It look s very good to me. Only part that hurts: front fork tubes and sliders.
For the stand, you can look at the ones we already have (or ask Ricco, he knows for sure).
Shaders are 'off' for the fork tubes that's why they look faceted. The use of shaders is the only way to build with low vertex count, otherwise you would need hundreds of thousand of polys just for a fairing.
Quote from: h106frp on January 08, 2016, 09:04:01 AM
Shaders are 'off' for the fork tubes that's why they look faceted. The use of shaders is the only way to build with low vertex count, otherwise you would need hundreds of thousand of polys just for a fairing.
But you just forgot or is it intentional ?
Just forgot as it was mostly to demonstrate the bodywork curves.
I am just starting to understand how the shaders work and how important they are when related to edge length and poly count reduction - long edges provide a lot of smoothing so 2 long edged faces blend nice and flat so useful for covering the large flat areas of a fairing but along fairing edges or around openings you need a line of short edged polys to re-sharpen the definition to avoid too much smoothing. A lot to learn!
Main fairing panel with long polys running up to to edges creating problems for the shader algorithm;
(https://lh4.googleusercontent.com/-zCcxaId_ne8/Vo-jT19tW4I/AAAAAAAAAjs/_-AeTy5AWoo/w1278-h941-no/DUC996longedgeshade.png)
Same base geometry, edged with short polys :)
(https://lh6.googleusercontent.com/-ftnnmkNSF0g/Vo-jUNGZyGI/AAAAAAAAAjw/OosuH03Xo3E/w1278-h941-no/DUC996shortedgeshade.png)
Probably means a lot of re-meshing though :(
Quote from: h106frp on January 08, 2016, 11:44:40 AM
Just forgot as it was mostly to demonstrate the bodywork curves.
I am just starting to understand how the shaders work and how important they are when related to edge length and poly count reduction - long edges provide a lot of smoothing so 2 long edged faces blend nice and flat so useful for covering the large flat areas of a fairing but along fairing edges or around openings you need a line of short edged polys to re-sharpen the definition to avoid too much smoothing. A lot to learn!
Best to show a pic of the wireframe shaded version so we can fully understand what your doing there. ;)
Your doing well H! Looks great mate! ;D 8)
Hawk.
Looking good :D Keep it up :)
Progressing, but i could really do with an explanation of how the shaders are executed as they are starting to give me a real headache and it has such a massive impact on appearance and meshing detail requirements.
In the modelling environment i have found i can adjust the shading (face angle) to give better detail on complex small parts or i can border a part to allow a lot of smoothing (large face angle) but control the gradient of the smoothing with the meshing and this gives the best result for large panels or complex curves.
So.... how does this work when i convert to a game model ?, can the model have unique values for shading different components or is it a single global value and i have to adjust the geometry to compensate? should i have lots of sub-meshes so i can have unique shader values for each mesh?...... confused :(
Model appearance is steadily improving though. :)
(https://lh5.googleusercontent.com/-n2EyBH8yurg/VpNql-55i7I/AAAAAAAAAkc/MWLuYZ-DqTg/w1261-h847-no/DUC.jpg)
The rule is : one texture, one shader. If you want to have two different shaders for two objects, you have to have one texture for each one. Note that the preview in your viewport can be a lot different to the result ingame.
About .shd parameters, take a look here, Juju made a great tutorial explaining it :
http://forum.motonline-france.com/viewtopic.php?f=67&t=1566 (http://forum.motonline-france.com/viewtopic.php?f=67&t=1566)
Also, to make a model looks better, creating an occlusion map to add on the texture using "Multiply" option is a great way. Again, Juju made something very clear to make it :
http://forum.motonline-france.com/viewtopic.php?f=67&t=1577 (http://forum.motonline-france.com/viewtopic.php?f=67&t=1577)
My links are in french, so if you don't understand something, I'll translate it.
Hope it helps, but if you have any other question, feel free to ask :)
The Juju tutorial are a must ;D
At the moment i am more concerned with the basic geometry smoothing 'shaders' i.e. Phong, Gourard etc rather than texture map type shaders.
Sorry if my terminology is a bit obscure and causing confusion. :-[
Still tweaking the model :-\ Sort of ending up as early 916
Front looking about right :)
(https://lh4.googleusercontent.com/-W_h3UtiHSCA/Vpu380DpHMI/AAAAAAAAAlU/GEWKUYRWYhM/w1598-h841-no/DUC996A4_F.png)
LH side
(https://lh4.googleusercontent.com/-_9L_O9E988o/Vpu38zuWNaI/AAAAAAAAAlY/39dnWSnd6is/w1598-h841-no/DUC996A4_L.png)
RH side now with correct wheels :) but a few details still left to add to the fairing
(https://lh4.googleusercontent.com/-ITqkTz4MP2g/Vpu39bnvVMI/AAAAAAAAAlc/4J1lmEJm0n4/w1598-h841-no/DUC996A4_R.png)
Keeping me busy until B8 arrives anyway ;)
Looking good H :)
Decided the fairing upper was all wrong, re-styled :)
(https://lh4.googleusercontent.com/-pDVxcCvu7bY/VqVnQPzhDvI/AAAAAAAAAmQ/cGMfnwIJo7M/w1598-h841-no/DUC996A5.png)
I'm stunned! I recently tried -- once again -- to make bike models but i'm always failing or getting disoriented at some point... How long did it take for making this model ? What techniques did you use ?!
About the shaders, it's too bad it needs one texture for one effect. We are far of even the Q3A shader language..
Thanks,
I used the reference image feature of blender. Set up a 3 view of the object, trace points onto 1 view and then re-position them on another view to get a 3D object. I followed a good blender car demo on you tube that explained how to set up, size and position the views correctly https://www.youtube.com/watch?v=L9kA5LDJMLM (https://www.youtube.com/watch?v=L9kA5LDJMLM). Reference image are well implemented in blender with scaling, rotation and opacity controls. Also love the blender 'path' tools that make pipes and tubes a doddle to do :)
Had a lot of different images set up for different components but for the bike the best 3 view images i found were 'studio 27' (google images) - they make transfers and bits for model making and the instructions include decent 3 views.
I also decided to work in scaled units (mm) and scale to GPB world dimensions later which has made life easier as i had a plastic model bike to hand and i can just draw correctly sized circles to use as 3D reference dimensions ;).
Like this.. model and reference image overlaid.
(https://lh3.googleusercontent.com/-iiy5Ckp4hhU/Vq6el-59wkI/AAAAAAAAAnA/TqYgSinoRb0/w1344-h706-no/DUC996A7ref.png)
I only draw half the bike and then mirror the other half but finally i have started adding some non-symmetrical details as well - blisters, vents etc...
(https://lh3.googleusercontent.com/-RSsIIbIjO2w/Vq6enIyydMI/AAAAAAAAAnI/4LnE-GVuoOE/w1344-h706-no/DUC996A7r.png)
Opened up all the fairing vents and made the bike properly 3D :) Need to start on UV mapping next - :-\
and finally started to lay out the 1P view ;D.
(https://lh3.googleusercontent.com/-gjyVLdXhMIA/Vq6eot9OTNI/AAAAAAAAAnQ/Rajmt2-5a44/w1344-h706-no/DUC9161P.png)
I have spent a lot of time on it, i tinker with it while watching the telly ;) - but started laying the first frame bits out during Christmas holidays.
Real challenge has been to get it looking right without too much geometry - its a very curvy bike - currently at 46k triangles - probably aim for 50k with some finishing details. I would like to do the full road bike but adding decent front lights would probably take at least another 5k triangles.
I used exactly the same workflow!
I guess i owe my failure to the combination of my lacks of skills and bad references. Certain parts/hard shapes aren't easy to reproduce though. I'm referring to -- depending on bikes -- the head glass and behind the fairing.
Lookin good H! 8)
Help please :)
Can someone please post the 1P and 3P model hierarchy, just a screen shot is OK
Just need to know the correct parent/child object structures
I really need to try and view the models within GPB to move forward.
:( Oh well i tried a scratch build, stuck now due to the lack of documentation for the hard coded object names and structures.
Quote from: h106frp on February 11, 2016, 10:07:08 AM
:( Oh well i tried a scratch build, stuck now due to the lack of documentation for the hard coded object names and structures.
Yes. We really could do with the BikeMOD integration procedure/rules posting in Piboso's WIKI page same as he's done for tracks, that would be a massive help. :)
Hawk.
Just name the needle object as "rpmneedle" and attach it to the chassis as a child. No more is needed for the moment.
Probably there is a special hierarchy or naming or something for example to export everything in one file like PiBoSo does.
But you can still go on exporting the parts in separate files. This should work. You have to name these parts in the gfx.cfg.
Or is your question/concern pointing in another direction?
Quote from: Alone on February 11, 2016, 02:02:14 PM
Just name the needle object as "rpmneedle" and attach it to the chassis as a child. No more is needed for the moment.
Ok,
we have (or i do not understand how they work ;) )
1P
revcounter = rpmneedle
speedo = ?
temperature = ?
brake lever=?
clutch lever =?
throttle grip=?
3P
clutchpack=clutch
I think i can work out the rest from the config files.
Are all 'special' objects 'child' of chassis?
Is 'screen' a special case? I noticed it seems to have a special converter option
Thanks for the info, really appreciated
Only the rpm needle must be linked too the chassis.
All the steer scene components must to be in a group named "steer".
And the led screen's texture has too have a w_ prefix. To edit it, use the .gfx file putting the 2d texture coordinates from the texture file you use. No needs to be a child object.
Ok, moving forward;
I do not think Ricco fully explained his model scaling scheme to me - anyone for a pitbike ;D
(https://lh3.googleusercontent.com/-fl8iJd8uzPA/VrzrBuj4FYI/AAAAAAAAAos/FAd5b6C0L4M/w1104-h621-no/fail.jpg)
This is in bikeed with my 'chassis' slaved to the 990 files, raises 2 questions;
1, I do not see the chassis 'in game' but i see the 990's bits same as bikeed - is this because i have no textures assigned, i though i would see a 'grey' default material model or wireframe but its seems to be transparent.
2, What scaling does GPB use? I have built my model in mm so its easy to scale, i am guessing the reference model Ricco kindly supplied me with to view is 1/4 GPB world scale as i scaled mine to his chassis.
Sort of encouraged to see my chassis load into anything GPB at the moment ;D
Many thanks to all those who have helped so far.
Can anyone explain how the HRC file works - i guess its some sort of LOD implementation
Concerning you second last post:
You can call the needle of the speedometer "speedneedle" or anything else, because you can still change this in the gfx.cfg later.
Analogue temperature isn't supported yet, I think.
For the levers you might have a look at the gfx.cfg files of the MX Bikes bikes. I don't know whether this is working in GPB already (hardcoded or like in MXB), but you could try.
The parenting and grouping I think PiBoSo would have to explain. But the things I have tried (getting something into the game at all, making the gauges work, ...) all worked without any parenting/grouping for me. What I couldn't get to work for example was the chain, the LODs and having all the parts in one .edf. Maybe this has something to do with the parenting and grouping.
If by "screen" you mean the windshield option, this is to make the raindrops on the windshield work (i don't know whether there is another use as well).
I guess since there is no official (or comprehensive unofficial) documentation it's good to gather some information here, so keep asking. :)
Quote from: RiccoChicco on January 11, 2016, 09:34:34 AM
The rule is : one texture, one shader. If you want to have two different shaders for two objects, you have to have one texture for each one. Note that the preview in your viewport can be a lot different to the result ingame.
About .shd parameters, take a look here, Juju made a great tutorial explaining it :
http://forum.motonline-france.com/viewtopic.php?f=67&t=1566 (http://forum.motonline-france.com/viewtopic.php?f=67&t=1566)
Also, to make a model looks better, creating an occlusion map to add on the texture using "Multiply" option is a great way. Again, Juju made something very clear to make it :
http://forum.motonline-france.com/viewtopic.php?f=67&t=1577 (http://forum.motonline-france.com/viewtopic.php?f=67&t=1577)
My links are in french, so if you don't understand something, I'll translate it.
Hope it helps, but if you have any other question, feel free to ask :)
'
Sort of follow whats going on in 'bike-gsxr.shd' but where is this referenced in the GPB script files - gfx.cfg?
edit:
Finally worked out that scaling is in meters ;) Thankfully Blender lets me work in 'real' units and then switch back to non-dimensional which seems to be needed by fbx2edf - wish someone could have told me at the start though as it would have been much simpler ::)
Well, i have a rideable bike of sorts ::) in game.
Very rough and just proof of concept - bikeED is difficult with a non-rendered bike as everything appears flat white ??? so some GEOM issues ::)
Just a quick vid to show the spinning clutch 8), working rear brake lever 8) and working front brake lever 8)
https://www.youtube.com/v/gGIiGLooPI4&feature=youtu.be
Small steps forward.. ;)
It's coming on really great H! I just love that spinning clutch! ;D 8) 8)
Hawk.
Brilliant job H. lts a world first l have never seen it before in any sim.
DD
Nice work man!
Cheers,
/David "Gonzo" Boda #46
Ohhh I was so thrilled to see it in game and with moving bits! Awesome work H. 8)
Quote from: Napalm Nick on February 18, 2016, 08:09:14 AM
Ohhh I was so thrilled to see it in game and with moving bits! Awesome work H. 8)
It is a relief to finally have it appear in the GPB world. I was starting to think i would never understand how it all worked. Shadow models are the next thing to try and understand.
The main thing i wanted to check was detail/frame rate ratio and i am happy that it is no worse than the stock 990 (currently at approx 50k triangles) so it does seem that even with fairly modest PC hardware (i5 / gtx750ti) you can add quite a lot of detail to the models.
I might just keep adding detail and see where it start to hit the framerate compared to a stock model as i do not want to get too far along with the model until the bike model changes with B8 are clear. I also want to try an early version of the 1P model in game and see how that looks.
Quote from: h106frp on February 18, 2016, 08:32:43 AM
I might just keep adding detail and see where it start to hit the framerate compared to a stock model as i do not want to get too far along with the model until the bike model changes with B8 are clear. I also want to try an early version of the 1P model in game and see how that looks.
Yeh why not, it will be very useful information for all modders I would think.
I wonder how modders and makers find out what
physics coding changes Beta releases bring other than by doing file comparisons ? I never saw any helpful coding changelog?
A lot of trial and error at the moment - hopefully at the end i will be able to compile some documentation from my own experience.
First big tip ::) , be careful of Global/Local axis issues in the model design stage, you can get some very strange or useful things going on if your finished objects have the incorrect local geometry axis.
Nice work h106frp.
Concerning the integration in GPB, if you took the time to do what no other modder has done up to now (i.e. write down the necessary steps, pitfalls etc, maybe in a wiki of some sort) you'd get instant "hero member" status :)
Quote from: Napalm Nick on February 18, 2016, 08:52:04 AM
Quote from: h106frp on February 18, 2016, 08:32:43 AM
I might just keep adding detail and see where it start to hit the framerate compared to a stock model as i do not want to get too far along with the model until the bike model changes with B8 are clear. I also want to try an early version of the 1P model in game and see how that looks.
Yeh why not, it will be very useful information for all modders I would think.
I wonder how modders and makers find out what physics coding changes Beta releases bring other than by doing file comparisons ? I never saw any helpful coding changelog?
Tried loading up the model with some extra detail and started to notice the framerate reducing relative to the default mura model. So it looks like the 45-50k triangles is about right if you want similar to default framerates.
A quick test of the first person view animated parts and analog gauges.
Working clutch, brake and analog speed, rpm and water temp :)
The steer model is just the low resolution one from the 3P bike model and the bars have not been angled and raked.
Wish i could animate the steering damper :(
https://www.youtube.com/v/h3ElbXCECww
Also messing with EDTracker - love this bit of kit :)
Absolutely fantastic work h!!! LOVE the clocks, I got wet knickers now lol
DD
OMG!!! Amazing! :o Great job!
P.S. !!!!!!!!!!!!!!!
WoWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww!!!!!!
OMG H, the clocks, drooooool and the levers, that is brilliant well done! Keep going!
Very nice work indeed H!
Very interesting to see your progression here. The dials and lever actions look great! ;D
Indeed it would be great to be able to animate the steering damper.... If only Piboso would allow integration and exportation of animation from our 3D apps(via .fbx) for that sort of thing then it would be easy to implement for modders. But maybe everything is tied into the physics like the rider movements are? It would be great to have Piboso comment on this need to know if it's possible for GPB. :)
Great work in progress mate! This is A1+ work! ;D 8)
Hawk.
