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GP Bikes => Support => Topic started by: JOACKO172 on April 13, 2018, 02:21:29 AM

Title: Need a hand!
Post by: JOACKO172 on April 13, 2018, 02:21:29 AM
I am making a bike. I think i made some good things. Is much easier than make a track but anyways. Can somebody help me with this? I read the wiki page of gpb but is very complicated to understeand for me.
Title: Re: Need a hand!
Post by: matty0l215 on April 13, 2018, 06:19:45 AM
Are the origin points in your modeling software set to the centre of each object??

Ignore this

What poumpouny said.

Title: Re: Need a hand!
Post by: poumpouny on April 13, 2018, 07:23:12 AM
Take the bike default template and align you axis pivot with !
Title: Re: Need a hand!
Post by: JOACKO172 on April 13, 2018, 07:14:05 PM
Quote from: poumpouny on April 13, 2018, 07:23:12 AM
Take the bike default template and align you axis pivot with !
Can i do that with 3ds max? How?
Title: Re: Need a hand!
Post by: matty0l215 on April 13, 2018, 07:16:57 PM
 http://forum.mx-bikes.com/index.php?topic=974.0

Template files can be foud here

You will need Blender to open them (Don't ask why they can't be as a .max file also)

Look and compare the piviot points to your model in 3ds max
Title: Re: Need a hand!
Post by: JOACKO172 on April 13, 2018, 09:59:27 PM
Quote from: matty0l215 on April 13, 2018, 07:16:57 PM
http://forum.mx-bikes.com/index.php?topic=974.0

Template files can be foud here

You will need Blender to open them (Don't ask why they can't be as a .max file also)

Look and compare the piviot points to your model in 3ds max
I make this. I put all the pivots points in place compared with the template but the bike is having tha same problem. I think i need to modify the .GEOM file but i don´t know what values i need to put.
Title: Re: Need a hand!
Post by: matty0l215 on April 13, 2018, 10:27:10 PM
Just concentrate on getting the piviots correct first and showing in game.

Use an exsisting .geom file close to you deisred bike (one of the m3 bikes or the msm 125) as a close refence.
Title: Re: Need a hand!
Post by: JOACKO172 on April 13, 2018, 10:30:37 PM
Quote from: matty0l215 on April 13, 2018, 10:27:10 PM
Just concentrate on getting the piviots correct first and showing in game.

Use an exsisting .geom file close to you deisred bike (one of the m3 bikes or the msm 125) as a close refence.
Thats the problem. I put the pivot points in 3ds max, export the EDF files and anything happend. The bike looks like un the first photos
Title: Re: Need a hand!
Post by: matty0l215 on April 13, 2018, 10:47:38 PM
Could you send me a copy of your .max file?

PM me
Title: Re: Need a hand!
Post by: janaucarre on April 14, 2018, 11:15:43 AM
Hi,
It seems to me that z and y axis are inverted, compared the values of the axys in 3dsmax and the previous posted screenshots
Title: Re: Need a hand!
Post by: JOACKO172 on April 16, 2018, 02:39:59 AM
Another question. Its possible to make a bike without rear suspension? I have a crazy idea if this is possible
Title: Re: Need a hand!
Post by: matty0l215 on April 16, 2018, 05:48:17 AM
Hard tail?

