Hi everyone,
i'm starting, and learning in the same time, to mod a bike for gp bikes. As i think everyone do, i start by my own bike (i think it's best to realy fine tune the physics etc, as i ride this bike in real life).
I'm now on the modeling phase ( i took on model on the net wich is a 2006 model as a base) but my own is a 1996's one, with good old carburetor :) so i just keep the little parts (engine, frame, light etc) and re model almost all major parts. i'm still at a very high polycount (because the net model is not modeled for game at all). hopefully i'm working with c4d and Zbrush and his revolutionaly Zremesher tool.
This is my real bike :
(https://lh3.googleusercontent.com/63DMQ3bPerPKGFJQz-IWx_dq6ahSRk4ARB7Y2LiWMotWrPL0LAHSmY_v8vWGqhIfPBOwC_cImTyiAJQn2o-XmtTVY2upGXmIgIOuymWNh7JeilEs6ajhcb2E2fhQOzswANkaojYBIvwNAVe83UuHb9eSIDd6L29MhbGEQy2db6B_zvZz7BP4a7eLNUMjzEsVyPsBEGP_0Kg6mR6iTkH7JhOOiQZgm4pcSKBLnfu422v3MrajaDiblvr2AlrDe-RpBMamXRycmMHJVjqikk2hVqXMuHXzvjiqB3Rp44_qD0DqKSwSyTQBwYyPQvHTbZZXa_0GBe2QuvfJNVTK2bRuYBkDb2K3e_Q_SwoQvrbzO0iUBrZsAwFrw_AQsb0EQ2BHo6ogelqVmlfXfRK-wdFgi4tqzAdxD6hkCJOvm2PiFh2S8kg_3xMYsV76maENzDql-gagdob_sgvPZ1g91Ny55b0C-Tofnc58GxaSZY8aYbbehavaxGGmOcdxLI5dPHABbEnz1bnJaY6lxbL69Mj_9osZOcQ-hRqJZdayRc6RkMpYCqM1_9rrcQCfwXQfATHvjpPpWCPu=w1680-h944)
this is the model i found on the net :
(https://lh3.googleusercontent.com/yaMWAC5KIBG8YTsnSET8btIETI81Dd1w5nhrKTNgmSTWVrVSLzWG73k9GXfZjfB_6-AivNdpMngUOmi5gRA0KPI8GgGi-TgEH8I21afuaPvZyPCvGRSILB0huNuIspkm4--gSewIKsxE6NV8JewGN_RMu9EWq1D_D4RENMNFsq1YGz9Q2MN6eLHglFkrFCHd21tZPNtqpMiIZG8TehhoiXEnUhuKTQbUz96TAWeqzle2RoPTGVL4OEE8LeSx9k1vsBxAOG3t127s9Q-2f5sXRONgd9gehTNxkwuFELVt2OYSwJhQSmBbHJ86Yzf2PojHX6Y0gihUcc9O_DMHrgWmyhhjFbUVuTLUxmztfGtoITkyeVV24sxuDYKqVtRAzqGpHisKwZIQKESVJSEGjbSqKZrnHXcA6UIrcHodyTmQvNIq7aEkx1HfeDa4rFHv8TI10uhIqQMjNlH09KnQaJBbh0jLZ93ouSsri8jVQdmrJlwktdSCOh8Lmm7ptESHw-3pFhFjcRw1dO0SucDt3IaC2MoKBMT6tdDoNZkA0P06TRwQnPjIji8HSoglbUIH942gpe5gQkOU=w1680-h944)
And the remodeled one (still in WIP) :
(https://lh3.googleusercontent.com/CjJhUxQ0KYAVqVPM_aLDiIJqhuMhGFl7PQ8HQqGTILIxeCN4vER5ODO-usTZUfdPFvwAXqHcBjfz7o3Pw3mw3v7luyJPI89faoGA5ZfjDoTbjNOW_L9Pvi8Q7c9udHIiMi_TvYP7V_0y-jIc7MrrXcrlAkXwPeo8tuFlQHG6IkTHMsxGiBVeNQgP1M5LWIXosN-nGYOAA6QsDdkCTrimVQO9uWUzYjq1HTq0cI0W_gp1o313jNAmtL2bwclvneNH-2cGBCTD6Gi05IbD5bLeHThG_Lm4LVatD80JqWAsbphZRlCZfBP_PatrrF0ZmqgRq6bSGd2T43IVrYsD_-_LdZfIQiERURCCwIO6G6JVVrbWJo1cI3kY5wa6zQ746q7eDY9s8vfoFutTJbmdAtAbL0DCch2O3m3QpDOspPZIIWMsibnfdWnCZ5Ml8M9NbrTwyc23aeQKU3KdnvZcqGGaU7Qk1_phTYi2u8fiXw2Qt1Ytjitkc9shA1d7fi8-EenefCERqJyat_oBe7-pZRvSy0LA1mm2Np_auH3CzOgyQ9V6AqImV9_cmZHYyWRzhrZkvjAa4Kq-=w1680-h944)
one thing i dont really understand is the 1st person view model. Do i Have to make a completely separate model ? if so, wich part did i need to model for the 1st person view.