Thanks,
Its nice to explore whats possible in GPB and hopefully build up the knowledge for use in future models.
With a tiny more work from PB to animate the remaining parts (damper, throttle grip and movement of fluid in the hydraulic reservoirs would be really ace) and some environmental stuff (i.e. dirt on the windshield) GPB would certainly be able to claim the best 'on bike' experience.
I would like to get the feeling that the virtual rider was working a bit harder when we are on the ragged edge, the riders head very rarely moves away from the bike center line even if the view moves (pans) a bit to follow the apex
The more perceptive may have noticed this is all just a delaying tactic to avoid the arty farty bits of the project (skinning and painting) ::)
Quote from: h106frp on February 23, 2016, 10:41:45 AM
movement of fluid in the hydraulic reservoirs
Wow, what would we need this for ?! It will not be visible (unless you have a bike with a transparent reservoir) and the physical effect of sloshing in bikes is tiny.
Proper modelling (i.e. stuff that goes beyond the "pendulum models") is a freaky nightmare: a long ago I had a look at how it is done for satellites (where it matters, a lot) and trust me you don't want that in GPB. We already have enough issues :)
I thought it looked cool in the RIDE video that was posted recently with the fluid staying horizontal with the bike leaned and sloshing around on the bumps.
Lowest on the wish list though.
Quote from: h106frp on February 23, 2016, 10:56:47 AM
I thought it looked cool in the RIDE video that was posted recently with the fluid staying horizontal with the bike leaned and sloshing around on the bumps.
Posted here ? I missed it. Still don't see the point though.
I would guess the point is, and I might be wrong I am not H, for us onboard riders, any tiny detail that enriches the experience toward reality would be great! Obviously as long as it is not detrimental elsewhere.
It is official - Ride is a better simulator than this game (as far as hydraulic reservoirs goes). So what you gonna do about it!?
PS my real bike reservoirs are clear (though a bit dirty - that also needs simming).
:)
Oh fcuk, I missed the word "hydraulic", though he was referring to the fuel tank :-[
Now for these, yeah, it's eye-candy that should come at very little cost (no physics inside).
Quote from: HornetMaX on February 23, 2016, 11:14:47 AM
Quote from: h106frp on February 23, 2016, 10:56:47 AM
I thought it looked cool in the RIDE video that was posted recently with the fluid staying horizontal with the bike leaned and sloshing around on the bumps.
Posted here ? I missed it. Still don't see the point though.
Immersion Max. ;D
When polishing a project off, it's the very small details that matter most for that full immersion effect even though those details often get overlooked by the user on a conscious level, but take them away and they would notice big time. Strange effect but that's the way it works. :)
Hawk.
PS: Just seen your last post.... I guess your in agreement. ;D 8)
I agree, I agree. Not sure with GPB we're at the "polishing off" phase but yes, I agree :)
If i had to prioritize a list for the first person view;
1..Better (more) virtual rider movement, i am sure i have hung off a bike more on our local roundabouts than the VR manages in full race attack mode. Also wheelies and bumps he tends to lean back rather than forward.
2..Windshield animation - dirt, bugs etc
3..Animation of remaining parts - throttle, damper (reservoirs ;) ::) )
4..Finish the HDR lighting model and make it an option.
I know when I've asked Piboso for us to be able to fully customise and create our own rider models, he has said that the rider model is tied into the physics, so if it was just down to animation then that would be easy, but if that animation affects the physics, ie: weight distribution when rider moving around during that animation then that makes things a lot more complicated I guess. But only Piboso knows just how much the Virtual Rider is tied into the physics effects on the bike. Maybe a little complicated to fully explain to us, though I have suggested he creates a tool similar to BikeED were we can adjust the physics for the virtual rider, but got no response, so I guess he didn't like the idea? :)
Hawk.
For a first 'try' at modelling this is looking pretty damned spectacular. Great job! :)
Hello Grooveski,
Nice to see you back and thank you for the encouragement :)
Well, finally got to grips with reflection shader so a rather slow lap of Donnington with the test bike, check for the bit under the bridge 8)
Still playing with reflection levels and it looks cool with a lot of reflection but probably quite unrealistic, this is quite toned down - still experimenting with mirrors but not quite there yet. I have discovered do not prefix a texture 'mirror_' unless you want to totally kill the frame rate - effect in game is very cool though ;) :o
https://www.youtube.com/v/EO5L9N71rms
Starting to make some progress withother texturing but its not something i am good at (slow) :(
Nice !!
ABSOLUTELY BRILLIANT!!!!!
DD
When's the release? Can we get a demo to play on. HINT HINT
Lookin great H. Saw the bridge reflection, that screen looks good too. Well done!
The progress are great, I can not wait to see the finished work! 8)
Your doing a great job there H.... Very nice work indeed! ;D 8)
Hawk.
You're getting there.
You are god man! You are the first who made a analog speed gauge, that mod its briliant and can`t wait to ride that bike.
Maybe you release a demo and a lot of people will find bugs etc.
Bgierlach.
Great! Looking really nice :)
Thanks,
Still managing to avoid having to get on with the texturing by playing with more interesting bits so not sure about release dates.
Managed to get a nice subtle 'spider webbing/crazing/scratches' effect in the acrylic windshield that only shows as the specular highlights move across that part of the surface, adds a lot of depth to the component.
I would have liked to 'normal bump' the 'spider web' effect but there does seems to be some limits as to the number or combination of shaders that a model object can support, i.e. on the windshield (transparent surface) i can have reflection and specular but if i then try to add 'normal bump' the object does not render in game even though the model compiles slightly larger in size (bytes) suggesting it has compiled the more complex shader.
Still have a few other ideas i want to try before i can get the model finished ;)
Of some interest maybe: Relative to a lot of other current posts about bike handling/physics/geometry i am finding that my very rough model geometries of the test builds where i have not even bothered to put the swing arm/suspension in the right place or adjust the base model 990's collision volumes are really easy to ride fast with no rider ejections, no folding front end, more stable front end with little or no head shakes but still turns well - i really do not understand why this is happening but i am getting suspicious of BikeED/GEOM file. Just for info my models origin is centred horizontally at the swing arm pivot
which is a bit different to a lot of models i have viewed.
Quote from: h106frp on March 08, 2016, 08:01:16 AM
Of some interest maybe: Relative to a lot of other current posts about bike handling/physics/geometry i am finding that my very rough model geometries of the test builds where i have not even bothered to put the swing arm/suspension in the right place or adjust the base model 990's collision volumes are really easy to ride fast with no rider ejections, no folding front end, more stable front end with little or no head shakes but still turns well - i really do not understand why this is happening but i am getting suspicious of BikeED/GEOM file. Just for info my models origin is centred horizontally at the swing arm pivot
which is a bit different to a lot of models i have viewed.
Your doing an excellent job man! Could never do it as well, especially not on the first try! :) As for your physics discovery, maybe send a message to Piboso and ask about it. Hopefully you get an answer or maybe Piboso has another eureka-moment that will improve the original physics :)
Cheers,
/David "Gonzo" Boda #46
Trying a different shader model for the windshield, best viewed in 1080p (click on the cog) check on the turns into the sun for the effects ;)
https://www.youtube.com/v/xuEmNaz6Kqo
You should be able to see glare and 'spider webbing' in the screen. I think this is much nicer than the heavy reflection shader from previous. I think the mirrors are probably not very useful due to the changing rider view angle when you alter the field of view in the settings page. Needs real time adjustable mirrors ::)
Wondering if anyone will notice the 3D hydraulic reservoirs ::)
Looks superb to me H! Lovely job mate! ;D 8)
Hawk.
Quote from: h106frp on March 13, 2016, 11:28:24 PM
https://www.youtube.com/v/xuEmNaz6Kqo
(http://i.imgur.com/rl8D6JF.gif)
Really nice !!
Reservoirtastic mate!
very nice :P
Im blown away bro. Cant wait to ride this and 1st person brill.
DD
@h106frp
When completed your beautiful mod, I hope that you will do a nice guide!
I'm working on a bike, but for now I only have a low-poly model, I have no idea how add details with the shaders, (because as you said if I make a smooth the poly number become too much) and no idea of how is imported all in gpb! ;D
Not sure what software you are using but you need to set it to 'smooth' faces rather than flat. You should be able to choose a maximum angle, the less it is the more sharp edges will show through. Try to get a nice looking model with an angle of about 50 degrees in your software, you can then mimic this when you convert the model later on. The model should eventually be scaled in meters to work in game. i.e. 1 model unit = 1 meter in the real bike.
Geometry naming in the model does not matter apart from a few special items, eventually you will export an .fbx and convert this, that is when you can start to apply the shaders. You can add colors to an object in your modelling software and this will work in game as a start.
Right now using 3ds max, (my skills on this software are very limited) but I understand what you mean, I'll do some tests asap, thx!
And this thread is full of useful information! ;)
I also have some skills in 3Dmax ::) but absolutly have no time to finish something
http://cs404626.vk.me/u11219720/docs/5901b55a1081/Untitled-1.jpg?extra=ZMtAFaQ6swg_tMv4SL4GrtKzP9pFmLmbopSvVNeTUzvqbGiRZVknBsPShAqBn9bEsNBY665PI-LvtaEjYaXOqtE8KJehvWw43K6etsqeNjo0hqEBqJhd1CH7bFKOtXDC-3M1Vr_4Jt8
I mean that I know better Maya compared to 3ds max ... ::)
Lots of time spent with adventures in model shading - Well first off i decided to convert to road bike spec so quite a bit of re-modelling, next i have decided to try something different with the texturing. I like the dynamic lighting effects so i have used numerous low resolution palettes with different shaders to paint the bike and i am relying on shaders to get the materials to look correct in game. I am only using very small graphical textures for the finer details - quite pleased with the effect so far but it has involved converting a lot of my model objects into smaller parts for different materials and shaders :-\ This is all mainly due to my limited artistic abilities in trying to paint textures which was a total failure >:(
https://www.youtube.com/v/InmJmso1aB0
As its only a test the bars are not angled or raked back yet - makes it easier to see everything ;) Still lots of colour and shader tuning to do and i want to add some more details, mainly wiring around the clocks.
If i can ever work out how to use the new bikeED it might even get finished ::)
Wow looks amazing H!!
HOLY BRIGHT AND SHINEY SHIT BATMAN!!!!
DUDE!!!!............................I mean DUDE!!!!
WOW!!! that is the best lookin cockpit EVEEEEEEEEEEER!!!
I bow and take my hat off to you Sire. Brilliant workmanship. THAT is something to be proud of. You even have the wiring colors in the right order(I thinks).
Thanks for sharing this kind sir.
DD
Wow indeed H! ;D
Really superb work your doing there mate! ;D 8)
Nice one! ;D
Hawk.
https://www.youtube.com/watch?v=LBduNcf1eQc
Seriously nice. Only the triple clamps look sub-par (they look just grey and flat).
Quote from: h106frp on March 28, 2016, 09:16:52 PM
https://www.youtube.com/v/InmJmso1aB0
A-M-A-Z-I-N-G
Quote from: HornetMaX on March 28, 2016, 11:09:17 PM
Seriously nice. Only the triple clamps look sub-par (they look just grey and flat).
Noted, i will give it a tweak, maybe add a tiny bit of reflection for more like this
(http://www.woundedduc.net/images/P9290006.JPG)
I have to keep looking at those 'clocks' they are truly awesome 8)
Very impressive mate!
Looking forward to the finished bike :D
Quote from: HornetMaX on March 28, 2016, 11:09:17 PM
Seriously nice. Only the triple clamps look sub-par (they look just grey and flat).
New discovery=more work ;) :(
Ambient occlusion maps are fairly straightforward in Blender 8)
(https://lh5.googleusercontent.com/-lr0H-SxCBYM/Vvr5uH7R_xI/AAAAAAAAArc/ftiQbmkNcL8KAg4NwGJo9Ki71IaL9qD_w/w1077-h606-no/Blender_AO.png)
Wish i had worked this out earlier but first trial in game and it does look very cool, just need to work out how to get colour back now. I am guessing either multiply it with a coloured image in GIMP or paint an image and use it to generate the AO map in blender. Anybody know the best (easiest) method?
Have you tried using "CrazyBump"? It's a great piece of kit for easily producing all the type of maps you'll need.
http://www.crazybump.com/ (http://www.crazybump.com/)
Hawk.
Quote from: h106frp on March 29, 2016, 10:03:27 PM
Quote from: HornetMaX on March 28, 2016, 11:09:17 PM
Seriously nice. Only the triple clamps look sub-par (they look just grey and flat).
Wish i had worked this out earlier but first trial in game and it does look very cool, just need to work out how to get colour back now. I am guessing either multiply it with a coloured image in GIMP or paint an image and use it to generate the AO map in blender. Anybody know the best (easiest) method?
I think PS or similar and play with fusion methods, multiply maybe will give the result too dark ???
I have been using normalmaponline - its free :)
This is a bit different, the AO map is produced by ray-tracing the model surface in the 3D app and baking it to a new texture. The resulting colour gradient map is a key to areas that should have graduated ambient light (shadowing) due to obstruction from other model parts. Its a fixed shading texture (takes quite a bit of time to compute) but combined with the GPB shaders the effect in game is pretty good.
Problem is i am not quite sure how to easily add colour. In an ideal world i should be able to add it as a shader in fbx2edf but i have not seen it documented as a possibility. Other option is to add it as a paint shading effect to a standard texture but i am no digital artist - i guess their must be some way in gimp to multiply 2 textures together.
@matty - thanks, thought their must be a way, i do not have PS but i will see if i can locate an equivalent GIMP plugin
If you want send me me the 2 pic (texture and AO map) and do some testing, in Juju tutorial indeed was missing the last step, but I think you can easily get a good result. ;)
at work we using Substance painter, 3dMax, Knald and xNormal for baking maps. try xNormal just for interest.
@Blackheart, thanks, i will need a day or two to make a proper texture as this was just done very quickly trying to work out how to do the AO baking. I though i must be missing something from the Juju tutorial. Did he just apply it to the standard texture map as shading?
@Reactive, i have a reasonable baked AO map from blender render- i just do not know what to do with it next. I have seen some references on the web that it is often mixed with the specular shader to save texture memory but with reduced lighting accuracy. GPB cannot use shaders applied in the 3D app, only the ones processed by fbx2edf from the .shd files.
Quote from: h106frp on March 29, 2016, 11:43:31 PM
@Blackheart, thanks, i will need a day or two to make a proper texture as this was just done very quickly trying to work out how to do the AO baking. I though i must be missing something from the Juju tutorial. Did he just apply it to the standard texture map as shading?
I think this, maybe it is not the best method but it is certainly very quick ;D
If I could just bend your ear for some advice H. ;)
When I put the .shd text file into the source texture folder; if I then select the parts of the 3D scene I want to export to .fbx format, will the .shd file be exported too? Or do I have to export everything in the scene for that file to be included?
I'm just wondering how the fbx exporter will know to include a .shd text file in the export for the FBX2EDF converter to then have it in the fbx exported file to recognise? :-\
I ask because the .shd file doesn't seem to be making any difference to the rendered scene so I suspect it's not being applied and therefore isn't being included in the fbx export from Maya? :-\
Hawk
I have only used the standalone fbx2edf converter with .fbx export from Blender and the rules i have used are;
a) export the UV mapped model geometry only, do not pack the textures into the .fbx. The reference for the texture files then becomes the original directory & filename you used in the 3D app to map your texture to the geometry.
b)place the .shd file in the same directory as the original texture, the name must be exactly the same as the original texture but .shd (i have only used targa textures). This is how the fbx2edf converter detects the shader ;)
c)convert file but ensure that you let fbx2edf re-calculate normals to apply the modified normal vectors.
The thing that caught me out at first was the way the .fbx references the texture directory location and is also used by the converter. If you want to be sure for your 3D app, export an fbx in ascii format (i normally convert a binary) just so you can read through. Towards the end of the .fbx file are the locations of where it expects to find the texture files.
