• Welcome to PiBoSo Official Forum. Please login or sign up.
 
March 28, 2024, 08:04:31 PM

Show posts

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

Messages - Eagle

1
Hey hey. Kind of coming back to GPBikes to see how it's going, and possibly playing again from time to time. If you're talking about that old pseudo-mod of mine, I took the links down to avoid measures about any possible copyright infringement, among other things. I have also had a terrible accident with my drive, so I lost the W.I.P. model I was slowly progressing on. Not sure if I will continue this mod. I still have to go through a lot of steps to be comfortable enough with 3D modeling and GPBikes' workflow, and given all the tasks I have outside...

PS: I know that post is pretty old, but some information was lacking, right? :P

Edit: Attached the last screenshot I have from it. I was still continuing it until that regretable event. :(
2
Bikes / Re: [W.I.P?] ZXR 250
March 28, 2017, 05:19:47 AM
I've been pretty busy with school and internships these last months, so I didn't yet resume it. The progress is the same as the last above screen.

Edit: not sure it ever made it to the forums, so here is a preview of the actual placeholder configuration for the engine audio: https://www.youtube.com/watch?v=shMU3uMb3Mg
Try not to mind the jerky framerate, my Sandy Bridge mobile Pentium has troubles running everything by itself. :P
Also digging in the making of a simulation in Unity, firstly to see where I can get and secondly to try developing an approach for a flexible procedural engine audio generator, using high-level powerful tools.
3
Bikes / Re: [W.I.P?] ZXR 250
March 06, 2017, 03:32:46 AM
Well well well... It's been a while I didn't post here. I'm not even sure if anyone was following this closely (lord! 11k views? Guess google did a bad job with search queries for this bike). Either way, as I probably mentioned, I'm quite stubborn with my begun projects, so, yes, finishing this is still in my plans. I'm still powerless when it comes to modeling, but I keep hope and try hard on attempts. Those attachments is the furthest I got lately. It's so hard to model something off a low quality side view and videos, mainly for a beginner. But yeah, I'm used to this kind of challenges. :P
Another reason for this post is to ask about modding resources such as documentations, tools or links leading to either of them. That would be of a great help. I remember the wiki page lacking a lot of information and being abandoned, so I don't think it's a reliable source of information. As for the tools, I noticed few pinned threads scattered through the forum hierarchy, so I might be missing some things. Thanks for reading!
4
Sounds good then! And yes, I have already pointed out about the RC211V's samples, but I never had the confirmation from PiBoSo about the use of the source content in GPBikes; pretty much why I only temporarily kept publicly my configurations for V2 and Flatplane Inline 4 on my Mega cloud storage. The audio domain in racing games is a delicate task. It needs a considerable amount of money, people willing to lend their vehicles and dynos for few hours per car/bike, silent surroundings and some knowledge to record the samples correctly. Aside from this common professional method coupled with the kind of system GPBikes uses for seamlessly transitioning between samples, there's only an highly programmatic driven audio simulation that could reproduce engine sounds to some extent, but I doubt PiBoSo will ever dig in such a puzzling task, given the amount of projects he is working on, the pace at which they update and these lasts' focus. At the end and sadly, the community is bound to use either cheap samples or rip from commercial games (TDU1 seems in a grey area to me), unless someone finds a way to realize that first option. Though, I can't talk for the Moto2 set, as I have no idea where those samples come from. They sound pretty clean.
If you are interested, I can send you my V2, Flatplane I3/I4 configurations as placeholders the time you get new sounds operational. I think only the I3 needs a bit of tweaking on low revs to be seamless.
5
Bikes / Re: DUREX Suzuki Skin
March 05, 2017, 01:50:14 PM
"Ride safe" ::)
6
Hem... I haven't checked the lap time, I was too carried away from how smooth it felt to drive it... Ha ha.
I'm no motorcyclist, but it seemed odd to me that such bikes are this forgiving. Even without electronics, it's so stable you can't just believe you are riding a liter sportive! If I recall right, I also noticed the aerodynamics stomp the front on track, similarly to the H2R. I think it's more noticeable when actually flying off the road.  :P