Thanx
Good stuff. How long do you think it'll take you to complete the model for GP Bikes?
@Urban Chaos > sincerelly since i never made any mod for any game, i don't have any idea, but as a 3D artist i think the modeling process will take me 3 full day, but since i'm working on it only on my spare time, it could be the double !
Bloody hell that was quick :P
Have you seperated all the parts yet? (Fsusp, steer, chassis etc)
Not Yet, i'm still dealing with poly count and reduce the polycount of the parts that i recupered from the model i found on net. i will separate once i finish the modeling, there still a lot to do :)
For the 1p view u can use the same model.
For the discs is useless high poly stuff, need just a cylinder and a texture with the right alpha channel for the holes.
If you want to create a streetfighter for GPB; feel free to ask :D
I don't have it anymore but I have quite good memories of how it felt and how it sounded.
http://i.imgur.com/9iIbfW0.jpg
Hi,
When i finished modeling, do i have to convert to triangle or gp bikes support quad ?
Thx
Quote from: poumpouny on May 05, 2017, 01:42:54 PM
Hi,
When i finished modeling, do i have to convert to triangle or gp bikes support quad ?
Thx
Quad is ok
Hi every one, i have a question please :
- When i have to export the bike model into fbx, do i have to "merge" all polygon for each parts (one for chassis, one for steer .... etc) if so, how to i manage the UV's ? i guess i need to unwarp and texture first then merge all UW and rearange them to fit the resulting UV space or does Gp bikes support multiple UV map ?
thx
You can do it either way, individual components or a single file with many components (but requires a script for fbx2edf).
The individual parts are arranged using the gfx.cfg file
Unwrap and texture all meshes in your 3D app. The textures are then referenced by fbx2edf during the conversion to .edf
You can have multiple textures, but only one shader script per texture
Another question pls :
for the shader : basic color, specular, shininess etc ... where do i make it ? in my 3D software or where ?
If i have for example my fuel tank wich is blue (full bule) with a Honda logo and some sticker on it how do i proceed ?
Thx for responding :)
Quote from: poumpouny on May 10, 2017, 12:44:03 PM
Another question pls :
for the shader : basic color, specular, shininess etc ... where do i make it ? in my 3D software or where ?
If i have for example my fuel tank wich is blue (full bule) with a Honda logo and some sticker on it how do i proceed ?
Thx for responding :)
Just a file .shd with the same name of the texture, and put in the folder of the original tex, example:
Quotespecular
{
shininess = 80
}
reflection
{
factormin = 0
factormax = 0.15
factorexp = 0.40
}
bump
{
map = Name_your_normal_map.tga
}
Ok thanx, so the base color need to be a texture ? or is there also a diffuse color option in the .shd file
Quote from: poumpouny on May 10, 2017, 01:52:23 PM
Ok thanx, so the base color need to be a texture ? or is there also a diffuse color option in the .shd file
Yep just a little texture ^2 with the same color used in your 3d app.