I usually start with just the specular shader set to shininess=1 as this has a very obvious effect on the texture in game
Man , that cockpit is just insane :o
Love it , great job :)
Quote from: h106frp on March 30, 2016, 12:31:05 PM
I have only used the standalone fbx2edf converter with .fbx export from Blender and the rules i have used are;
a) export the UV mapped model geometry only, do not pack the textures into the .fbx. The reference for the texture files then becomes the original directory & filename you used in the 3D app to map your texture to the geometry.
b)place the .shd file in the same directory as the original texture, the name must be exactly the same as the original texture but .shd (i have only used targa textures). This is how the fbx2edf converter detects the shader ;)
c)convert file but ensure that you let fbx2edf re-calculate normals to apply the modified normal vectors.
The thing that caught me out at first was the way the .fbx references the texture directory location and is also used by the converter. If you want to be sure for your 3D app, export an fbx in ascii format (i normally convert a binary) just so you can read through. Towards the end of the .fbx file are the locations of where it expects to find the texture files.
I usually start with just the specular shader set to shininess=1 as this has a very obvious effect on the texture in game
I'm having no problem with the FBX2EDF picking up my binary exported .fmb texture folder so that it applies the textures, so sounds like if I copy paste the text.shd file into the .fmb folder(which becomes the texture source file for the .fbx file scene after export) then it should work the same as you've stated above. I'll give that a try and if it doesn't work then I'll have to export the fbx in ascii as you stated above. What a pain, eh? Lol ::)
Piboso could make this SO much simpler by allowing the FBX converter to apply the shaders and maps that we can apply in our 3D apps. Always the same with indie devs... they want to cater for inadequate 3D apps rather than mainstream pro apps and procedures. Crazy, crazy, crazy! ::)
Nice explanation there H.... I'll give this a try. Thank you mate, appreciate your help. ;) 8)
Hawk.
Inspired by the comments to be a bit more adventurous with the textures. Based the new effort on using the computed ambient occlusion for the model to generate texture templates for painting.
This is the first attempt for the top yoke, master cylinders and fork tops only just to test the effect - i think its quite pleasing.
I will do the rest once i finalise the geometry and object positions as it has an effect on the computed lighting for each part of the model but it should make darker area like the bits behind the clocks look much more convincing in game. :)
(https://lh6.googleusercontent.com/-42cq0FLRWcE/Vv_BJhQg4XI/AAAAAAAAAsE/pgr4MjBN_qkyTZEMN4rkJr44tpCdW_QAA/w1118-h629-no/abitofAO.jpg)
Really would like to see the steering damper animate in game - it would look cool and it spoils things :( I noticed the stock bikes have the same problem so i guess their is no way to fix it at the moment.
Quote from: h106frp on April 02, 2016, 01:05:00 PM
Inspired by the comments to be a bit more adventurous with the textures. Based the new effort on using the computed ambient occlusion for the model to generate texture templates for painting.
This is the first attempt for the top yoke, master cylinders and fork tops only just to test the effect - i think its quite pleasing.
I will do the rest once i finalise the geometry and object positions as it has an effect on the computed lighting for each part of the model but it should make darker area like the bits behind the clocks look much more convincing in game. :)
(https://lh6.googleusercontent.com/-42cq0FLRWcE/Vv_BJhQg4XI/AAAAAAAAAsE/pgr4MjBN_qkyTZEMN4rkJr44tpCdW_QAA/w1118-h629-no/abitofAO.jpg)
Really would like to see the steering damper animate in game - it would look cool and it spoils things :( I noticed the stock bikes have the same problem so i guess their is no way to fix it at the moment.
This looks Brilliant!!
Very well done Mate ;D
Looks incredible!!! Great work!
One word.. "Superb!" ;D 8)
Hawk.
WOW man,....i wish all bikes have this amazing quality 8) Good Job
QuoteWOW man,....i wish all bikes have this amazing quality 8) Good Job
+1
8)
As a 996S owner/rider IRL, I cannot wait for this to be finished!!
(I don't know if it would help for colour/texture referencing etc but here's a link to one of my onboard videos https://www.youtube.com/watch?v=qPQXnpKYHSs)
((Bloom filters come off at around 40 seconds in))
Hi and welcome WALRUS.
This will be so good to ride 1ST person I cant wait and think I should do a promo video H.......................HINT HINT lol
Great work man. This really ups the tone of GPB modding
DD
Quote from: WALRUS on April 10, 2016, 12:44:59 AM
As a 996S owner/rider IRL, I cannot wait for this to be finished!!
(I don't know if it would help for colour/texture referencing etc but here's a link to one of my onboard videos https://www.youtube.com/watch?v=qPQXnpKYHSs)
((Bloom filters come off at around 40 seconds in))
Thanks,
Nice video and a good reference for how the 1P should look - i think i need to tweak a few bits now. ;)
Just messing, testing the rider fit to the bike but out of curiosity tried the higher detail model in 3P - still get high frame rates :o the frame rate killers seem to be 16xAA and the track view distance/detail.
As this was a quick check build to check the rider 'fit' the bars geometry is a bit off but the rider seems to sit quite nicely on the model :).
https://www.youtube.com/v/Sq4_XkB9lAA
The 16xAA is tricky: depending on the card you have it may mean different things. If I recall correclty, NVidia has a particularly dumb naming scheme for their AA levels (and 16X is not simply 16x MSAA, but is something more complex and expensive).
My cards only a mid range 750Ti so i have settled on 8xAA and everything else maxed out as a 'benchmark' setting for testing frame rate hit of the model, raising it to 16x halves my frame rate in GPB even with the standard bikes.
I'd say 120fps is still a good frame rate.... It's certainly not a disaster. The interesting test would be with a full grid of riders and see what the frame rate would be then? Probably not as bad as you'd imagine I'd say. :)
Hawk.
If you notice the camera spin at the end of the clip, camera looking down at the bike and only a bit of tarmac the frame rate is max, as the camera spins and the wider track area is in view it drops down to about 130, I dont know anything about track optimization though.
I will eventually add a couple of LODS for the bike though as i imagine this helps a lot with other bikes on track.
Do track object models support LODS?
Quote from: h106frp on April 10, 2016, 11:48:42 PM
If you notice the camera spin at the end of the clip, camera looking down at the bike and only a bit of tarmac the frame rate is max, as the camera spins and the wider track area is in view it drops down to about 130, I dont know anything about track optimization though.
I will eventually add a couple of LODS for the bike though as i imagine this helps a lot with other bikes on track.
Do track object models support LODS?
As far as I know GPB doesn't yet support LOD for tracks unless it's got it incorporated to do it automatically, which is not beyond the realms of possibility.
So your not happy at a 130fps? What FPS are you expecting? It should run perfectly okay at 130FPS..... What are other bikes FPS in the same spot? That would be an interesting experiment. ;D
Hawk.
No, quite happy with 130fps ;) and this is on a nicely detailed track as well.
Mate what is your poly count? Mine is about 45k for the full 3p bike
Quote from: Blackheart on April 11, 2016, 12:16:33 PM
Mate what is your poly count? Mine is about 45k for the full 3p bike
This was a bit of an experiment using the 1P model items (steer and chasis) and texturing in the 3P model so the count is high. Not sure exactly but probably 70K, the original 3P model is around 46k.
Its not the most accurate or scientific test as i really need other bikes on track to test the impact but i have noticed that the different views as you move around the track seem to have a much bigger impact on frame rate than the individual bike model.
Maybe i will suggest to Nick that we could try a FPS trial on his server as more bikes join compared to a solo lap of the track, it would be interesting to know how much load it generates graphically.
Quote from: h106frp on April 11, 2016, 12:34:24 PM
Maybe i will suggest to Nick that we could try a FPS trial on his server as more bikes join compared to a solo lap of the track, it would be interesting to know how much load it generates graphically.
Yes this is a very good idea, we must keep in mind that the framerate will drop with the rest of textures and shaders applied (tyres,
exhaust, etc...)
Quote from: h106frp on April 11, 2016, 12:34:24 PM
Its not the most accurate or scientific test as i really need other bikes on track to test the impact but i have noticed that the different views as you move around the track seem to have a much bigger impact on frame rate than the individual bike model.
I'd speculate the 3d grass is responsible of that (at least partially).
Quote from: HornetMaX on April 11, 2016, 12:47:35 PM
Quote from: h106frp on April 11, 2016, 12:34:24 PM
Its not the most accurate or scientific test as i really need other bikes on track to test the impact but i have noticed that the different views as you move around the track seem to have a much bigger impact on frame rate than the individual bike model.
I'd speculate the 3d grass is responsible of that (at least partially).
With my test for the real mirrors, I noticed that the 3d grass had a strange huge effect on performance (although Piboso has not clarified how to properly operate the mirrors)
Progressing slowly with texturing and still a lot to do. Looks lovely in game :)
(https://lh6.googleusercontent.com/-NLyy9d4EGDo/VxAuWnZbcKI/AAAAAAAAAs4/vDwo_Ly0zZAN9i4U2jQInbWc9IXaFPiPwCL0B/w1118-h629-no/screen006.jpg)
(https://lh6.googleusercontent.com/-OdA9SAgvTXA/VxAuWQTisWI/AAAAAAAAAsw/CRpxW6fj7loQ_GBTbSUluMxTTlzEhUxwgCL0B/w1118-h629-no/screen007.jpg)
(https://lh6.googleusercontent.com/-ie4-s0o7KAI/VxAuWnbHleI/AAAAAAAAAs0/BgX08vkcG-QCccBVkq3gLYkPV_TcISUFgCL0B/w1118-h629-no/screen008.jpg)
Will need some advice with the chain and tyre texturing though ???
Looks absolutely stunning H
I really cant wait to be able to ride it in ANY state lol: God it is sooooooooo sexy
DD
This has a chance of becoming THE reference bike (in terms of 3d modelling).
I am sure that if you could write down in a document all that you've learnt in the process (except pure 3d modelling skills, of course) it would become an instant classic amongst modders.
Quote from: h106frp on April 15, 2016, 12:02:31 AM
Will need some advice with the chain and tyre texturing though ???
I recommend to use UVLayout for it. Write me PM
Very nice! :D
A question; your front brake disks are with "real holes" or with a black/white mask for to simulate the effect, I use this system to save polygons.
The brake 'discs' are still to do and i will try using the alpha channel for the detail of the vent holes first as modelling them would be geometry heavy. The rotors, disc, bolts and bobbins are full 3D models, with a bit of care the poly count can be quite low and I decided that even simple model parts with fairly coarse geometry look better than flat and painted and as i am bad at the arty painting stuff it make it easier for me to do the texturing ;)
@reactive, thanks for the offer - i will be in contact. The chain is a total mystery, for the tyres i am guessing it has a single sidewall texture but wondering if i should map the entire tyre circumference as a texture or is it tiled in segments?
Quote from: HornetMaX on April 15, 2016, 07:05:09 AM
This has a chance of becoming THE reference bike (in terms of 3d modelling).
I am sure that if you could write down in a document all that you've learnt in the process (except pure 3d modelling skills, of course) it would become an instant classic amongst modders.
+1
I absolutely second that, Max! ;D
@H...... It looks stunning mate! Gorgeous! Fantastic job! ;D :-* 8)
Hawk.
Quote from: h106frp on April 15, 2016, 08:47:29 AM
The chain is a total mystery, for the tyres i am guessing it has a single sidewall texture but wondering if i should map the entire tyre circumference as a texture or is it tiled in segments?
IMO sidewall is better as entire piece. Also as I know the GPB can use a normal maps, you can bake them for better looking model.
10 mins for unwrapping:https://drive.google.com/open?id=0B9hv_4l4RDhzV3VNSmVqdTJVa1k (https://drive.google.com/open?id=0B9hv_4l4RDhzV3VNSmVqdTJVa1k)
My lovely stand :) (finally)
(https://lh6.googleusercontent.com/-tKTaGfLFjEk/VxbO71U9ERI/AAAAAAAAAtk/-vussSl3SJsXxCi1O59ojrJhXDJLKCN_wCL0B/w1118-h629-no/screen009.jpg)
(https://lh6.googleusercontent.com/-XNnybI3wWXg/VxbO8-yeToI/AAAAAAAAAto/QQMSwVydFsoSA8xm9Oq3Gxf_i5YX3vsPgCL0B/w1118-h629-no/screen010.jpg)
Well done H! 8)
Quote from: h106frp on April 20, 2016, 12:40:13 AM
My lovely stand :) (finally)
(https://lh6.googleusercontent.com/-tKTaGfLFjEk/VxbO71U9ERI/AAAAAAAAAtk/-vussSl3SJsXxCi1O59ojrJhXDJLKCN_wCL0B/w1118-h629-no/screen009.jpg)
(https://lh6.googleusercontent.com/-XNnybI3wWXg/VxbO8-yeToI/AAAAAAAAAto/QQMSwVydFsoSA8xm9Oq3Gxf_i5YX3vsPgCL0B/w1118-h629-no/screen010.jpg)
(http://memesvault.com/wp-content/uploads/No-Youre-Awesome-Meme-08.jpg)
Well done mate, looks stunning
Also looks ready to test ride chappy
DD
Great work mate!
I love this stand ;D
Front intake grilles, texture map engine, experiment with methods for adding vents holes to the discs, sort the geometry, create the 'livery' texture template
and then get the damn chain to animate >:(
Then its done as far as an initial test release for online appraisal, single player hot lapping is fine on my mid-range system and does not seem to cause any problems even with the high res model parts :)
Then hopefully create the LODs and temporary part files to finish it properly.
Then see just how far we can push the detail level for a hot lap bike for my own single player use ready for Olivers Mt. ;)
@ Blackheart - thanks, i was pulling my hair out at one point trying to solve the problem until i realised my game file unzipping error ::) It actually looks pretty nice if you fiddle the stand position/config so that it just sits on its road wheels with no stand - might have to suggest proper provision is made for road bikes ;)
Quote from: Blackheart on April 20, 2016, 09:37:01 AM
I love this stand ;D
I have the same at home. For real I mean, but in red :)
@h106frp
I'm preparing a bike for a stress test of GP Bikes, has 300k of polys, in single player the framerate is perfect on my old laptop with all setting to max. :o
Sounds great.
This is getting exciting.
DD
Please release this, you can fine tune it later ;D
Quote from: Blackheart on April 20, 2016, 09:57:33 AM
@h106frp
I'm preparing a bike for a stress test of GP Bikes, has 300k of polys, in single player the framerate is perfect on my old laptop with all setting to max. :o
Very interested in this, it appears that the bikes do not create an excessive graphical overhead (on modern graphics cards) and i think that we can probably be quite detailed. The on-line bike load time needs checking that it does not cause problems though.
From testing it does seem that a LOD system for track models would be the best development to average the graphical loading
Taking a break from watching Blender render occlusions ;)
https://www.youtube.com/v/qA_L3WfHUhk
Starting to look a bit more refined with a few graphics :)
Quote from: h106frp on April 23, 2016, 12:02:45 AM
Taking a break from watching Blender render occlusions ;)
https://www.youtube.com/v/qA_L3WfHUhk
Starting to look a bit more refined with a few graphics :)
the mirrors?!! :'(
;D
Great work, you have a good way to apply the occlusion map? I still have not tried.
The mirror are gone for now, they only bolt on anyway once PB has the implementation sorted ;)
At the moment i am render baking ambient occlusion onto plain texture maps in blender and then applying them as a transparent shader layers to my plain coloured textures in GIMP. It needs no artistic talent and really lifts the detail on the model, not tried the ambient 'model' yet as i do not understand how it is implemented.
Fantastic H, spiffing old chap
When do we get to play too. Im gonna tell me mom you wont let me play!!!
Great work and who needs mirrors bro, I only want to see whats in front of me lol
DD
Nearly there DD but i need to sort the tyres textures and do some tyre file, physics and geometry changes.
Quote from: h106frp on April 23, 2016, 12:16:30 AM
At the moment i am render baking ambient occlusion onto plain texture maps in blender and then applying them as a transparent shader layers to my plain coloured textures in GIMP.
That's what our previuos 3d guru Juju used to do to his bikes.
Tyres :)
(https://lh6.googleusercontent.com/-9SoazCB-sAw/Vxym69gGLRI/AAAAAAAAAvE/EeGMSr69qRc_5pRRo8pgoKckMl4CE4augCL0B/w1118-h629-no/screen011.jpg)
(https://lh4.googleusercontent.com/-254I0p_icMo/Vxym615Z6nI/AAAAAAAAAvA/WO3s8WDJisIc32_W4R3-3a3oDY76P4cFwCL0B/w1118-h629-no/screen012.jpg)
The wonders of bump mapping 8)
Perfect! ;D
Yummy
DD
Looks very nice H! ;) 8)
Hawk.
I need tissues when I look at this bike!!!