Hah, I knew I recognized the ZX-10r and ZX-12r samples! They did a pretty good job recording those. Hopefully Atari doesn't mind much. ::)
7
Bikes / Re: GP250cc BikeMod
March 05, 2017, 12:40:08 PM
1/4 liter smokes?? How could I miss this! Gotta run on test track!
8
Just tested this mod. Seemed too easy to handle for a liter bike. Surprisingly, unless I willingly ran straight into a wall, I couldn't fall from it; and I tried! While it felt pretty good to ride a godly stable bike, I guess there's room for improvements on making it behave like the real thing. Anyway, glad to see the community is still working harder than ever to expand GPBikes. Gotta try out the other brands and categories!

By the way, are those engine samples placeholders? Except the idle one, all of them sound familiar to me. :P
9
Bikes / Re: 750 Kawasaki
November 19, 2016, 11:35:15 AM
Looks good!
10
Bikes / Re: Honda CBR900RR
September 01, 2016, 07:42:35 PM
QuoteI totally get where you're coming from, the lack of documentation on anything GPB related with modding is frustrating to say the least.
That's true. Most of the information I have about GPBikes' systems is from tests and a bit from the modding wiki that is sadly quite empty and probably outdated since.
QuoteWAV files associated with the default bikes seem to not be able to be played on any program I have, let alone one that would let me figure out (reverse engineer) the way this is all structured so I could find the proper length and sound to replace each file with.
The native bikes' samples are encrypted; which mean they can't be read nor edited by extern programs. You can still use other files or a full bike as a testbed and figure out how things work. I think that's how we all do/did to learn. For sample length and rev levels, I think they are relative to the studied engine; it's all a matter of needs. You can also use Max's GUI SCL editor for a simpler configuration. Before this magical tool, everything had to be calculated (with some formula etc...), worked on raw text and then tested in-game. I can guarantee you much more time and effort was spent this way!
QuoteSo, basically, I'm out. Really tried to help with anything I could with GP Bikes but I guess I'm just computer illiterate after a decade of trying my hardest to understand this stuff.
Don't down yourself. It is often difficult to get used to a certain workflow. And for the race analogy, sometimes you loose speed, sometimes you even crash! But who knows ? Someday you could even get the best lap!

Heh, anyway. I am not forcing you to do anything; it's all up to you. If you have enough motivation and passion, I think you can do this.
11
Bikes / Re: Honda CBR900RR
August 30, 2016, 09:24:03 PM
Right. Waiting impatiently for the release. It's good to see old bikes being made.
12
General Discussion / Re: Realism in game
August 30, 2016, 07:38:01 PM
QuoteMaybe I need to give the system to Piboso and not ISR so he can see how it is to ride with a gamepad AND real controls?
Ah ? What is he using for his tests ? :P
13
Bikes / Re: Honda CBR900RR
August 30, 2016, 07:35:29 PM
I didn't pretend the contrary: just pointed a funny similarity. It's also the first time you show the audio work since the other video with the Test Drive Unlimited ZX-10r samples.
14
Bikes / Re: Honda CBR900RR
August 30, 2016, 06:54:04 PM
It sounds like the old STK1000/SBK/SSP sets. I guess they were made similarly.
15
General Discussion / Re: Realism in game
August 30, 2016, 06:51:41 PM
QuoteAfter playing the game for a year now my conclusion is that GP Bikes is a bike sim not a riding sim and I don't think it ever will be, if the real world information doesn't work in the sim should it be used?
From what I understand, it is a MotoGP (prior to 2003?) influenced motorcycle racing simulator; where riding is an integrant part of the simulation. It is supposed to handle real world information. It is what it is designed around. If it doesn't, it's probably due to a bug or a feature not yet implemented.