Hi everyone,
good news, i think i finished the modeling and texturing process :), but it is a common process for me as i am a 3d artist, the next stage is more difficult to me i think
here it is :
(https://lh3.googleusercontent.com/rzxFEww9DmgfF8QnuxzDPTh-dvjWOnyrK7zrDxIMOUCVXnnCiTDykDB7EfF3f3RE4-NCI0K0-k8XqQcilHKEE7k86dIGSuSkI02631sRX7kLaTd9AhzWa5kcGtVkTraGVf5Obtf_EJS4Dt0zN-ktc6LgWNhg0NgIZenmCGsoII4poSojwmn-5HwgCFXJwwI8mzl4NEqK4A52Onxogyif2udqnUToMwsb9ch91hJT-BsWToo98H8AKCfi_BRnWAx-CEViyGIUVT8oDDAQQhZsZx2PCeFK-3O_BarCjx6aPqgV8y03El59DsAzl3Kb90P7MwNfwFRX_sokiWzAHtKe6UfssL9FDPVdUUNyZhkmlyiYLQ38WKaKjgZbAcFtDYrI_m5dCDJlV74UmkVP2CjgaKHVrV5gWXsXEb5UM1tpBYGxem8PSRs6YynyX-yNzx7qAjAREymgFeL7y3EX6NOaXX0zVrm8VNiRRhOdVcTStECARbuj1oGZqITLhpkiBPM7qw9JLiRwpL6wsjUb3szNv6342sD_379LP8AsTiA8-XvKNpP0NH7xh5BVSJ6LUwCK07-6kuqI=w1680-h944)
(https://lh3.googleusercontent.com/6ogKET-4OX_xnbqNMtR_MceQHSTGcjunycHl5NoEFKqF3ANs3dZBmOoNRjRQIWgqTGTHAgCTE5hYN5a6nh3vYSj3R7RCNuZdz6vkaVk4kIMX3xAVkEZ1ElljmnxGlA3SSncHTC-5HsmCcw1wH7km67-eR4zvd0LIGJFZaJYm0T8uDGWoL9lVGsCR2qKWcW6bl6Pe8GCYbrK4S9C9CeWjHTlUeMfMqmPUUnva6S9sh820R1PEQpX_kkbAQXfJIpxxOjMUJCwvtGncRa6862ixPPISBQfA2ciavAdelbXzCAXKoTtazdi-qLqFis4flllgloJxk5iK8dERFqaMc4iJAHuJIVnkq5F4YTVPWAPlrVO6pYpHc2mMJjmWNNK4VQmbvN_q6jVJs4C2v9DgflWCXVgfElwq4fjGrB9GqiC9a37T5C3NKu_l-Ba9gL6lfAepslPpf6axToIP6UC7nrN9F5hw1VEhlSLK9eGsD97257axGQhrYcyzokfqTerpBr6LdVgYqWvvMqzN072NuNZIvZf21YkC979ib1GWSNtTpIAQHzetK8u7hSGTjZz2sdtHXrYJQ2uj=w1680-h944)
(https://lh3.googleusercontent.com/BkRNQJ7KU-NJRkwyabiv8C3_r-cPZw-q8YpBNp6uzjdPr796b6ge9M5kDg1MebTFRkSl-TLokahjIm8NLLr74GkHJuwNhA_Fss_a3ErE-doMKpQ90xzjLjmr8sG3b8n7SbTO8NhNc5xxowak8ApxP0VYi_fuvTZSZOAmOq8cdjDV3CFaDB--u_b3yY6xPVQt4078cLEM8e_Pqo71SepeDPUnjykMUoe3klQ1ObRnVpACFbT95P-T5i2eVSlmRI5XbHMgL4oynqm29ps5zjOt5DSna3mhpDTo7e6nXeyqJkkeoy88uYWlVnBDhRI_9Fwtr-F4JfIQ7i82dJIARkrh3B1t17Wnk7qSc7Lb5SqwEh27eEeV5W3qazcHuoB6R8T3sWH3wgQSH34jxHBMRr2qYFCZPPZyj_MaDu2oYm2W5gbGgkzxJpCtpILAk-cr8NpYNvRIRm1cijso69wHTlcfp_vj71Xbgvk2n0UKm0xJ5KJIjuLY6guggfU-wX8KhXDvqpG5cnk6GnEfcu_LD0oY6Qy-PAPaQQFic0nCGpwZiiS2mq_nKYyz9ewBy3iiwOmbR5Adnnax=w1680-h944)
Now my question is, for exemple for the chassis i have many parts so how do i process :
delete all others parts but the chassis, then save it as chassis.fbx. then convert it as edf file with fbxtoedf, now when i want to add a shader to each part how do i proceed ?