DD
This bike looking awesome h106frp!! nice work mate 8)
Quote from: BOBR6 84 on April 24, 2016, 08:32:05 PM
Quote from: HornetMaX on April 20, 2016, 09:49:01 AM
Quote from: Blackheart on April 20, 2016, 09:37:01 AM
I love this stand ;D
I have the same at home. For real I mean, but in red :)
u got a ducati MaX?
I've got the same bike stand :)
(I have a cb1000r, mono swingarm --> same bike stand)
Getting closer - brake discs and coolers :)
(https://lh4.googleusercontent.com/-5P-XnVtXt6E/Vx_y4ZYPBXI/AAAAAAAAAwk/jMZHo3bYYdgi1-nea-LTs8vyad-G4LfZwCL0B/w1118-h629-no/screen019.jpg)
Still cannot get the right colour on the wheels though :-\
Nice looking back through the thread, learned a lot trying this model ;D
Really is sweet H.
Yeah it is a bright gold you need, bit more yellowy I think, not as much as the frame and rotors but in that direction.
I am sooooo aching to ride this and watch it on video too, it is just beautiful.
DD
Release it!!!!!111111111 :D :D :D
hehe I know we are keen for it but I would rather wait until the creator is happy with it. Its like licking the bowl before the cake is made. haha!
For the wheels colour, its hard found the right balance for the "gold", I had the same problem with this skin (http://i58.tinypic.com/2zsxifp.jpg) years ago. In that case I'd settle for a "yellow" but the result was not at all realistic. Maybe u can try with a shader for metallic part on a yellow very dark. You have to do many tests! ;D
Metalic paint isnt available in game. Trust me i have asked a few times :P
Quote from: matty0l215 on April 27, 2016, 11:21:14 AM
Metalic paint isnt available in game. Trust me i have asked a few times :P
I meant Shader (.shd) when export the bike from the 3d software, not the paint, manages as a material is seen in the game :P
Piboso said it GP Bikes cant do metalics...
If you can do please do, i'd love to be able to use metalics for skinning ;D
I have not explained, we use different shaders to give a different effect to various parts of the bike, it is like "cheating" the texture remains the same.
Look the juju tutorial see what I mean HERE (http://forum.motonline-france.com/viewtopic.php?f=67&t=1566)
Im lucky the NR750 has the black wheels ;D
Quote from: Blackheart on April 27, 2016, 12:15:22 PM
I have not explained, we use different shaders to give a different effect to various parts of the bike, it is like "cheating" the texture remains the same.
Look the juju tutorial see what I mean HERE (http://forum.motonline-france.com/viewtopic.php?f=67&t=1566)
Im lucky the NR750 has the black wheels ;D
That is more for gloss to flat though??
I suppose you could bodge a metalic effect in somehow :P
Or a easy solution (http://raresportbikesforsale.com/wp-content/uploads/2010/01/IMG_3112.jpg) ;D (im joking sorry H!)
My dads old 748 (yellow bip) had a very dark metalic gold, so dark when the bikes moving you didn't notice :P
Slow motion checking visuals, more work done on front and rear suspension, seals, axles,rear wheel etc - just detailing the engine to do
- and get the chain animated >:(
https://www.youtube.com/v/z7pHQnXbzTM
Physics next, from the video i need to get a bit the front down with a bit more travel used
Your fuckin killin me H!!!!
There I am trying to eat my soup and come across this video and SPLAT!!!! my food falls out my mouth cause I cant close it in surprise!!!!
Looking great man but release it already lol.
This is one bike I will NOT have to make a livery for to enjoy it. It looks gorgeous. I will make one for racing but I will really enjoy it in all it's original splendor that you have taken so much care to reproduce.
Talking of paints, can you please make it so there are tga files for the complete bike oh kind and generous modeling god?
Thanks for sharing the update.
DD
That is one hell of a beautiful bike!! Well done H! Looking forward for the release, but as Nick say, wait till you feel satisfied with the bike yourself :)
But looks very good! So detailed!!!
Love the piping that leads to the exhausts !
I'd have the fork tubes with more specular reflecion (i.e. more mirror-like).
Awesome work! Look forward to the release 👍
@DD At the moment i am making provision to have all the panels, wheels and frame parts as paints with UV layout and AO overlay which would cover nearly all common variants of this bike.
This bike is a bit of an experiment and has built from the ground up without much reference to the normal way of doing things and I decided to take full advantage of shaders and bump mapping, to do this you have a lot of smaller textures for various bike parts.
@MaX Still playing with the shaders for reflections and the reflection is probably the most difficult to get right, i will try adding a bit more for a chrome effect on the sliders. The exhaust down pipes are bump mapped welds but i will probably calm the effect as the 'height' is probably a bit too much.
Does anyone know if the front sprocket is normally animated? and if so, what is it model object reference name? Thanks
The front sprocket is the one thing I have waited to see so good question but not seen it on any bikes yet.
DD
Can't wait to try this bike any ideas on a provisional release?
I'm in the middle of moving house and as such won't have an internet connection for a while...
I may cry if I miss this.. 😝 lol
(https://lh6.googleusercontent.com/-k_RVF_VSd00/VyvYGeya-UI/AAAAAAAAAxQ/tWQvf4R-jOocMBstnCQhigFzQMesUNrEACL0B/w1118-h629-no/BikeA1.jpg)
Time to get some feedback from the alpha test team ;)
This is very early alpha so its very rough but sort of working, i have struggled with BikeED and rear suspension so its just 'classic' as the moment.
To do;
Shadows, paints, better sound, finish textures, temp model, geom, physics and LODS ...... and probably more ..
Currently has stock 916 engine map so not terribly fast. Released to allow people to play with the settings/geometry whatever else and report back ;)
It should default to high ride height at the rear (-20mm in garage ???) which seems a good starting point. Provided a lot of adjustment to play with :) added +-20mm ride height option
Hopefully this will work and i have it all packed OK;
Try to be kind, its a first attempt and still stuff to do but i have teased too long already.
Its a big model but runs at 130fps+ on my I5/8GB/750ti set up at 1080p and 8xAA, everything else maxxed ;D
Download updated to include engine maps of the common bike variants :)
New download link for Alpha2 bike at end of thread :)
I like it very much! The 1p view is just perfect, (i want this windshield ;D).
Maybe you should change the radius for the rear wheel, because it seems that enters into the ground (I have to do the reverse thing for my front wheel :p)
Great job! ;)
damper value needs to be increased a bit, lots of tankslappers with front heavy setups.
EB could be higher, considering it's a V2.
first person camera needs to be lower.
little bit too much rear grip, powerslides are impossible and relative to the front wheel.
@Blackheart - you are welcome to use my method for the windshield if you want, i will send the files at some point over the weekend. I will check the rear tire files, the one i tested with is the hard set and it was fine with Mallory Park/Donnington, i might have missed a value change in the other sets.
@Vin - the damper sets are currently just default ones, do you just need a bigger range of possible values to cover the full range of geometry settings? Are the issues just with the most extreme range of rake angles and ride heights. The only time i had issues with the current geometry was with the rear set at low ride height relative to the front - i thought it was quite tame at the shipped defaults ;) .
As far as i can understand a positive ride height value is lower and a negative ride height is higher in the garage - a bit counter intuitive
I will try a new engine file with more braking torque and see what effect it has, possibly playing with the clutch slip will be more realistic.
The 1P point of view seems very personal preference and form the comments on Blackhearts bike thread i am thinking PB possibly needs to address this in the game set up as it is impacted by the FOV and pitch in the game options. I use headtracking so a high camera is perfect - i did lower it quite a bit before i zipped up the files - you can always 'roll your own' view in BikeED :).
Tyre physics parameters are stock MGP ones at the moment so they are possibly a bit too sticky, probably best to stay with the 'hard' set. This is a stock original 916 motor so its only about 115bhp, about the same as a hot modern 600 but a bit gruntier. It would be possible to model up to 150bhp with a later engine
Thanks for the feed back, good to know it actually installs and works for other people :)
OMG what a good thing to wake up and see. Thanks mate cant wait to ride this and crash looking at the beautiful clocks lol.
Any chance of a tga file for paints so we can get ready for when it is on server for online racing.
Thanks so much for this bro
DD
I could not wait to rebuild the system so took this for a ride with a gamepad........................You guys dont get it, I CANT ride with one, BUT I did a whole lap on Slovakiaring and did not crash first lap out!!! Love this to ride and cant wait until I have the Hs2 back together to ride it properly. Great work H.
Shame clocks dont work in replay!!!
EB is to quick to come in. Had my first lowside where at the very point it normally goes down the bike recovered it!!!
VERY BEAUTIFUL work. It is a classic bike and you have captured it's character perfectly. I look forward to the graphics getting finished.
Need this and NR together on the server as we now have 2 ROAD bikes woohoo.
DD
Thanks for the test version!
Good Job for a first Alpha h106frp.
The cockpit looks amazing the whole bike really.
Everything mentioned was done with default setup:
I think the bike wants too push too much too the outside with the front end. But that can be me ofc, Just have too wait what others say.
It takes the jumps on Slovakianring very well. its less top heavy then the nr750, where the front will dive down.
https://www.youtube.com/v/4oiX6nSo2mE
Tank slappers had none, the bike is stable like fook (too stable). It could do with some action at the rear when downshifting.
Im sure you will get there for a v1.0 release, just keep add it like you have h106frp.
Great jump there Peter..... Now all we need is someone to create an "Evel Knievel" paint and a few buses to jump over! Hehe ;D ;D
Hawk.
Quote from: doubledragoncc on May 06, 2016, 08:13:30 AM
OMG what a good thing to wake up and see. Thanks mate cant wait to ride this and crash looking at the beautiful clocks lol.
Any chance of a tga file for paints so we can get ready for when it is on server for online racing.
Thanks so much for this bro
DD
Not really experimented with packing extra paints yet, i will put it next on the 'to do' list. I should be able to provide shaded templates and UV grids.
Nice to see people enjoying it;
It seems that a bit of clutch tinkering, less grippy tyres and maybe raise the CofG a bit to help turn in are top of the list of changes. I did find that slightly softer front springs encourage it to turn a bit faster when i was experimenting. Hopefully MaX will add the bike stance info soon so we can get an idea of what really happens when you make changes in the garage.
I chose the original lower power engine model so that hopefully it is reasonably balanced in performance with Blackhearts NR750 for a bit of roadbike fun and hopefully some nice battles on track in the future.
I was planning to wait for next KRP release as it wil lhave some plugin interface changes. Not sure when this will happen though.
Anyway, don't put too much hope in the stance info (pitch + fPos height): if I recall correctly I tried that once and it didn't bring anything.
Quote from: h106frp on May 06, 2016, 10:29:07 AM
I chose the original lower power engine model so that hopefully it is reasonably balanced in performance with Blackhearts NR750 for a bit of roadbike fun and hopefully some nice battles on track in the future.
Warning, my bike in the next version will change a lot, it is still a super-light. For this it is very fast now ;D
Ok, hopefully to make the model more usable for now i have added SPS (125bhp) and R (135bhp) variant engine maps to the model - link updated above.
Hopefully allowing closer riding in the road bike class for older bikes between 600 and 1000cc.
Hi H106FRP
Would you like the alpha bike to be part of the BikeMOD (I see you have gotten the folder name correctly), or would you prefer to wait until it is further in Development.
Thanks :D
Just add it already lol.
Cant you read our minds yet matty???
Hope H says yes...........HINTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT!!!
DD
No problem, but obviously it is not optimized yet so you will have to try a few laps online and check nothing strange occurs.
Hopefully everyone will get the small update so not file matching issues, it should be noticeable that as the power maps increase the engine gets peakier and the rear wheel has more tendency to lock up on downshifts so hopefully people can select an engine that suits their riding style without always needing the R variant :)
Quote from: h106frp on May 06, 2016, 04:47:41 PM
No problem, but obviously it is not optimized yet so you will have to try a few laps online and check nothing strange occurs.
Hopefully everyone will get the small update so not file matching issues, it should be noticeable that as the power maps increase the engine gets peakier and the rear wheel has more tendency to lock up on downshifts so hopefully people can select an engine that suits their riding style without always needing the R variant :)
I don't like to assume :D
Ill put the bike in the next version (14th) :)
matty that is so long away!!!
I need my new bike online fix dude
DD
Them's the rules. No exceptions (Apart from new Beta's)
It is a beta. H just named it Alpha to have it first in the phone book........................... ::)
DD
A few random remarks:
- The normal map on the tyres looks wrong, as if the grooves were protruding from the tyre instead of being carved in the tyre. The ones on the NR750 looks right, for example. Just a shot: invert the map ?
- The red of the fairing is a bit too reflective IMO: the "color" changes too much depending on the orientation of the surface (e.g. the tail when you swing the bike).
- I'd do a bit less reflection on the gauges too, but overall they are fantastic !
- Rims colour looks perfect to me !
- Hate the sound, sorry :)
I won't judge the physics as to me it makes little sense to do so while the bike still has motogp-like tyres.
If I were you I wouldn't spend too much time in nailing the physics until you have something close to the tyre you want for this bike.
Other than that, it looks just great !! Excelent job.
For me visuals are out of this world. Certainly haven't seen anything like this in the game.
The thing that spoils the feel for me is Traction control and anti wheeling on a bike from 20 years ago.
Quote from: h106frp on May 06, 2016, 12:08:05 AM
To do;
Shadows, paints, better sound, finish textures, temp model, geom, physics and LODS ...... and probably more ..
This is for who dont understand what is an alpha/beta bike. ::)
We should release the 1.0 directly ;D
We need alphas Blacky or we have to wait too long lol.
H I have to say the sound is weird. When coming off the gas it is as if there a 3 different bikes involved. Also the change from one sound to another is not synced they overlap each other.
I know it is WIP and that this is what you need to find out so not putting it down bro.
All I can say on the visuals is they are fantastic even unfinished. As Max said, the rims look perfect. LOVE the clocks.
I hope to get to ride it properly as soon as I have a controller rebuilt this weekend.
DD
Quote from: Blackheart on May 06, 2016, 09:08:58 PM
Quote from: h106frp on May 06, 2016, 12:08:05 AM
To do;
Shadows, paints, better sound, finish textures, temp model, geom, physics and LODS ...... and probably more ..
This is for who dont understand what is an alpha/beta bike. ::)
We should release the 1.0 directly ;D
He posted a beta asking for feedback ...
I was referring to the comments about TCS and aw.
TCS and AW should not be on this bike, it also shouldn't have engine breaking control (The bike has a lot of engine breaking and it shouldn't be adjustable) In my opinion. :P
I've only done about 5 laps around Snetterton but i really like the bike. I will give a bit more feedback once i've ridden it more :D
+ engine cut off when shifting
Quote from: matty0l215 on May 07, 2016, 08:22:05 AM
TCS and AW should not be on this bike, it also shouldn't have engine breaking control (The bike has a lot of engine breaking and it shouldn't be adjustable) In my opinion. :P
I've only done about 5 laps around Snetterton but i really like the bike. I will give a bit more feedback once i've ridden it more :D
More engine brake?! :o :o ;D
Bloody hell! I've no chance of racing with it then! Hehe ;D
Hawk.
Thanks for the response so far, priorities for next alpha;
The livery paint is too reflective so i can fix that and check tyre mapping
Looks much better with a nice solid red - reshaded, tyre needed more contrast on the recessed tread - remapped and re-shaded, reduced reflection/glare on gauges - re-shaded
Sound will be fixed, its an old temporary file from B7, now we have MaXSCL for b8 i can have a go at sorting it - i hate sound editing :(
Done something different especially for 1P riding ;) temporary but improved so its bearable. - still hate sound editing >:(
I tried removing TCS and AW (used the default 125 style throttle control) and strange things started to occur with engine run away on closed throttle ??? but i will look at that again, we are still allowed the slipper clutch so maybe i can tune that so its not too ferocious on down shift. With no AW we are reliant on the Vriders clutch control though for autoclutch; be prepared to see a lot of the sky model if you do not have manual clutch ::)
- Done, engine maps must produce positive torque on both curves at low rpm for analogue throttle tick-over ::). Retained ability to select the 3 engine types but without electronic aids. All engines re-mapped. Added alternative primary ratio. Bike needs controlled downshifting and throttle but very manageable in a realistic sense.
The general geometry and handling do not seem to have raised too many complaints so that is good. People always say 'physics tuning' but too be honest you do not have much available to change - its mainly BikeED geometry that controls the bike behavior in game.