Yes
Title: Re: Need a hand!
Post by: JOACKO172 on April 17, 2018, 01:12:41 AM
Hi everybody. Today i am working on the KTM and i am so close to make something decent. i have a problem. When i go straight the bike works "good" but when i try to turn lot of sparks come from the front part of the bike and next i crash. Some help?
Title: Re: Need a hand!
Post by: h106frp on April 17, 2018, 01:49:42 PM
Did you define the correct collisions in .geom? They are displayed as boxes and spheres in bikeED but must be entered manually in the .geom
Title: Re: Need a hand!
Post by: JOACKO172 on April 17, 2018, 01:53:28 PM
Quote from: h106frp on April 17, 2018, 01:49:42 PM
Did you define the correct collisions in .geom? They are displayed as boxes and spheres in bikeED but must be entered manually in the .geom
I am not in my house right now, can you say what values i need to edit?
Title: Re: Need a hand!
Post by: h106frp on April 17, 2018, 04:09:37 PM
This bit in .geom
coll
{
chassis
{
numspheres = 4
sphere0
{
pos = 0, 0.29, 0.05
radius = 0.13
}
sphere1
{
pos = 0, 0.68, 0.52
radius = 0.24
}
sphere2
{
pos = 0, 0.7, -0.06
radius = 0.15
}
sphere3
{
pos = 0, 0.76, -0.52
radius = 0.15
}
}
steer
{
numboxes = 1
box0
{
pos = 0, -0.08, -0.01
size = 0.65, 0.05, 0.1
pitch = 0
}
}
fsusp
{
numspheres = 1
sphere0
{
pos = 0, -0.59, 0.02
radius = 0.12
}
}
rsusp
{
numboxes = 1
box0
{
pos = 0, -0.03, -0.3
size = 0.2, 0.15, 0.4
pitch = -7
}
}
}
Title: Re: Need a hand!
Post by: JOACKO172 on April 17, 2018, 10:45:31 PM
Ok. I solved the coll problem thanks h106frp. Now i have more problems but i think i am close to finish my first mod.
1st: Both tyres looks a little bit in the air
2nd: The rims are moved to a side. i don´t have explication for that because in the fbx they look in the right place. I tried with other bike and i have the same problem but with more movement.
Title: Re: Need a hand!
Post by: Blackheart on April 17, 2018, 10:55:56 PM
I see a lot of issues, anyway for the wheels, just put a lower Radius value in the tires files.
Title: Re: Need a hand!
Post by: JOACKO172 on April 17, 2018, 11:04:12 PM
Quote from: Blackheart on April 17, 2018, 10:55:56 PM
I see a lot of issues, anyway for the wheels, just put a lower Radius value in the tires files.
Could you say what issues do you see? Everything helps for me.
Title: Re: Need a hand!
Post by: Blackheart on April 17, 2018, 11:12:22 PM
Quote from: JOACKO172 on April 17, 2018, 11:04:12 PM
Quote from: Blackheart on April 17, 2018, 10:55:56 PM
I see a lot of issues, anyway for the wheels, just put a lower Radius value in the tires files.
Could you say what issues do you see? Everything helps for me.

The GP Bikes import looks wrong, like if the faces are flipped or something like this, or maybe is just the normal map wrong, in MS games the normals are "yellow" so you need change the blue channel; "ctrl+I" from black to white.

P.S. for put the wheels at the perfect size, add in the bikeed.ini this:

Quote[tyres]
path=C:\Program Files (x86)\GP Bikes\gpbikes\tyres\

In this way you can see your tire model.

EDIT: Here the result in-game with a correct import, shaders and normal map.

(https://s7.postimg.cc/6skmtp9vb/screen041.png) (https://postimg.cc/image/6skmtp9vb/)
Title: Re: Need a hand!
Post by: JOACKO172 on April 20, 2018, 03:05:51 AM
So, after lot of fails i am here with a new and better project. I have two important problems now. I need somebody explain to me how to put the rider in the correct position and how to reduce those shapes or quads in the bike. i mean sheaders or something.
Title: Re: Need a hand!
Post by: Blackheart on April 20, 2018, 04:11:39 AM
Rider position move this in the bikeed:

(https://s7.postimg.cc/n2pynlnyv/Rider_pos.png) (https://postimg.cc/image/n2pynlnyv/)

For hands pos in the gfx: leftgrip and rightgrip

For the boots pos again in the gfx:  leftpeg and rightpeg

For the shaders is a bit more complex to explain, so here the example of the ktm, looks also the alpha channel in the normal map for understand how it works:


https://mega.nz/#!11JRGKSZ!0nehTb2OA9CZHlB2ZPXshsf-jkJFUXZ5mP_tD76ezJw



Title: Re: Need a hand!
Post by: JOACKO172 on April 21, 2018, 03:17:45 AM
Now with everything working i need to ask something. What i need to do to have the capacity to put diferent skins on a bike? I need to edit the material name or something?
Title: Re: Need a hand!
Post by: Blackheart on April 21, 2018, 11:42:31 AM
Quote from: JOACKO172 on April 21, 2018, 03:17:45 AM
Now with everything working i need to ask something. What i need to do to have the capacity to put diferent skins on a bike? I need to edit the material name or something?