What is the process for the dash board (analogic with needle) how to map the needle position to the speed for exemple ?
Thanx for your help :)
Is quite long to explain the process (but it is easy) now i haven't time, u dont need make nothing for apply the shaders, just select "recalculate" from the plugin or standalone fbx2edf.
I put my exhaust texture, shader and normal for the MV F4 I think it can help you:
Thanx Blackheart,
so i have a problem, to just test it, i merge each part into 1 polygon files and then export as model.fbx, then i follow the bike template tutorial but i cannot export a edf file, i can but it is 1Ko ..... what did i do wrong ?
do i need to export to a specific fbx version, now i'm using the 7.5 (2016) version
thx
Quote from: poumpouny on May 11, 2017, 03:11:15 PM
Thanx Blackheart,
so i have a problem, to just test it, i merge each part into 1 polygon files and then export as model.fbx, then i follow the bike template tutorial but i cannot export a edf file, i can but it is 1Ko ..... what did i do wrong ?
do i need to export to a specific fbx version, now i'm using the 7.5 (2016) version
thx
I use fbx 2010 (I dont remember why lol )
If your processing an exported fbx then you shouldd be using the standalone fbx2edf
use Load to find the fbx file
set to mesh
set recalculate
use Save to supply the output filename (*.edf)
hit OK
The log should indicate the compile status steps
When its finished hit Abort to close fbx2edf
I managed to export edf but no matter i use the model.edf with the bike template and the export script, or separate edf file for each part, my model doesn't appears in gp bikes. :(
Depends of your game files (gfx, ect...), try to put your model on a other GP Bikes mod (remember a backup of the original).
i've tried every thing but nothing works.
single edf with script with fbxtoedf
multiple edf of each part then edit the gfx files to change the name
try on gpbike beta 10 and 9
i even try to export my mesh to maya before exporting it to fbx
My bike name appears on the bike list but when i select it, no bike is displayed !
Help please :'(
Send me in pm a edf i give a look if with me works.
Thx Blackheart !
mp sent
Quote from: poumpouny on May 12, 2017, 11:24:16 AM
Thx Blackheart !
mp sent
thx I've tested it, and the model works in GP Bikes :P So I think that the problem its in your gfx
attached the gfx file, juste the one in the tutorial i follow, i don't know what is wrong with it !
Mmh I don't see nothing strange here, maybe it's some ID or name file check the cfg, engine map(s) geom, etc...
I've check every thing, i even try to take another bike folder and change files etc but still nothing show. when you say it works, you mean you setup a new bike and it appears in gp bike ?
Quote from: poumpouny on May 12, 2017, 01:07:25 PM
I've check every thing, i even try to take another bike folder and change files etc but still nothing show. when you say it works, you mean you setup a new bike and it appears in gp bike ?
Download if u dont have a bike from the wsbk 2017 set (because I use multiple edf) rename your chassis.edf in the name that I used and try.
ok now it works but i think i have a pivot problem hahhhaha the bike explode :o ;D let me check that and i'll go back.
Thanx for your help blackheart :)
Hi Everybody,
I finally manage to deal with edf, pivot etc, and now it is visible and working in gpbike (i use the Kalex moto 2 as template) the official bike template isn't working for some reason.