-- camera position tweaked same as 990
Quote from: h106frp on May 07, 2016, 11:51:51 AM
Sound will be fixed, its an old temporary file from B7, now we have MaXSCL for b8 i can have a go at sorting it - i hate sound editing :(
Warlock is the man you want to talk to :)
Quote from: h106frp on May 07, 2016, 11:51:51 AM
I tried removing TCS and AW (used the default 125 style throttle control) and strange things started to occur with engine run away on closed throttle ???
Sounds like you messed something in the idle control.
I'd have a look at what is done for the varese, probably a closer example.
Quote from: h106frp on May 07, 2016, 11:51:51 AM
The general geometry and handling do not seem to have raised too many complaints so that is good. People always say 'physics tuning' but too be honest you do not have much available to change - its mainly BikeED geometry that controls the bike behavior in game.
And the tyres ! :)
For Alpha2; I am going to try and release before the 12th so the on line can be tested
Fixed issues reported by testers who were kind enough to comment - see edit above, plus
Newer sounds - not great but better, engine volume reduced so you can now hear; sliderdrag, wind noise, transmission, gear hit and miss, brakes f&R, tyre lock squeal correctly in 1P; this makes riding in 1P without TC/ECU/AW a much better proposition. Some will like, some will loathe but it is probably more realistic for road bike volumes and i have found it makes riding the bike much easier with the extra level of audible feedback.
Shadow models - all done, model casts correct shadow profiles 1P and 3P
Temporary model - done, only required for on line so currently untested
Engine models - remapped to make the higher output engines more challenging and retain play balance - the road is a nice forgiving starter/wet engine and its quite difficult to drop the bike, the race requires more care with with throttle and gearshift to avoid running out of track on the approach to tight turns or getting crossed up on the exit.
Paint files - packed the basic white AO TGAs for the livery into a paint file that loads in the showroom model (surprised that plain white livery and gold trim actually look nice on a 916), i will add wheels and frame + UV maps if i can before the deadline, maybe the basic yellow and Senna paint variants as well as these are fairly simple.
Outstanding;
LODs
Some minor texturing of parts, mainly pipes and brake lines
Generally feels a bit more complete and more enjoyable to ride, any on line issues will be the next hurdle to clear
YEAH BABY!!!!!!!!!!!!!!!!!!!
Great news. I like the Duke in White, Yellow as well as Red. It is just like a Lambo, it has the right presence to look good in any color. So looking forward to this, and with the sounds not making me wonder where the other bike is when on the track on my own lol, sorry H, the sound did drive me insane a wee bit.
Thanks for all the hard work.
DD
I think engine sound volume has crept up on a lot of mod bikes. It was accidental at first but i immediately noticed that the other sound effects suddenly became much more present in 1P and the engine volume changes correctly between 1P and 3P. In 3P you get the chase view higher engine volume and in replay the levels change depending on the view position.
In 1P the transmission whine is probably a better indication of engine load than the exhaust so up shifting is easier, its also easier to tell when the rear is locked during downshifting.
It has made me think that the transmission whine SLV could be modified nicely to include different intake roar on throttle open/close and it loads into MaX's tool OK. Unfortunately the default wav is encrypted so i will have to start from scratch.
For me H, it was the transition from open to closed throttle that was so wrong. The slightest movement and I did not know where the revs really were. It was very confusing. It was also the difference between the sounds of the motor, to varied, it was as if the were 3 different bikes between my legs at the same time!!! LOL
I know sound is a bitch to get right. It will take you time to do so but as with the rest of the bike I am sure when you sort it then it will be perfect too.
DD
Your doing "superb" work there H..... I'm really looking forward to trying this baby out online! ;D
Thank you for all your hard work and dedication to this project mate! ;D 8)
Hawk.
The multiple drone sounds of the original are gone and all the files are new but i did have to take an existing 4cyl bike sound and shift the frequencies down before adding some EQ, tickover sound is easy and samples are plentiful but everything else is challenging.
I tried building samples from scratch using computed firing frequency and the recognized harmonics tones but it was characterless. It was easy to make lots of samples and transition them nicely so it might be worth looking at again when i get the other mechanics of the bike complete.
Thanks to everyone who has tried the alpha1 bike, the lower powered historic 4S bikes are obviously not going to be to everyone's tastes ;) .
Quote from: h106frp on May 12, 2016, 10:20:01 AM
It has made me think that the transmission whine SLV could be modified nicely to include different intake roar on throttle open/close and it loads into MaX's tool OK.
But why would you include these in the transmission whine instead of in a proper layer in the engine .scl ?
Most likely the whine does not depend on the throttle position so ...
I might try another layer in the engine slv - good point.
It would be really nice if you could just declare a completely new channel in sfx with its own 3D positions and physics dependencies - turbocharger anyone ;)
At the moment with the more balanced sounds the thing i really find annoys me is the wind noise just being proportional to bike speed. I have suggested before that for a sports bike (would not apply to KRP i suppose) the perceived volume should also include rider head position, at higher speeds as you tuck into the bubble behind the fairing the wind noise volume goes down significantly and then blasts you again as you pop up ready for a corner.
@BozoCro, + engine cut off when shifting. What do you mean by this and i will see if i can fix it if it was not the TC/ECU thing. Currently you will need to dip the throttle for a clean manual upshift - i have not tried the gearshift preload menu option, it might still work for clutchless shifting.
I have gotten lazy with my clutch as the most bikes it is only needed to pull away and I love slipping the clutch lol. I look forward to testing the next version as I just could not get along with the sound. I am VERY sound dependent which is why Piboso needs to sort it out when bikes are near each other, it is terrible right now and GGGGRRRRRRRRRRRRR says it all.
I like that this bike will need more clutch work.
DD
Being able to (analogue) slip the clutch on late corner turn-in will be a bonus with this bike and the R engine as the VR riders auto clutch control is a bit 'odd' at times ;)
The actual simulation of the clutch is still not perfect, but pretty good. You still cant really ride a bike like you can in real life. Doing doughnuts and so is still not realistic while using real controls. A lot of the problem is Piboso is only able to test with a game pad(for now, he's next on my gift list lol).
DD
Quote from: h106frp on May 12, 2016, 11:09:35 AM
It would be really nice if you could just declare a completely new channel in sfx with its own 3D positions and physics dependencies - turbocharger anyone ;)
turbocharger --> another layer in the engine .scl(*)
That way you could make the turbo sound (samples, pitch) depend on the engine RPM.
(OK, that would be strictly correct for a compressor and not a turbo, but even for a turbo it's more or less correct)
(*)
Actually it's not sure it's another layer: if I recall correctly we have 2 layers, one for throttle ON the other for throttle OFF.
For a turbo (or a sound that does not depend on throttle position) you should have one (or more) samples, identical in the two layers, so that opening/closing the throttle will not make a difference (well, except for the RPM change, that would make a difference).
I don't know if we can have more than 2 layers and if yes, how does the 3rd layer behave (e.g. 3rd layer only depends on RPM and not on throttle ?).
Ah ah perfect! Thanks a lot!
In paint can you make an sps?
Quote from: nico916 on May 12, 2016, 04:52:48 PM
Ah ah perfect! Thanks a lot!
In paint can you make an sps?
I am including paints so that online testing is less confusing; this is still alpha trial and you could spend a lot of time painting and then things get changed due to test team feedback. You can have a bit of fun though :)
(https://lh4.googleusercontent.com/-YiWmK6EE2lI/VzTX34DpyrI/AAAAAAAAAyE/sL3rR3RJGmoIEi0q3SOZT0LoJx2VE9czwCL0B/w1118-h629-no/screen019.jpg)
The eventual intention is too be able to repaint all the bits that can be changed between models on the real bike
SWEET!!!
Notice it has the same handlebar grips as my system just black!!!
Cool beans bro. Love it. Who need a woman?.....................................well at least I am single so wont get stabbed in my sleep for saying it lol.
DD
Something different ;D
(https://lh4.googleusercontent.com/-h-VKbmH_NgI/VzUMZaRjw5I/AAAAAAAAAyw/YLIENE7SlRkV0gUY5eEWa3X4E--8GNiCwCL0B/w1118-h629-no/screen020.jpg)
Its a day late!!!!!
Just bustin ya balls bro. It is lookin so sexy.
DD
Oh well, i was trying to get paints for you - later gunmetal chassis :)
(https://lh4.googleusercontent.com/-NCMu6p6mE18/VzUlo-yu_8I/AAAAAAAAA0E/cjmcBknihbcywnfHcKG5GTm0-PkOj-WSgCL0B/w1118-h629-no/screen022.jpg)
New Alpha 2 bike as detailed in previous posts
https://drive.google.com/file/d/0B5ctW4QlgobdS3dZZEJubTZDWjg/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdS3dZZEJubTZDWjg/view?usp=sharing)
and the stand
https://drive.google.com/file/d/0B5ctW4QlgobdNHA3VS0zRWtpY1E/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdNHA3VS0zRWtpY1E/view?usp=sharing)
Quote from: h106frp on May 13, 2016, 01:06:05 AM
New Alpha 2 bike as detailed in previous posts
https://drive.google.com/file/d/0B5ctW4QlgobdS3dZZEJubTZDWjg/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdS3dZZEJubTZDWjg/view?usp=sharing)
and the stand
https://drive.google.com/file/d/0B5ctW4QlgobdNHA3VS0zRWtpY1E/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdNHA3VS0zRWtpY1E/view?usp=sharing)
Has the stand been changed/updated??
No, the stand is still the same as alpha1
WOOHOO thanks buddy..............................
Now I need to rebuild a system so I can actually ride it lol. It is looking fantastic bro
It really does have the same grips as I use on my system. You just gave me an idea. I can 3D model the top yolk and tops of the forks and 3D print them. Paint as original as possible then have them on my systems with that style bars. It would save weight but have the looks. Thanks H
DD
OMFG what brilliant work H
Not even dressed and had to install it and at least listen to it, so much better thanks. Love the paints and how you have done separate tga files, a bit more work in one way but good in others. The biggest drawback is it does not allow us the paint the frame Ducati red!!! lol. It is the one thing missing for now but I hope later you make it so all areas can be painted like the wheels and all parts for total custom work???
I could not believe the quality when in free roam going right up to the clutch and watch it spin!!! Cant wait to ride it later and video the shit out of it lol.
I FUCKIN LOVE THIS BIKE....................
Thank you sir
DD
Wow! Indeed! :o ;D 8)
Really does look so professional....... SO AMAZING!!
Superb Job H.... Well done indeed mate! ;D 8)
Hawk.
Quote from: h106frp on May 13, 2016, 12:55:51 AM
Oh well, i was trying to get paints for you - later gunmetal chassis :)
(https://lh4.googleusercontent.com/-NCMu6p6mE18/VzUlo-yu_8I/AAAAAAAAA0E/cjmcBknihbcywnfHcKG5GTm0-PkOj-WSgCL0B/w1118-h629-no/screen022.jpg)
Looking brilliant mate ;D
Thanks DD,
You can already paint all the bits you see different from the original in the differently painted bikes above including frame/wheels/exhaust cans/bodywork/brake rotors and clutch and sprocket covers using the paints provided ;)
This bike is textured differently due to requirements of the shader system in GPB, hence the individual component textures (which link to individual shaders) but the filenames are consistent between paints and model object textures.
So if you unpack the Senna_Gunmetal this has a paint file for the frame. If you drop this into paint for the customwhite and re-pack the paint it will inherit the gunmetal frame :D
I will try and make a seperate zip with the UV's and AO layers with correct texture names for the parts in the current paints post this later so youu can create from scratch.
I can pretty much make the entire bike available for paint using this system but i will wait until Beta1 to avoid a lot of re-work between alphas
Excellent !
This bike could become a living tutorial about how to create mod bikes properly in GPB.
Ah ok H thanks I had not unpacked that one, you are a diamond.
+1 there Max.
Rushing off to unpack paints....................................
DD
EDIT : HOLY COW!!!!! 18 paints, I am in heaven!!! LOT of work ahead but I love it thanks buddy
Love the paints: Red frame is gorgeous
(http://iasystems.tk/pics/gpb/screen006.jpg)
Once you have the AO overlays and UV's a lot of stuff can be painted very simply in a couple of mouse clicks so its not as bad as it seems - very easy in fact ;)
I have built the whole project using open source tools only so in GIMP i open the UV - magic wand select to get the perimeter, erase the internal UV construction lines and bucket fill the base color. Andy detail i construct on another layered copy of the UV and then add as a layer to the base color. Once all that is done i add the AO as another layer, make the white transparent to leave the shading and then set the AO layer to about 65% opacity before flattening the lot into the finished texture. No artistic ability requiredTM bike painting
The total paint count is probably about 60 for the entire bike but that is for every nut and bolt on the model 8)
Forgot to mention;
Some of the files in the paints (mainly fairing stickers .png) are just reference for making your own layered textures. Changing them will not directly alter the bike paint, not sure i should have left them in as it might be misleading - sorry. The .tga are the texture files :)
Awesome! Really want to be able to ''zoom in'' further in the viewer.. to check out all the little details on the dash. Very nice TY 8)
I want the viewer controls in the live replay with the free roam zoom and a chick that loves GPB lol
DD
Just had my first spin and man - what a job you've done! :D
I mind a year ago explaining that there was a model...
...and a texture...
....and a thing called a UV map....
:D
You've come a fair way since, and created an absolute gem in the process. ;)
P.S. I'm a sucker for a Senna paintjob - there was one in the window of the Ducati Centre in Glasgow for a while and I done some serious drooling over it in passing.
(but it was the Bostrom Rep I really craved - it had goodies I think - lots of goodies)
Quote from: Grooveski on May 13, 2016, 08:39:35 PM
P.S. I'm a sucker for a Senna paintjob - there was one in the window of the Ducati Centre in Glasgow for a while and I done some serious drooling over it in passing.
You from Glasgow Groovy ? I've spent one year up there (2013-14): each time I passed in front of the Ducati Centre I was asking myself: who in hell could buy a bike up there ? :)
Had to run back to south of france.
Quote from: HornetMaX on May 13, 2016, 11:28:46 PMYou from Glasgow Groovy ? I've spent one year up there (2013-14): each time I passed in front of the Ducati Centre I was asking myself: who in hell could buy a bike up there ? :)
Had to run back to south of france.
If you mean who could afford it - The Bostrom Rep was the shop owner's and the Senna number was sold but still on show for a while.
When you were here it was probably 999s and the likes in the window. They done nothing for me. I barely noticed them bar the clunky gearbox noises as they clattered round to the workshop.
If you mean the weather then yeah, we do tend to discuss fairing effectiveness, foggy masks and tyre rain capability a lot. ;D
Option 2. You put that money in a bike and the you can use it what, 2 weeks per year ? :)
Quote from: HornetMaX on May 14, 2016, 07:44:15 AM
Option 2. You put that money in a bike and the you can use it what, 2 weeks per year ? :)
Welcome to owning an Italian bike, how can I help you ;) ;D :P
Quote from: matty0l215 on May 14, 2016, 07:50:09 AM
Quote from: HornetMaX on May 14, 2016, 07:44:15 AM
Option 2. You put that money in a bike and the you can use it what, 2 weeks per year ? :)
Welcome to owning an Italian bike, how can I help you ;) ;D :P
I don't know, never owned one (except a 50cc Garelli VIP that hardly qualifies as a bike) :)
They aren't exactly the best all weather bikes (my Dad's old 1198 used to turn off in the rain, his 748 alarm blew up... because it got wet, his new 1199 dash misted up because it got hot. I can go on :P)
Quote from: matty0l215 on May 14, 2016, 07:57:53 AM
They aren't exactly the best all weather bikes (my Dad's old 1198 used to turn off in the rain, his 748 alarm blew up... because it got wet, his new 1199 dash misted up because it got hot. I can go on :P)
Lol yeah tell me about it, my Moto Morini Corsaro 1200, also had trouble with wet and electronics, the speedo would sometimes show speeds of 380 km/h when it was doing weird stuff.
You got too love Italian bikes and electrical wiring, but hee that's the charm of an Italian bike.
The discussion reminded me i forgot to change the tyre wet grip value :-[
Thanks for the comments so far - the Senna paint seems very popular.
These are the UV paint guides ad AO layers to buiild a paint - suggest making a paint from the UV grids first so you can see the mapping. Already decided i will probably re-UV the fairing at some point to use the texture space better as it could do with a few more pixels. Simple block color schemes, even a blue framed Bostrom rep are easy enough though so it is possible to add a bit of variety for on-line testing.