Just the textures, materials names are irrelevant.
Title: Re: Need a hand!
Post by: JOACKO172 on April 29, 2018, 04:45:40 AM
Hi everybody! Here again asking for help. I am making a track and i have this problem. Looks like i have sphere over the bike. everything out of that circle looks like a mirror or something strange. There are some photos to explain better. everything Helps!
Title: Re: Need a hand!
Post by: janaucarre on June 08, 2018, 06:59:56 PM
Hi,
It is probably a bad naming something, it must be like TRKASPH_xxxx and so and so.
Title: Re: Need a hand!
Post by: JOACKO172 on June 08, 2018, 07:02:20 PM
Quote from: janaucarre on June 08, 2018, 06:59:56 PM
Hi,
It is probably a bad naming something, it must be like TRKASPH_xxxx and so and so.
Oh sorry i forget this topic, it was a textura problem, i just make some things with gimp and it works
Title: Re: Need a hand!
Post by: JOACKO172 on June 15, 2018, 08:16:27 PM
Hello hello people the noob is back here!
The bike looks like "glass" or something, can somebody help me?
Title: Re: Need a hand!
Post by: matty0l215 on June 15, 2018, 08:21:07 PM
Flip the faces of the fairings.

The game doesn't register backfaces
Title: Re: Need a hand!
Post by: JOACKO172 on June 15, 2018, 08:23:58 PM
Quote from: matty0l215 on June 15, 2018, 08:21:07 PM
Flip the faces of the fairings.

The game doesn't register backfaces
Ok i will try...
Title: Re: Need a hand!
Post by: JOACKO172 on June 15, 2018, 08:49:53 PM
Quote from: matty0l215 on June 15, 2018, 08:21:07 PM
Flip the faces of the fairings.

The game doesn't register backfaces
Ok no, i flipped the faces and it doesn´t work.
Title: Re: Need a hand!
Post by: matty0l215 on June 15, 2018, 09:08:55 PM
Hmmm...

I had exactly the same issue before but mine was fixed by flipping.
Title: Re: Need a hand!
Post by: guigui404 on June 15, 2018, 09:17:25 PM
you need to get the normales on the good side , or add a thikness maybe
Title: Re: Need a hand!
Post by: h106frp on June 15, 2018, 09:48:41 PM
Have you applied any transformations? (mirror, rotation) If you do not apply them your model matrix may contain negative values that creates reversed faces.
Title: Re: Need a hand!
Post by: JOACKO172 on June 15, 2018, 09:54:41 PM
Quote from: h106frp on June 15, 2018, 09:48:41 PM
Have you applied any transformations? (mirror, rotation) If you do not apply them your model matrix may contain negative values that creates reversed faces.
How do you know it has negative values and how you change that if that is the case? I just rotated the complete bike 180° to import it to the game.
Title: Re: Need a hand!
Post by: h106frp on June 15, 2018, 10:08:48 PM
It depends which 3D app you use, somewhere you should be able to view the matix and see if it has any negatives.

To normalise the matrix you need to 'apply' any transformations - In blender its simply called 'apply' (ctrl A).

The concept of transforms and scaling becoming negative is a bit weird but common to 3D apps.
Title: Re: Need a hand!
Post by: JOACKO172 on July 09, 2018, 10:51:19 PM
Ok, today i am working on the rear brake lever and gear lever, like manu´s 2015 mod, i detached the parts from the chassis and i put the pivots point like the photos, now the problem is when i exported the edf the chassis appear but the levers no, Can somebody help me?

(https://s19.postimg.cc/6qmjtwlvz/screen079.jpg) (https://postimg.cc/image/6qmjtwlvz/) (https://s19.postimg.cc/uhlxc0tsv/screen080.jpg) (https://postimg.cc/image/uhlxc0tsv/)
(https://s19.postimg.cc/jus46utfz/bandicam_2018-07-09_19-47-51-550.jpg) (https://postimg.cc/image/jus46utfz/) (https://s19.postimg.cc/mov9kb3bz/bandicam_2018-07-09_19-48-03-234.jpg) (https://postimg.cc/image/mov9kb3bz/)
(https://s19.postimg.cc/uhlxckbyr/bandicam_2018-07-09_19-52-30-315.jpg) (https://postimg.cc/image/3js0atrbj/)