My problem is that now, i don't have any texture in gpbikes, i've fully unwarp UV and export as fbx, copy all my texture in the my bike's folder, and create a .shd test with my fuel tank texture but is still not showing in gpbikes.
(https://lh3.googleusercontent.com/z_ZaqLx3CKiogDNMh4IcfDTp5EarzZmulkm8srzrjNtNhQJyS55FgnMBF-rynD8w13GnibsuDjma1OXJsSzo9SjxFGw2COSb-F52-VJ-F-9WF2yE2KeXHv4JD9GNIssst1MoolUJc1ovKzQPHfZe7Q6QLe5qUMJHrec5yYhp_bWLNUPyQUXJnLrKR7ppediz-hG7gS6RWeXXCZj5zB1nAXjGblGZvCQJVmgoPviWe1DvIVLnF5ufilk_HpE1OunJDWkvKNLiprU7an68J4QyLn4OcIi79xYxMqChc6i5jEOPGh8g48XlsSZ8YMN4u0RaEhH4rZWn9CFZGai15MURMT7375EzFsIm09dxXa7IsjqHkMCTY3_dlpQPxd8dh6Uub0u6q2-ChLvEeJgvoSigGxqNf3TgC5ZRfyL7sXQctViibLMnznacoCPKmmvdsXwv-fuHPIUcRdGgY1Bbm4YyOT_3ASQjW1PoQeHXkaeX9ylkH83YNu1GXaDEMqWaDTDRaXRGf5GQnxMK9uQ7ou6PKpC6s4iEQv-807KYzVuc9KzJ1c-RElthMjGOclbVH-uJNYzTlap2=w1680-h895)
Thanx for your help
Do u have some error in the fbx2edf?
Your textures are the right size? Example 512x512 or 1024x512?
P.S. flip the normals for the right grip ;D
looking good so far, keep it up! :D
Ok, thx.
I try to open bike ed but i don't understand anything. so first what is the keybord shortcut for Pan/zoom view in bike ed ?
No i don't have texture error in Fbxtoedf, and yes my texture size is always a standard size (256, 512, 1024 etc .....)
Thx
Quote from: poumpouny on May 15, 2017, 03:17:30 PM
Ok, thx.
I try to open bike ed but i don't understand anything. so first what is the keybord shortcut for Pan/zoom view in bike ed ?
No i don't have texture error in Fbxtoedf, and yes my texture size is always a standard size (256, 512, 1024 etc .....)
Thx
If i remember well "z" for move and the mouse wheel for zoom.
"Z" is working for pan but not the mouse wheel for zooming !
Oh man, you are a genius. Keep it up man, this is going to be awesome. Do you have actual plans what your next project will be or do you only think about your current project?
MCF
The textures need to be in the location referenced by the fbx file (ie where they were when you exported the file) or packed in the fbx file where they will be unpacked by fbx2edf into a new directory.
Not had much luck trying to get blender to pack textures but you can rebuild the fbx with packed textures using the autodesk fbx converter tool.
Personally I just leave all the textures in the original location and place my shader files there. You also need to have the textures assigned as materials for them to be associated in the fbx.
Once built the default textures are packed into the edf file so you no longer need any dependancy files.
The texture is applyed as a difuse texture on a material for each part, i have the fbx texture folder in my working folder but how i'm supposed to move them into the gpbikes bike folder ?
Quote from: poumpouny on May 15, 2017, 03:30:49 PM
"Z" is working for pan but not the mouse wheel for zooming !
strange tried now and works :o
P.S. nope u dont need move your textures in the gp bikes folder
Quote from: poumpouny on May 15, 2017, 03:47:32 PM
The texture is applyed as a difuse texture on a material for each part, i have the fbx texture folder in my working folder but how i'm supposed to move them into the gpbikes bike folder ?
You do not need to, the paint scheme used for the original 3D build becomes the default and is part of the .edf file.
You can use http://www.open3mod.com/ (http://www.open3mod.com/) to view the binary fbx or export an ascii and check the texture paths with notepad to be sure evrything references correctly. Had the same issues with my first bike :)
If your fbx2edf files are successfull your bike should appear in the preview window already fully painted.