Remember to export as .TGA for your final files before packing!
UVs and AO's - somewhere above i explained how to blend the AOs to you base texture paint - about 65% opacity looks about correct and its what i have used for the other parts
https://drive.google.com/file/d/0B5ctW4QlgobdMHViYmhwMjlVcWs/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdMHViYmhwMjlVcWs/view?usp=sharing)
You can also rip parts (brake rotors and clutch/sprocket covers) from the existing paint files to help build a new one
Have fun ;D
To get an understanding of the problems for painters i have started making my personal paint - just lower half done so far;
(https://lh6.googleusercontent.com/-OOGOhpU7vlU/Vzb5WVdeuOI/AAAAAAAAA08/-1PIxWnFfos3M5ghab1nDjZQJrHeTKerACL0B/w1118-h629-no/screen026.jpg)
(https://lh4.googleusercontent.com/-SzX9uwPHoI8/Vzb5WY_Ct-I/AAAAAAAAA1A/-XzdLBGsMcEdEdrBCZrt89Da9iqjkd2iwCL0B/w1118-h629-no/screen027.jpg)
Quote from: PeterV on May 14, 2016, 08:33:54 AM
You got too love Italian bikes and electrical wiring, but hee that's the charm of an Italian bike.
Full of charm indeed they are :)
But the corsaro had a hell of an engine, I recall reliable sources not hesitating in saying it was probably the best engine amongst big naked bikes.
I still miss it Max, it was a real blast riding that thing. I miss that engine too be honest. (thats why i find the bikes after this one i had boring i guess.
I would like to have one again but they are too deer for me at the moment.
Sorry for the [OT] H.
Just tested your bike for the first time H on Donington National..... First thing I noticed is the engine braking is way too strong and the engine sound doesn't seem to rev very high(sound-wise). Also I notice you have the bike set at a default rear ride height of -20, is that correct to real life? :-\
Apart from that the bike looks superb mate! Just needs a lot of bike physics work to get it right I feel, but with the bike still being in Alpha phase of development I guess that will all come in time. :)
But yeah.... Superb job on the bike model mate.... Looks very, very good indeed! ;D
Hawk.
Quote from: Hawk on May 14, 2016, 03:42:14 PM
Just tested your bike for the first time H on Donington National..... First thing I noticed is the engine braking is way too strong and the engine sound doesn't seem to rev very high(sound-wise). Also I notice you have the bike set at a default rear ride height of -20, is that correct to real life? :-\
Apart from that the bike looks superb mate! Just needs a lot of bike physics work to get it right I feel, but with the bike still being in Alpha phase of development I guess that will all come in time. :)
But yeah.... Superb job on the bike model mate.... Looks very, very good indeed! ;D
Hawk.
All noted, thanks - sounds are a pain and i will just have too keep looking for some samples from somewhere. It will sound a bit odd as its the only twin we have so firing frequency is low - at 12000 rpm that's only 100Hz, so even with exhaust tones at 2.5 and 3.5*firing its only 350Hz - hardly a screamer. Sound need a lot of work though :-[
Raised a lot of questions in support r.e. rear suspension, but no answers so a -20mm start point was just to get the bike to sit correctly.
With no TC or ECU the braking will seem harsh if you downshift fast without letting the revs drop - Do you think any of the 3 variants of engine are OK? The road engine has the flattest torque curve and least engine braking, i did make the R engine a bit of a pig on purpose to try and make it more interesting for more experienced riders and maybe went too far. I will try playing with the slipper but i could not find any documentation for the settings.
For the next alpha i will concentrate on the geometry and physics as the graphics are good enough for now.
Hi H , i adapted the sbk1098 sound i made some time ago, to your 916 Duc, give it a try, maybe you like it .
If not, ...no worries m8 :)
>DOWNLOAD< (https://dl.dropboxusercontent.com/u/100893791/ROAD_DUCATI_916_94A1_SOUND.rar)
Anyone can download and install if you like it, you won't get a Data mismatch error online, so you can try it without issues.
Quote from: Warlock on May 15, 2016, 02:12:00 AM
Hi H , i adapted the sbk1098 sound i made some time ago, to your 916 Duc, give it a try, maybe you like it .
If not, ...no worries m8 :)
>DOWNLOAD< (https://dl.dropboxusercontent.com/u/100893791/ROAD_DUCATI_916_94A1_SOUND.rar)
Anyone can download and install if you like it, you won't get a Data mismatch error online, so you can try it without issues.
thx Warlock
OH thank you kind sir.
Look forward to trying it.
@H I held a test server last night with road bikes and noticed the clutch was not turning on the 916 in the live stream then saw it was not in GPB??? Look from time 1:37 in the video
https://www.youtube.com/v/Q03xKlc2GXE
Could it be the version of the bike?
DD
That is weird, i will investigate
No wonder they all crashed, the clutch locked up lol
Now thats a real simulation lol
DD
Hi H this was my first try with your bike so I have a little feedback from my opinion.
I LOVE the explanation you describe about what you are trying to achieve with this bike. I wish all the mod makers would do this.
It handles the curbs at SPA unbelievably well - how did you do that? :)
In the following points I do appreciate it is Alpha and you are working on these areas, but feedback is feedback right? ;)
1. Rides nice until it is pushed where it wobbles and bucks like a boss, suggesting the default setup is outside of the ball-park.
2. EB is a bit too high. At first I thought it was far too much but after hearing expert opinions of how this bike was IRL I started to enjoy it learning to ride it not so aggressively. The reason I still think it is a bit too high is that changing down the gears on a corner often causes a rear lock, fine if that was to 1st gear but sometimes it is 4th-3rd or 3rd-2nd even when at very slow speed. Also in replays you can see the rear lock often .
3. I really LOVE that you have reduced the engine noise to bring out the effects but I think it is too much (too quiet) at this setting. I also agree that the sound is now very distinctive compared across the views.
4. The first 1st person view at default settings doesn't show enough windshield/dash for my liking but it is close.
Would need a lot more testing to cover Engine Modes and stuff. Hopefully after Sundays Race here will be a lot more feedback too.
Cheers H!
@DD The clutch animation is hard coded so this may be a bug or replay animation issue for PB to investigate
@Warlock - Thanks for the sound file, love the throttle closed and overrun - is it possible to reduce the stretching at the extremes of the rev range? Did you synthesize the sound? as it is nice and clear, i tried this approach but it sounded very dull with no character at all :( but it did give plenty of samples.
@Nick, Thanks for the input, starting to think i have far too many issues with the non-graphical side of things :( Maybe a fresh start with all of it is required). The suspension set up is a pain without a tool to see what happen in game and where the bike settles and the only suspension model i could get anywhere near the Ducati setup and work in BikeED was the classical. It will be nice to check a check of network play loading just to give some confidence moving forward with the MOD but i can see lots of issues with trying to race it with the current physics :(
Thanks top all for giving it a try
edit: One issue does seem to be the very tall default gearing (over 200mph - maybe only for Spa :o ), changing the sprocket ratio massively reduces the engine brake effect - i will ensure that the defaults are more sensible in future
Might add a bit of variety to the paints available;
(https://lh5.googleusercontent.com/-rABw1A3Ohac/VziE7YlakWI/AAAAAAAAA2g/QEBT8MhYI8ge1lAEBFx0Mqy9w-qCqHHIACL0B/w907-h856-no/screen030.jpg)
https://drive.google.com/file/d/0B5ctW4QlgobdMFRKUXIzSnUwWkk/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdMFRKUXIzSnUwWkk/view?usp=sharing)
Going to try and solve the engine braking and head shaking issues as i am not happy with it at the moment and it seems very set up dependent :(- top of the list now i can see that on line is actually functioning which has been a concern.
Even like it is now, is a very rideable bike H. don't be too hard on yourself, come and have fun in the race.
After you can go back to work with a fresh mind :)
Thanks, Seeing several on track it did look pretty smart and cheered me up :) Softer default set up seems to be in the right direction
I was with default setup today, no big problems mate ;) Just the EB too strong ;)
Decided that sounds are a personal thing and that with the large array of after market systems for this bike i might just include an alt sounds directory and encourage people to install what they like. I quite like the idea of individual bike modifications where we can :D
Only downside is replays will be the server installed sounds but i guess thats not a big issue
Hearing all the bikes on the grid tonight sounded nice though whatever sounds were installed by the individual riders :)
Quote from: h106frp on May 15, 2016, 09:37:06 PM
Decided that sounds are a personal thing and that with the large array of after market systems for this bike i might just include an alt sounds directory and encourage people to install what they like. I quite like the idea of individual bike modifications where we can :D
Only downside is replays will be the server installed sounds but i guess thats not a big issue
Hearing all the bikes on the grid tonight sounded nice though whatever sounds were installed by the individual riders :)
The user will only hear the same sound from the sound files the user has installed. They won't hear the different individual sounds others have installed on their same bikes online or in replay. ;)
Hawk.
Good point, another plan poorly conceived ;)
I don't know if anyone can advise, but looking at my engine curves for throttle closed they seem relatively modest relative to the mura so i am a bit puzzled as to why the EB is so excessive ??? I appreciate the 916 has very tall gearing - something to do with chains and torque, but still a bit confused
Thanks
So just release a complete bike in 5 versions for 5 sounds and or other mods and then you would here the different sounds as long as you have all bikes on your system. Long way to have to do it but it would work
DD
Would be even easier is sounds were implemented in the same way as paints
There is another problem, even if we could have different sounds, on the track, a factory exhaust beside a Termignoni would be inaudible and would create a lot of confusion with your own bike volume.
We already have this problem with the same volume sounds.
Anyway we won't have any really really good imitation of a real sound (that would be a real dream ::)), we don't have proffessional samples, so...no way :-\
Quote from: h106frp on May 15, 2016, 10:54:24 AM
@Warlock - Thanks for the sound file, love the throttle closed and overrun - is it possible to reduce the stretching at the extremes of the rev range? Did you synthesize the sound? as it is nice and clear, i tried this approach but it sounded very dull with no character at all :( but it did give plenty of samples.
The sound is a granular synhesis of a little part of a real sound captured from a youtube video, an then quite heavily edited, ....so , in short words, was just a miracle lol ;D
I said it before few times, sounds for GPBikes is a matter of luck, i tried the same method for other sounds and it didn't work, i got instead robotic sound, silly sound, too dirty, too clean, no power, musical sounding.... and a long etc ::)
I'm very picky with bike sounds, in my opinion they are a
BIG part of the joy of a racing sim, and is probably the worst part of many mods..... and i understand, is impossible without real samples.
Thats why i spent tooooooo many hours trying and trying, i would love real sounds in GPB, but......no real luck, no standard method.
Quote from: h106frp on May 15, 2016, 10:54:24 AM@Warlock - Thanks for the sound file, love the throttle closed and overrun - is it possible to reduce the stretching at the extremes of the rev range?
Don't really understand what you asking for.... :P
Do you mean like if the bike has only 8000rpm (for example) range? more plain along the full range? less pitch at the end?
It's the sort of 'warbling' effect that occurs towards the extreme low rpm end of any stetched sample and its something i have not managed to really resolve experimenting with sound files myself. I guess it an artifact from the in game looping system
I tried a clip from YT but even small changes in engine load in a sample are noticeable as audible repetitions in game and many YT recording have record level overloads and clipping which leads to horrible artifacts when loop stretched.
TEST PILOTS WANTED ;)
Can someone try these maps and report back, back up you engn and cfg and replace with these.
The street should seem very relaxed especially with reduced gearing, slamming into 2nd or 1st is not recommended and not really required on a torquey bike anyway. Hopefully sp and r still require some care when riding and are a bit of a challenge
https://drive.google.com/file/d/0B5ctW4QlgobdeGQ2RUhQUFpKVnc/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdeGQ2RUhQUFpKVnc/view?usp=sharing)
Thanks
Quote from: h106frp on May 17, 2016, 05:25:23 PM
TEST PILOTS WANTED ;)
Can someone try these maps and report back, back up you engn and cfg and replace with these.
The street should seem very relaxed especially with reduced gearing, slamming into 2nd or 1st is not recommended and not really required on a torquey bike anyway. Hopefully sp and r still require some care when riding and are a bit of a challenge
https://drive.google.com/file/d/0B5ctW4QlgobdeGQ2RUhQUFpKVnc/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdeGQ2RUhQUFpKVnc/view?usp=sharing)
Thanks
Test Report:
Track: Silverstone
EB: on settings 3 and 2 the EB is great and progresses nicely between each of those settings. However once you start using setting 1 and 0 the EB is, in my opinion, still too strong.
Overall, a very great improvement on EB, just those 1 and 0 settings are too much still. ;)
Handling is great, maybe too great as in too stable at the rear because I'm sure even on a road bike with that power if you whacked the throttle open while in a full lean then the rear end would break away from you, this sticks like glue. :)
Tyres: The tyres do seem to be getting a little too hot(Not sure what they should be)? My tyre temps around Silverstone without crashes were getting to:
- Front Temps: 80/93/101
- Rear Temps: 68/73/85
Engine Sound: Sounds great to me mate.... I like the warbling effect when the throttle is shut-off(only improvement there could be with random warbling tones through it's range when it's in operation). But without adequate real engine samples to work from I think you'd be hard pressed to better that by much. Great job! ;) 8)
Also the RPM dying away at low revs seems to be fixed good and proper.
Bike Wobble: Hardly any too report.... Maybe a fraction too much at times in certain circumstances but nothing that cannot be handled.... A very big improvement from last version.
Engine Mappings: I only see the one (S) engine mapping available?
I made a copy of original bike folder and then just dropped your files into the bike folder to replace what was there.
End of report.
Hawk.
Quote from: Hawk on May 17, 2016, 06:44:02 PM
Quote from: h106frp on May 17, 2016, 05:25:23 PM
TEST PILOTS WANTED ;)
Can someone try these maps and report back, back up you engn and cfg and replace with these.
The street should seem very relaxed especially with reduced gearing, slamming into 2nd or 1st is not recommended and not really required on a torquey bike anyway. Hopefully sp and r still require some care when riding and are a bit of a challenge
https://drive.google.com/file/d/0B5ctW4QlgobdeGQ2RUhQUFpKVnc/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdeGQ2RUhQUFpKVnc/view?usp=sharing)
Thanks
Test Report:
EB: on settings 3 and 2 the EB is great and progresses nicely between each of those settings. However once you start using setting 1 and 0 the EB is, in my opinion, still too strong.
Overall, a very great improvement on EB, just those 1 and 0 settings are too much still. ;)
Uh weird, for me EB is stuck on zero (not possible to change it). And that should be OK, as the bike has no EB, TC and AW.
@h106: I think youcan remove completely the "ecu" section in the bike .cfg, so that electronic controls won't appear at all in the garage.
Minor detail: I still prefer how the tyre groves look on the nr750 compared to yours, both when bike is resting and riding (3rd person view).
Can't say what it is exactly bit the effect is weird.
Looks embossed rather than debossed sometimes?
Quote from: Napalm Nick on May 17, 2016, 09:21:50 PM
Looks embossed rather than debossed sometimes?
Yeah, depending on the angle with respect to the light.
How are they done, with a normal map ? Maybe it's better to just bake an occlusion, don't know. Anyway the ones on the nr750 look better.
Quote from: HornetMaX on May 17, 2016, 07:23:50 PM
Minor detail: I still prefer how the tyre groves look on the nr750 compared to yours, both when bike is resting and riding (3rd person view).
Can't say what it is exactly bit the effect is weird.
Quote from: Napalm Nick on May 17, 2016, 09:21:50 PM
Looks embossed rather than debossed sometimes?
Yeah, I forgot about that in my test report above.
Well I'd say that the normal map was created with incorrect settings for the need; that is the recesses(in this case the tyre treads) should show as recessed and H has got them showing as protruding. Just my opinion of course from what I observed. ;)
I use
CrazyBump to create my maps and it will give you a choice of effects and options to alter values to get the correct effect depending on what suits your needs, so it is very easy to see from the outset what works best. ;)
If you want to send me your tyre tread texture I'll do the normal map for you H. ;)
Hawk.
Thanks for the offer Hawk, i have used the free online mapper and it looked OK to me;
(https://lh4.googleusercontent.com/-dn5_uwBpU0Q/VzujomVx7wI/AAAAAAAAA4A/TmOZeSsj3543oSasiHPop9K1QvbFZL_bQCL0B/w944-h669-no/screen034.jpg)
Normal map with AO layer in shader - pretty sure the magnitude is correct, probably more to do with shader normals.