You build new liveries using PaintED and these are then swapped out by the game engine. This is why the texture names must stay consistent and the new .pnt file go in a \PAINTS subfolder.
edit:
Not sure you do have your texture assigned as material because the bike has 'plain' paint type material already applied in the image and these two types should be exclusive of each other in this case.
If your using blender your materail assignment should look like this
https://drive.google.com/file/d/0B5ctW4QlgobdajNMZERTUTZxclU/view?usp=sharing (https://drive.google.com/file/d/0B5ctW4QlgobdajNMZERTUTZxclU/view?usp=sharing)
Hello,
the problem was that i have some non ^2 bitmap as texture and some jpeg (the noob mistake lol) so thank you guys now i manage to export with texture (i export with fbx 2010).
(https://lh3.googleusercontent.com/7QacpkWyjDNDGqhWNfiQvsGRLGwD4pPrC5xStGurkRENFDNOTQi6mEYi53FNHve-PV0dS097CX0Lu6c1sYRQMLbGbiID1_PIMD8Bgq1NcioZNlwAmYhjQWbzsbpsTdwF_LwL-zZ2B5OFetFbzCakoSEYtwoVdgL4HNfaKHAyoTVbFYL9HmXGeerGRHA_rTAjSJBAKLRIJhH67KuZ_uUwByQ1iztf6eC-mAlULwz0hPiDRfXNqZtLOuBR0td_JaTG0HFswRU8DmXmctnK9ihHynIf7dLqB4TP8qGds_MjM6eK0Tjl-aytA4x1n8fVe_VWpnHeVgwSfpK7dNQ2vF-jSwQYhJV6evubk-bDeNN7jm_0TRym5GKqFFNVR-eGMxnxZ075CL4JRzzvzh2r6Kj7zl-N0MA4jDXx_oLUWSnrdgn7HEWoz-MkEw_ZHui-oIH4XxIVvqXlT71MWm50wys0_XNjljjfzRBxgqBJmfRdIm8sZo8nBSh19SNifb9XQwpiVw1fh4UeLciKsS2xT9viEYyEMcwEVU3bmO9FjlTvCEKBbBByIUmrh-M_DT2_ii3mjgaFP76Z=w1680-h944)
So before i move to geometry and physics, i want to do some shader. so now where do i place my .shd file ? in the folder i exported my fbx ? if so when i finished the bike and want to share it to the community how i'm supposed to deal with the shd then if i leave it in the fbx export folder ?.
The Mouse wheel is still not working in BikeEd :(
Thx
The .shd file goes in the folder with the textures
I tryed to put some shd in the texture folder but it doesn't change anything in gp bike (i changed specular value etc ......) and i have the same aspect for my bike or do i have to do the shd file before i export my edf ?
I cannot edit anything i bikeEd because i cannot zoom, if someone had any idea why my mouse wheel did not zoom in bikeEd
The shader with the same name of your texture example your textures for the tank is named "tank.tga" and it is in the folder "x", rename the shader "tank.shd" and put it in the folder x with your texture. But u need redone the conversion in fbx2edf with recalculate normals on.
Cool :), it working now, i'm moving on geometry and engine now, i think i will do the cockpit element later (analog speedometer and engire rpm and neutral light) i think i have to built a more detailed cockpit model.
the driver hand is now offset when i ride with my bike, so where do i can adjuste the driver ik target for hand and legs ?