I will put the files together - maybe a better mapper is required after all
EB TC AW should be stuck on zero with the only option being the 3 engines - checked that is how it is in my install - very odd
ECU has to be left to a allow engine maps to be loaded but they have no associations to EB TC AW declared in the cfg
H , on that pic, looks like the tyre is getting a reversed light.
On the bike you can see the light coming from top, shininess shows that, but in the tyre, light comes from floor (grooves shadows where should be light), that can give thee sense of protruding.
Obviously materials always reflect light from the floor or anything surrounding the object, specially on the lower grooves , but on top grooves is imposible to receive reflection from the floor. ;)
I see what you mean - i will try removing the ambient from the normal shader and see if it looks better. The base texture is solid dark for the tread and the shader does the rest.
The parts that rotate are a problem with AO and i have avoided it on the rest of the model by removing rotating parts when computing the AO layer.
The tyre is tiled so the same texture and shader is applied around the circumference - without modelling the tread i don't think you can avoid the situation of fixed ambient lighting.
During model development when i had an untextured model with the mura AO layer you could see the dark spot from the bottom of the tyre when the AO was computed rotating around the wheel so i guess its unavoidable
If i understood correctly, is it possible to rotate the uvmap 180° so the bad looking part in is the part of the wheel we cannot see from behind?
Sorry if its a dumb question, im a noob with these things :P
As the texture is tiled onto the UV it would still look the same rotated 180 and still would not work for a rotating wheel. Occlusions in (simple non realtime) bump maps are not dynamic but computed with fixed ambient lighting and baked to the bump map so we end up with strange lighting if the map rotates relative to a strong positional light source. I think i will just have to try it bump normal only first.
Quote from: h106frp on May 18, 2016, 02:07:00 PM
As the texture is tiled onto the UV it would still look the same rotated 180 and still would not work for a rotating wheel. Occlusions in (simple non realtime) bump maps are not dynamic but computed with fixed ambient lighting and baked to the bump map so we end up with strange lighting if the map rotates relative to a strong positional light source. I think i will just have to try it bump normal only first.
Hmmm I'm lost (no surprise, I really know little abut all this stuff): I though that a bump/normal map was computed once (by an external tool) but then processed in real-time by GPB.
How can you bake the (pre-computed) AO into a bump map ?! To me they do two different things.
I'd try with bump map only first, then with AO only.
Most important (likely): when you compute the AO, you should use an
ambient light, not a single (directional) light source hitting your object, otherwise your AO will depend on the light position. Maybe that's enough to fix the issue.
The specular is the alpha layer in the bump map to save texture memory - sorry, bake was probably the wrong description
As far as i can tell all of the normals are applied when you build the model in fbx2edf and it computes a fixed normal map for the bike from the shaders. The game engine then just applies a light source to this map - PB added some dynamic AO but i suspect this only works for geometry.
I will experiment a bit more after i get to the bottom of the LOD issue which has me very confused at the moment
Well having ridden the bike in a circle i think the normal directions of are flipped on the horizontal axis so in game they appear on the wrong side of the lighting model - when lit left they disperse right and when lit right they disperse left, I will re-compute and try again.
Well spotted - completely missed that one and i will have to check the 1P reservoir tops now for the same problem ::)
Quote from: h106frp on May 18, 2016, 03:53:16 PM
The AO is the alpha layer in the bump map to save texture memory - sorry, bake was probably the wrong description
First, you have a bump map or a normal map ? I know people sometime use both terms indifferently, but in reality they are not the same (see link below).
Second, are we sure about how GPB interprets your AO when it is placed as alpha channel of your bump/normal map ?
Up to now I think I've only seen AO "maps" as pre-baked layers to be used when skinning a bike (you create your skin and you layer the AO on top of it).
I'm not sure "mixing" the AO and the bump/normal map is something supported.
Quote from: h106frp on May 18, 2016, 03:53:16 PM
As far as i can tell all of the normals are applied when you build the model in fbx2edf and it computes a fixed normal map for the bike from the shaders. The game engine then just applies a light source to this map - PB added some dynamic AO but i suspect this only works for geometry.
Hmm ... that's not my understanding of normal maps (but again, I can be wrong on that).
I thought a normal map is obtained by a hi-poly model and, once combined with a low-poly model, it vastly improve its detail.
The normal map stores the information about the normal direction (as RGB values) at points of the low-poly surface, computing the normal direction from the hi-poly surface.
The game will then have to consider the normal direction provided by the normal map in order to compute the lightning of the low-poly surface (which, thanks to the normal map, will not be as flat as the low-poly model but more detailed, closer to the hi-poly model).
http://blog.digitaltutors.com/bump-normal-and-displacement-maps/ (http://blog.digitaltutors.com/bump-normal-and-displacement-maps/)
I agree on your conclusion anyway: just start with a normal map + eventually darker color for the groves in the texture (which kind of emulates ambient occlusion without the issue of the light soucre direction).
Sorry for the confusion max i did make a few errors in my description before;
The specular map which is just a grayscale is in the alpha of the normal map which is RGB for the normal vector - this is how PB documents the normal map as RGBa.
The AO for a texture is normally computed from the model in the 3D software and then added as shading to the base texture. When computing a bump map it generates the normal,specular and AO map for the shader. I add the ambient to the tyre texture.
The high poly/low poly model is the full method. Most people are using crazy bump or normalmap to generate normal maps from grayscale textures.
Sorry for creating more confusion :-[
I have had another try and flipped the R and G components and this appears to have corrected the lighting angle in game
Any closer to what is desired?
(https://lh5.googleusercontent.com/-3mL93vFNWrY/VzzOA16yHOI/AAAAAAAAA4w/Vr49iY7uxH0cKR_zSgoFcUK-G-sF2L_IwCL0B/w863-h826-no/screen035.jpg)
Oh yeah baby. I could get my tongue stuck in them theyer thingies.
Looks far better H. Great work.
DD
That looks so much better mate! ;D 8)
Hawk.
Just noticed, thats the first time I saw someone put a valve on the rim, no wonder the other bikes were a pig to ride, no air in tyres lol.
Love the level of detail H. Brilliant
DD
Nailed it H well done!
Thanks, i know to observe the lighting a bit more carefully now. Could not help but try to make the tread look a bit shallower like a real tyre rather than the deep black relief - i quite like it but i will go with the majority opinion :)
(https://lh3.googleusercontent.com/-UzFSSrgTJ20/VzzlpIAl-vI/AAAAAAAAA5Y/G3Ge-aEAOUMkhdXxvTJZerDPb7ok9B02gCL0B/w506-h439/screen036.jpg)
Perfect. +1
The other may be better while in motion though.
DD
Probably the latter is a bit better in motion, the slightly lower contrast reduces the 'striping' effect and is easier on the eye.
Excellent h106 ! 2nd tyre looks like it's a bit used. Both are fine for me. If one of the two is better when spinning, then go for it.
BTW, is there some sort of motion bur for the tyre (tread) too ?
Second looks better to me, good job with the lighting ;)
While i am stuck waiting for some script guidance i though i would start remapping some of the niggles :)
Fairing and tank re-mapped to make better use of the texture space
Had another try at the exhaust pipes, less welds and a bit more discrete - colour is a closer to stock bike
(https://lh4.googleusercontent.com/-_pXqt3cQOH4/Vz5kPji26WI/AAAAAAAAA6c/eSWRwcjyofQm_VnktK9LpCVGeMkkurAYQCL0B/w1025-h826-no/screen037.jpg)
Beautiful i love this bike! And it was built from scratch, amazing! 8)
Thanks, hopefully we will be able to port the models to TTB and add lots of new features ;)
Spiffing old chap................................cut the crap, ITS the dogs bollocks bro, it is brill.
So good to wake up to this kind of news.
DD
PS: I think from what P was saying in his TTB post, tracks will not be portable by the sounds of it, so what about bikes. If he is going to step up the 3D side of it I think it will not be compatible.
It dont matter too much as we have it in GPB and I think GPB has a good future.
Learning to paint ;) - a try at some schemes for the next alpha
(https://lh4.googleusercontent.com/-FrJMyLj5lwQ/V0th0j4VUFI/AAAAAAAABAg/US-AI34o04MOarp6u7a3ZYaQpMZQvFj7gCL0B/w1118-h629-no/screen057.jpg)
(https://lh4.googleusercontent.com/-gAY3RcaAWbs/V0th0oQ770I/AAAAAAAABAk/o9AOAZW3nMA2rv2sFXce0dOzgFX9yrOXQCL0B/w1118-h629-no/screen058.jpg)
(https://lh6.googleusercontent.com/-uvI3v97rJHg/V0th0fhVrxI/AAAAAAAABAc/QSJb8gKawdcacNN4cXTQKOfa8c_U1Gb0QCL0B/w1118-h629-no/screen059.jpg)
(https://lh6.googleusercontent.com/-oiTsInAp3w0/V0th09wHWQI/AAAAAAAABAo/k5cppDlzIls14ov1GjTINEMn1C2cJw0XwCL0B/w1118-h629-no/screen060.jpg)
(https://lh4.googleusercontent.com/-ygEL6yPQQZE/V0th1H4af_I/AAAAAAAABAs/zJtLCT5TnXYVZuQTTaFBUwCOiFGATkJ4ACL0B/w1118-h629-no/screen061.jpg)
(https://lh4.googleusercontent.com/-azZJbqAj_p0/V0th1H8YrGI/AAAAAAAABAw/CH5oOIhhKX0uVP0k3sj1KdPFQHin1QifQCL0B/w1118-h629-no/screen062.jpg)
(https://lh4.googleusercontent.com/-QwLvcjWRcyw/V0th1fSzx9I/AAAAAAAABA0/AcGRcQUpdjMeoEvIWvXjLytb6UJzgX0RACL0B/w1118-h629-no/screen063.jpg)
(https://lh4.googleusercontent.com/-S82a2LpL6Jc/V0th1TRTK5I/AAAAAAAABBU/J_hAoRvkQhYOqTaIscZXdubra8GSgGRGwCL0B/w1118-h629-no/screen064.jpg)
Very nice mate!
Yep. 1, 7 and 8 for me please ;D
My my you have been a busy bee Manu.
Looking forward to the next release.
DD
Quote from: doubledragoncc on May 29, 2016, 10:08:54 PM
My my you have been a busy bee Manu.
Looking forward to the next release.
DD
Don't you just hate that H? hahahaa!
;D
OMFG!!!!!!!
So sorry H............I just got done with the motoGP race and had that in my head.
Please forgive me oh mighty bike maker.
I shall sit on an ice block with no panties as my penance.
DD
Looks very good H! Brilliant paints there :D
haha and then DD complains when i called hil Nick once ;D
I would laugh Meyer if my ballsack was not stuck to this block of ice!!!
I feel BAAAAAAAAAAAAAD so sorry H, it really was a DD dumn thing with MotoGP still in my head and so Manu's name was just there lol.
Well despite my dumbfuck post, this bike is looking so sweet and cant wait to ride the update of it.
DD
Looking Great H! Well done mate! ;D 8)
Hawk.
Nice ! I only dislike the RedBull ones, not in line with the bike's era :)
That was more the days of cigarette companies being the main sponsors I think. Love Rothmans liveries gonna have to do one for this and I am sure Hawk will do a JPS lol.
DD
Great job there H! Looks fantastic!
That orange skin is mine. All mine ;)
Quote from: HornetMaX on May 30, 2016, 08:54:08 AM
Nice ! I only dislike the RedBull ones, not in line with the bike's era :)
1997 believe it or not
(http://v4.sportnetwork.net/mainadmin/img/1801122411589.jpg)
2003
(http://news.micronexhaust.com/upload/RED%20BULL%202smT.jpeg)
Ouch !
A bit cheeky with the timeline, especially 2003, but they are supposed to be owner race rep liveries so i think i can get away with it ;)
Hopefully alpha3 will be in the next bikeMOD
New bundled skins for re-mapped model makes better use of texture space - more pre-painted parts to swap around in the paint files :)
New texture and shaders for tyres
Finished mapping textures for 1P view
New engine maps - better torque curve and engine braking/slipper cutch, bike is more predictable on downshifts. Still not convinced by the slipper physics model as it seems pretty ineffective :(
New GEOM with corrected suspension travels/positions
Windshield wet weather support - raindrops should map correctly (as well as they normally do anyway)
Still using the same sounds - remember Warlocks sound works and is linked in this thread.
Hopefully a more approachable ride - works nice with modest direct lean settings ;)
OOOOOOH sounds sooooooo good H<<<<<<lol
DD
Quote from: doubledragoncc on May 30, 2016, 05:51:53 PM
OK..........................WHAT did I do wrong? All paints dont fit???
(http://iasystems.tk/pics/gpb/screen002.jpg)
Looks like it is just the fairing
DD
#12!!! Woop! Great number there :)
Any chance to get the bike with the 5-spoke Marchesini?
@C21 - I could create replacement wheels, i will putt it on my list :)
@DD looks like you have new skins with the old alpha model, alpha2 model is in picture i can tell by the exhaust bump maps :) - I guess Matty has put up the skins before the model - you will need the new alpha3 release model :)
New model has fairing remapped to improve texture resolution
Just looked and paint mod has links to alpha2 and 3 skins :-[ I will drop Matty a note
Quote from: h106frp on May 30, 2016, 06:57:10 PM
@C21 - I could create replacement wheels, i will putt it on my list :)
@DD looks like you have new skins with the old alpha model :) - I guess Matty has put up the skins before the model
New model has fairing remapped to improve texture resolution
Just looked and paint mod has links to alpha2 and 3 skins :-[ I will drop Matty a note
Sorry mate, i didn't know they were different :-[ ;)
I'll delete the old ones if you send me a list of them (i can work it out but if you've got a minute :) )
OH ok, I need the old paints then as I wrote over the others lol.
DD
@Matty - Just delete them all and use the new alpha3 ones, we will not be using alpha2 again.
@DD wait a bit, new alpha3 mod has been submitted to Matty and should be up shortly :)
Quote from: h106frp on May 30, 2016, 07:47:03 PM
@Matty - Just delete them all and use the new alpha3 ones, we will not be using alpha2 again.
@DD wait a bit, new alpha3 mod has been submitted to Matty and should be up shortly :)
Will do thanks :)
Okay so I should keep the Alpha3 pnt files and wait for the bike?
DD
@C21, 5 spokes look practical, a quick mock up shows that they will fit nicely on the existing rim and hub mesh pitching so tyres and disc carrier meshes will be compatible between models :) I will try and add them in a future release.
Mock up of 5 spokes on modified 3 spoke rim meshes
(https://lh4.googleusercontent.com/-d0wmTQYfoeQ/V0yazXu_H1I/AAAAAAAABBo/9TIhGEHJNaYnDuIRS-0ijlrytwf_Yf9HwCL0B/w1184-h666-no/5spokemockup.jpg)
@DD I think the basic bike MOD normally has everything bundled together unless Matty decides to split them
Thanks H
Will keep them anyways to start work on hehe
DD
Ok it looks far better now.
(http://iasystems.tk/pics/gpb/screen002.jpg)
DD
For anyone who wants to see a working rear light add this inside the 'chassis' section of gfx.cfg
brakelights = AO_1P_chassis_rearlens_image
only works for front brake action though :(
Looks cool but could do with being a bit brighter
Is there not more to put than just that? This is the chassis part, so how would it fit in as just one line???
gfx.cfg:
chassis
{
model
{
file = chassis.hrc
}
shadow
{
file = chassis_s.edf
}
temporary
{
file = t_chassis.edf
}
rearbrakepedal
{
name = rearbrake_lever
axis = x
maxrot = -10
}
shifter
{
name = gear_lever
axis = x
maxrot = -10
}
chain
{
name = chain
pos
{
x = -0.55
y = 0.0
z = -0.0505
}
engine
{
x = -0.110
y = 0.50
z = 0.9
}
texture = chain
axis = u
ratio = 0.05
}
leftpeg
{
type = 1
pos
{
x = -0.23
y = 0.41
z = -0.095
}
}
rightpeg
{
type = 1
pos
{
x = 0.23
y = 0.41
z = -0.095
}
}
And are you trying to make a hint somehow with this paint and my number????