(https://lh3.googleusercontent.com/9-v8_VTQHjRgOiHDqzejjw1iU7tvetZJvmv52rIwEChl0zwFv-0yhDijvz6C9VUDcOpLorA92HoZbmC4Zf03rwwbO-8hhYV4bico0XMqAR2WJryjKGgJ0J23GPv-GoGpxOfAAtsjV4NxC4OQuZodLxJ4A8HMHoNbJ9LcmR9tlhuUB6rI132kNvkvIT7tOjXNqYmgYtdRDgnyWKTEC_BxgEP6BmIqkIq3_f_hFEqf5F4d7HnNsYGvkc2u6wnRYmmOufVr4GFiiog9AdatlfblWvErQsrrrOnCUgKvYwvQBBCzilalKowvyHLmKJusqFNvmPB7MGWGgZ2ug2aEuNPDblolEsesK952YbayefRacj94S0kngad0QP7IAt57qj6KoVXj5QSGcywSeb0ZnhGtAieQeZxP__FtzS3_iPepRYHOIRFG8IoVWATArhX_0N3ZiqXQPz5TCWSVXP6lmCLaMgQrq8xnQLNZa63sMUaz2S3uzyy0hU8PfVfBnAChz3Ijtx1QP4vwOfKRZp-6RsAvleAr7CNnPqT808wkf6CuM8qeVKX_xbHneC75JvKZhMVZY4MnVWuZ=w1680-h895)
concerning engine, i'am not a mechanic at all lol, i've search on wikipedia the cb 400 sf tech spec but i don't find any relation beetween the tech spec i'v found and the engine and config file. Where do i put the engine basic spec (4 cyl, 16V, the engine displacement, max rpm etc ....) i checked the GP bikes Wiki but the physic section is empty, as the bike ed lol.
Anyways thanks all to your help
;)
Quote from: poumpouny on May 16, 2017, 10:49:29 AM
the driver hand is now offset when i ride with my bike, so where do i can adjuste the driver ik target for hand and legs ?
In the gfx.cfg under "left/rightgrip" (there are 2 section for this, a for the third person view and a other for 1p views) and under "left/rightpeg" for the boots position.
Get a dyno file from the internet of a CB 400 bike, :)
(https://s-media-cache-ak0.pinimg.com/originals/d2/88/aa/d288aaaaa8404127820d529260b001da.jpg)
now i try to redo it iny enged but when i try , gpbikes get a core.exe error or the engine throlle by itself until max RPM then the engine die, also the dyno file i found stop at 13 000 RPM but my bike can get at 18 000 RPM so i don't know how to fill it in. so what did i do wrong ?
I've found why i cannot zoom in Bike ed, it is because i'm using 2 screen on my computer, the zoom work on the first screen but when i move the bike ed window into the second screen it doesn't work anymore, i think it's a bug.
Here is a little video of a test in Victoria circuit, it's just the 3D model and i just reduce my Max Power and Max speed iny the config file, and change my sound to the kawasaki ZX sound file (wich sound like my real bike sound)
https://youtu.be/EVCRtGyvrvA
Thx
Hi everyone,
So after one Week of searching i on how to configure the geometry and Engine with real world data, i found the ultimate tutorial (lol) but it is for Mx bike so all is oriented dirt bike,
http://forum.mx-bikes.com/index.php?PHPSESSID=711f0db052c19b9f247dc147d43da909&topic=1546.0
After followign this tutorial, i have manage de input all data i could found of my bike. Now, my problem is :
- My brake cannot stop my bike (i have changed the diameter to the realife data (296 mm ) and change the torque accordignly to the tutorial formula of calculating it, but there is almost no braking in game. Then i try to double the torque (because my bike have 2 front disk brake) but it behave the same.
- The second problem is with gear ration, i put in the ration i found in the Owner manual (wich is a single number per gear :
First gear ratio: 3.3077
Second gear ratio: 2.2941
Third gear ratio: 1.75
Fourth gear ratio: 1.4211
Fifth gear ratio: 1.24
Sixth gear ratio: 1.1299
but in game, with those value, I always have a core.exe crash every time i change my gear so i look to another bike and i found that they use a 2 input gear ratio :
gearing :
ratio0 = 12, 33
ratio1 = 16, 32
ratio2 = 18, 30
ratio3 = 18, 26
ratio4 = 23, 30
ratio5 = 24, 29
So how do i convert my data into those kind of input ?
Thanx.
Hi,
It's been a while, so i manage to get my physic (geometrie and engine) work, it behave like the real bike (awesome software we have here Pibs :D). remain the wheel and it will be perfect (for now i use the moto 2 tyre)
So it now have :
Engine :
Real life data for : Engine dyno curve, primary reduction ration, gear ration, sprocket size, clutch max torque, chassis mass, inertia, brake disc (diameter, torque, mass)...
Geometire :
matching real life data for : rake angle, trail, wheel base.
for the rear suspention, since i didn't find any technical data so i just test it by guessing ....
In game, i have the correct acceleration, top speed, and stability. for the maximum leaning angle i cannot say since it still using moto 2 tyre.
Still in wip, the shader is still horible, the dashboard is not working but i decide to make a little video with it in victoria :)
https://www.youtube.com/v/sF3u-yGUJBg&feature=youtu.be
Thanx to all for your help
PS : how to post youtube video direct[/flash]ely on the forum, instead of hyper link ?
Use the Flash buttin and then as Matty wrote in another post:
Quote from: matty0l215 on May 20, 2017, 04:34:25 PM
To get the Video ID of any video on youtube take the normal URL
https://www.youtube.com/watch?v=plRvbycYxAM
and Remove watch?
and then replace the =
with a /
So it should look like this-
https://www.youtube.com/v/XtXfd9XK0X
https://www.youtube.com/v/plRvbycYxAM
Hi everyone,
I have issue with my analog speedometer and rpm, i read on other topic that to make an analoge speedometer, i have to make my needle a part of the chassis (i'm using separated edf for each part) . My problem is that my need works (it rotate with my rpm, but as it is a part of the chassis, it doesn't rotate with the steer, so i just stay in the air.
https://www.youtube.com/v/exXz75xD88o&feature=youtu.be
Please help !
Try exporting them in the Steer model.
Not working if i make it part of the c_steer.edf ? :'( the needle is there but not working at all, just static !
Hmm.... Maybe Piboso could shed some light on this??
I don't think we have ever had a bike that has the clocks mounted to the steer model.
if i remember correctly Piboso added for last GPB version support for steering mounted clocks?
The guages and needles will definetly need to be part of the steer model (To match the bars)
Just need the relevent .gfx code...
here is what's in the gfx file :
gauges
{
scene = 0
rpm_analog
{
enable = 1
needle = rpmneedle
axis = y-
step0value = 5000
step0angle = 0
step1value = 17000
step1angle = -225
}
i've make my needle a part of the steering (c_steer.edf because i use a detailled model for 1st person view) and name the needle "rpmneedle". No parenting in the steer fbx file, all part of the steer on the root level.
Have a look here: http://forum.piboso.com/index.php?topic=3771.0 (http://forum.piboso.com/index.php?topic=3771.0)
Changing "scene = 0" to "analog_scene = 1" should make it work.
I knew i saw it somewhere lol ;D, just couldn't find it
Steven > Wow, thank the rpm needle's working now. 8)
What about the code for the speedometer ?
thanx
speed_analog
{
enable = 1
needle = (WHATEVER YOU NEEDLE IS CALLED)
axis = y-
step0value = ###
step0angle = ###
step1value = ###
step1angle = ###
}
Worth a try.
thx Matty !
hey just came across this post did you ever finish this bike and could i get a link to it?
Hello BIGBROWNIE, you can find a lot of mods on this discord: https://discord.gg/TwxFer4v
On the section Mods of this forum u can find a lot of tracks and bikes to:
https://forum.piboso.com/index.php?board=10.0
See you on track ;)
BigBrownie29 i've almost finished it then i lost my HDD :'(
Quote from: lluisete on December 01, 2021, 11:56:26 AMHello BIGBROWNIE, you can find a lot of mods on this discord: https://discord.gg/TwxFer4v
The invite link is dead sadly :(
Quote from: razerphynx on December 29, 2021, 11:28:49 AMQuote from: lluisete on December 01, 2021, 11:56:26 AMHello BIGBROWNIE, you can find a lot of mods on this discord: https://discord.gg/TwxFer4v
The invite link is dead sadly :(
https://forum.piboso.com/index.php?topic=9955.0