(http://iasystems.tk/pics/gpb/MOB63.jpg)
"Mean old bastards"................"Bad Gas"........................huh eh what you tryin to say about me brov???
LOVE IT..................I feel a new club for us old geezers needed lol
DD
Wondered if you would spot the skin ;) - its a tribute to your hard work - honest ;D The wheels look cool in-game
Its just one line at the end of the block, just follow the braces
chassis
{
model
{
file = chassis.hrc
}
shadow
{
file = chassis_s.edf
}
temporary
{
file = t_chassis.edf
}
rearbrakepedal
{
name = rearbrake_lever
axis = x
maxrot = -10
}
shifter
{
name = gear_lever
axis = x
maxrot = -10
}
chain
{
name = chain
pos
{
x = -0.55
y = 0.0
z = -0.0505
}
engine
{
x = -0.110
y = 0.50
z = 0.9
}
texture = chain
axis = u
ratio = 0.05
}
leftpeg
{
type = 1
pos
{
x = -0.23
y = 0.41
z = -0.095
}
}
rightpeg
{
type = 1
pos
{
x = 0.23
y = 0.41
z = -0.095
}
}
brakelights = AO_1P_chassis_rearlens_image
}
Lovely jubly old bean..............
You forgot a "Grumpy Git" sticker, if one exists. lol
I feel very honored thanks H.
Got lots to do in the morning now lol
DD
EDIT: Love it............now folks can see when my saggy old ass is throwing out the anchors lol
Great idea for Rain light in motogp mod.
The brightness is something that needs work and need to be online in rain and sun to see how it looks.
DD
EDIT: The light is veru dim and hard to see most of the time if sunlight is on it.
I made GPBOC5 server, is up for you to test online m8
Untextured, but a 5 spoke front :)
(https://lh4.googleusercontent.com/-eyKe4T1F6BU/V04n2BRtaXI/AAAAAAAABCU/nXJtHZPPeO0tJYCMB3qxz9ZLxeWZ6dS2wCL0B/w1184-h666-no/5SpokeModel.jpg)
Might do a complete 'mod pack' to a later model spec with carbon heat shields etc
Yess!!
This is how a bike should be, we should have in GPB UI the option to change rims, tyres, exhausts and all those little details we all love to do in our real bikes. Eye candy, but fun :)
Modders work will increase a lot though, but we love to do it, right? hhaha ;D
I think 5 spoke wheels came with 996 and 998, so it's not such a big deal anyway.
Thats one of the suggestions I made a while back Warlock where the modders made it so you could swap files out or have different versions as I dont know if GPB could handle any sort of component choice like bike paints, helmets etc etc
DD
5 spoke rear :)
(https://lh6.googleusercontent.com/-hCFtYquBKo4/V1CtlHjYQuI/AAAAAAAABDA/zZMbJX5yMRwJSs-f6FHiDLByfvxeU0Z5ACL0B/w1184-h666-no/5SpokeModelRear.jpg)
Looking great !! :)
Looking good H! ;D
Hawk
I made a pack with separate parts to make building your own bikes a bit quicker.
I have made the TGA files into separate folders for Complete Body Color Sets, Brake Rotor Sets, Fork Kegs, Wheel Sets, Exhaust Xcan types and caps, Shock Springs, Front Fenders, Clutch and Sprocket Covers.
I modified quite a bit of the originals too so many colors and some manufacturers for pipes
This is to help so you dont have to make or extract from pnt files. I know how we like it to be personal so I thought this would help a bit to speed it up. It is also to help beginners.
There are 82 Folders of parts for now. Hope it helps some of you. 21MB only
Ducati 916A3 Components 1: https://www.dropbox.com/s/tqasbl4xwvrfjo3/Ducati%20916A3%20Parts.rar?dl=0 (https://www.dropbox.com/s/tqasbl4xwvrfjo3/Ducati%20916A3%20Parts.rar?dl=0)
Have fun and thanks for such a great bike H
DD
Opps almost forgot. If you want the parts on the BASE bike just dont put a file for that part in your folder to build your bike. IE if you want gold wheels or frame dont use any files for them as they are the BASE color.
Quote5 spoke rear
I see the 996RS and 998 coming ;D
while you're at it, how about a nice cagiva mito? :D
Quote from: C21 on June 03, 2016, 06:48:17 PM
Quote5 spoke rear
I see the 996RS and 998 coming ;D
955 :) Seems the easiest way to get an alternative model to work without causing server issues.
(https://lh4.googleusercontent.com/-ACsa6cue4eQ/V1Sh6Mh24jI/AAAAAAAABDs/ASel6kN6Rt0Gcl6_pXKwbuidY-FTyOdjgCL0B/w1055-h856-no/screen069.jpg)
What server issues H?
Test bike?
Looks sweet
DD
The 916 was my first loving bike from the new era, before this one i loved only old bikes of the 60s 70s)thank you verymmuch
That thing looks beautiful H :)
Quote from: doubledragoncc on June 05, 2016, 10:28:23 PM
What server issues H?
Test bike?
Looks sweet
DD
Thinking it through, if i just do a mod pack for the original bike the server would not know which parts were swapped out from the base model - apply a .pnt and you potentially have incorrectly applied textures for the wrong models for the swapped out parts. So i figured the easiest option is just build a new bike with the part options, i will list the parts that are different so you can easily rebuild the paints using existing paints where they match. At the moment i have only changed out the wheels and the exhaust heat shield for the later variants.
I will post a test bike as it will have revised rear suspension in line with the observations from the last bike, i tried using BikeED with the multi link suspension options but unless you are very close to a default bike its very frustrating trying to arrange the suspension points >:(
I also want to have another look at the sound files and try and do something with them.
I was working on the assumption that once someone built a bike then personalized it or whatever they make the pnt file and upload it for all to download as per normal for custom skins. Naming it Road_Ducati916A3_(user name) or woteva
DD
That would work for paints but i think that changing model 3D parts will cause issues - maybe PB will give it some thought for TTB where team bikes can be very different.
Yeah I was doing ONLY paints not the 3D part as it is needed to edit another file to make it work etc etc
DD
Is there a way to make it so that the brakelight works with the rear brake too?
DD
Hi DD, that was noted as a bug that PB can only resolve, i guess it is possibly linked to brake lights being derived from KRP with a single brake parameter.
Got ya, only a foot pedal in krp, thanks bro
DD
That time again ;)
955 Variant with various model tweaks to try out;
Updated - see later post
(https://lh6.googleusercontent.com/-on3tnqXoBko/V37NDGA1lyI/AAAAAAAABJc/nSWVFvbHWfocbqN3CCfCfPortRQu5wPuACL0B/w1118-h629-no/screen076.jpg)
Play spot the difference :)
At last thanks H
I took it of my server so guys could use the old ones lol.
Road server will have 916A1 - 916A3 - 955A4 and NR750 from tomorrow
DD
Edit I notice no MAPS folder which I have in mine? Is it okay to update mine and keep my Maps folder?
DD
You can, it was just a temporary copy while i was playing with curve mapping - you cannot mix maps for online though ;)
That is why I am asking so I have to use the new release on the servers and my one you sent me wont work?
DD
Just use the new folder it is probably less confusing and guaranteed to match with the release folder :) The one is sent you to test has all sorts of surplus temp folders used during development.
I added the newwheel paints to a couple of models as well :)
Okay cool beans thanks.
Will make a few happy as I can have the 4 bikes on server for now.
DD
well, i for one am loving this new Ducati, easily the best of the 3 to ride so far - what a blast! 8)
as i mentioned to DD earlier, this bike has me grinning like the Cheshire cat, lol - a BIG thanks for sharing it! ;D
Thanks for the comments, if the 955 seems OK i will update the 916 model using the same parameters.
The last pic from DOC of the 955 from the front the tread looks reversed at the top, shaders H?
(http://i.imgur.com/8zRSOoh.jpg?1)
When you do the 916 like the 955 I will take the A1 and A3 off the servers and I take it that the 916 will be 916A5?
DD
Out-smegging-standing dude. 8)
Pretty as a picture.
...and a damn sight prettier as a model. ;)
Was just talking handlebar exotica with DD earlier(his controller has better kit than my bike :P) - happy to see you've fitted a brembo radial master.
Is a remote adjuster on the cards for add-ons? I tend to get a bit of brake fade towards the end of longer races.
...hmmm, or perhaps it's brain fade. :-\
Don't really need an adjuster - just having a laugh. Know that now it's come come up though you won't be able to resist. :P
Anyhow. Just wanted to say you've done [/are doing] a fantastic job. ;D
...and now I better get started on a skin. A lot of them being shown off - don't imagine it'll be long before we're all on a grid somewhere.
Don't know what you've done with the physics but yeah, liking it a lot! ;)
Pushing hard through Arrabbiata. No lowside at the the apex of 1 - no gripless rear through 2. Feels pretty good all round.
And by pretty good I mean "Hot damn! - can't wait to try it at a bunch of other tracks that had uphill grip issues." :D
To keep things tidy i have updated the 916 base model to complement the 955. Paints are interchangeable as long as you include both sets of wheels in the paint file and the model and GPB will sort out which wheels to apply.
(https://lh6.googleusercontent.com/-Kq7Ug4YRTmY/V4GWo25d3mI/AAAAAAAABKk/Mf5ubs4RW3Y3BRDbrjRnoPAvPIQNzyiEACL0B/w1118-h629-no/916A5.jpg)
916 A5:
Updated - see later post
Not looked at the tyres yet but i am beginning to think the only correct lighting solution is modelling the tread in 3D and use the dynamic lighting rather than fixed normal mapping - maybe something to try on a later release.
Brake adjuster is added to the list of possible additions ;)
Thankyou so much H.
So if I take my A1 paints they wont work unless I add the wheel tga for A3/4? Meaning all paints must be repacked with extra wheel tga added?
We are loving your bikes dude
DD
awesome - now i know what i'll be doing for the rest of the day, lol 8)
massive thanks, mate - as DD said; absolutely loving these new bikes! ;D
So everyone knows for joining server from today you need the 916A5, 955A4 and the NR750 for Road class on GPBOC servers.
You can keep you A1 and A3 until you do all paints(DOC) but it wont effect joining the server.
DD
Quote from: doubledragoncc on July 10, 2016, 08:59:50 AM
Thankyou so much H.
So if I take my A1 paints they wont work unless I add the wheel tga for A3/4? Meaning all paints must be repacked with extra wheel tga added?
We are loving your bikes dude
DD
A1 paints have not been compatible since A2 when i altered the UV for the fairing and some other bits, you should be OK after that
You do not have to add both wheel sets but it does mean you do not need to create multiple paints for each bike, GPB defaults to the base livery if it does not find a paint, if it locates a paint it will swop them out. Quite neat if you have bikes with only minor differences
Thanks H
DD
Small changes to both models
916 re-texture exhaust pipe, new exhaust heat shield and raised limiter
https://drive.google.com/file/d/0B5ctW4QlgobdbVdpeHB3V0piWE0/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdbVdpeHB3V0piWE0/view?usp=sharing)
(https://lh4.googleusercontent.com/-IpfITMAd1Sk/V4LWiFfiFJI/AAAAAAAABLE/qPSHVLcUwpQl4MX8BQeDFKjWQurglW40QCL0B/w1118-h629-no/screen078.jpg)
955 re-texture exhaust pipe
https://drive.google.com/file/d/0B5ctW4QlgobdbkNCbmkybzFIRFk/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdbkNCbmkybzFIRFk/view?usp=sharing)
(https://lh4.googleusercontent.com/-CiMGW9UzS-0/V4LWhh64tHI/AAAAAAAABLA/htZPgiort2EoS9qVzs8qUoKt4NWZrYhPACL0B/w1118-h629-no/screen077.jpg)
thanks for the updates, mate! 8)
it's a stunning looking bike, both in the real world and in your 3d model ;D
is this problem of the overheating hard tyres a general GPB problem, or is it specific to these Ducati's?
if i'm not mistaken, the MotoPG mod bikes of Manu suffer a similar issue...? (still need to confirm that with the latest version, though)
i just went for a spin around Imola, and while i was still (in my mind) trying to warm the tyres up, the back started slipping around as if toast - went back to the garage to find the tyres around the 100-110 degree mark - that after not even 2 laps....! :o
The tyre parameters are the default Mura but this bike has less power so i guess the problem is generic. I have a fairly balanced c of g front to rear as far as i can tell from the tools available and the Mura probably puts a little more weight on the rear.
The tyre file is a text script file so anyone can experiment, you probably need to make a back up so you can use the stock tyre online.
If Manu has resolved the issue we could look and see what has changed and adjust the tyre file.
One thing that might be causing confusion;
Counter intuitive but as i understand it, a 'hard' tyre is designed to generate more heat than a 'soft' tyre for a given duty and the tyre files are correct in this respect.
I
Quote from: h106frp on July 12, 2016, 04:07:44 PM
The tyre file is a text script file so anyone can experiment ...
ah, didn't realise that - what are the tyre files called, please? i'll try and do some experiments of my own, and come back with any relevant info ;)
.tyre files ;)
Please note comment added to previous post as i think this might be a common misunderstanding for tyres
well, while i can understand the tyre generating more heat, if it's designed that way, but surely not to the point of being almost un-rideable after 2 laps (including an outlap) -
i might as well just use qualy tyres, if that's the way it's going to be, lol
Quote from: CapeDoctor on July 12, 2016, 05:36:07 PM
well, while i can understand the tyre generating more heat, if it's designed that way, but surely not to the point of being almost un-rideable after 2 laps (including an outlap) -
i might as well just use qualy tyres, if that's the way it's going to be, lol
It is possible that the values need tweaking it is just that all the sets will need adjusting relative to each other. These seem to be the base factors (rear) for straight line riding;
hard HeatingFactorRoll = 0.0045
soft HeatingFactorRoll = 0.003
wet HeatingFactorRoll = 0.0036 > i guess this assumes some water cooling as you would expect a tyre that generates a lot of heat on the dry line, not sure how wet/dry line effect is modeled.
Quote from: Grooveski on July 09, 2016, 05:31:10 PM
Out-smegging-standing dude. 8)
Pretty as a picture.
...and a damn sight prettier as a model. ;)
Was just talking handlebar exotica with DD earlier(his controller has better kit than my bike :P) - happy to see you've fitted a brembo radial master.
Is a remote adjuster on the cards for add-ons? I tend to get a bit of brake fade towards the end of longer races.
...hmmm, or perhaps it's brain fade. :-\
Don't really need an adjuster - just having a laugh. Know that now it's come come up though you won't be able to resist. :P
Anyhow. Just wanted to say you've done [/are doing] a fantastic job. ;D
...and now I better get started on a skin. A lot of them being shown off - don't imagine it'll be long before we're all on a grid somewhere.
Looks like it will fit ;)
(https://lh5.googleusercontent.com/-kZdGswjbxFY/V4Vxv6WU30I/AAAAAAAABL4/XK0wAaQ0UREzC9biju4gKdBjzrS_xCD4gCL0B/w1184-h623-no/BRAKEADJ.png)
haha, good one m8 ! ;D
Man, the model is just amazing ! :)
+1. Model is amazing. You should probably put it up for sale on some 3d models site :)
I love you H!!!!
;D
DD
Really you shouldn't be pandering to the whims of drunken virtual numpties, it'll only encourage them. ::)
...but it does look good, so I'll let you off. ;D
Gorgeous looking work there H.... Well done indeed mate! ;D 8)
Hawk.
(https://lh3.googleusercontent.com/v2xhLdL_RjbePB4mWc2gIlu3-EtrRKjPkngFZoNZVBzOTBsymLAjrH5ByzJ717DpArr89UEFOA=w1920-h1080-no)
Finally got around to updating for 9c
915
https://drive.google.com/file/d/0B5ctW4QlgobdbnN2MXEzdExnT2c/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdbnN2MXEzdExnT2c/view?usp=sharing)
955
https://drive.google.com/file/d/0B5ctW4QlgobdT0s4TUtUdWhWcXM/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdT0s4TUtUdWhWcXM/view?usp=sharing)
Brilliant thank you kind sir
DD
The best looking bikes in GPB are back :)
Great bike update but I find you have increased the engine braking to the last version and it is far too strong. The old version was just right.
Or......................is it me lol
Thanks H these bikes are sooooooooooo beautiful and best made model in ANY bike game/sim
DD
Have not touched the engine files, maybe its 9c physics. I will have a look and possibly tame it a bit
Thanks H
I think you are right and had not thought about that point.
DD