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March 28, 2024, 10:42:52 AM

News:

GP Bikes beta21c available! :)


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Messages - Mace-x

1
General Discussion / Re: Hawk's rant
September 14, 2018, 03:24:53 PM
First, thanks piboso for the reply and feedback, I know that on the list, physics and netcode are first but man, I've never ever modded a game that supported modding and was as time consuming as your sims, they take a shitload of time of trial and error!

And regarding a small game with better support, MX Simulator.

1-Track editor are accessible from the riding area, you are riding a track and want to modify it? Boom, make a jump and try it instantly, it has proper terrain modelling, Decal texturing and oblect placement tools, it takes literally 30 minutes to come with a simple yet cool track.

2-Texturing is just png files, no alpha channel mess and no packing into .pnt, just create a folder and drop the textures there, tbh pnt workflow is nice and I like it but man, documentation, took me 3 hours to try to figure out how to change the stock wheels reflection and normal maps and I failed miserably!!!

Bike model importing seems to be checked, but please do at least a textures workflow tutorial, a track tools tutorial and a track object import tutorial, something not messy, straightforward and understand able please!

I really want to mod but is so annoying and frustrating!
2
Bikes / Re: Rim/tyre modding
September 06, 2018, 07:33:24 PM
Quote from: h106frp on September 06, 2018, 06:46:00 PM
Had a read through, looked at MXB model files and comparing to GPB I am guessing;

The whole wheel, tyre and chain are in the 'tyre' model
The chain should be made like a GPB chain with it own pivot rotated to the correct orientation for spinning animation and a scrolling texture

The issue with the 'see through' wheel is possibly the 'apply rotations' issue - it is inside out when exported from the 3D app

Dirt layers constructed the same as GPB but we would need a template for the correct layer names in MXB

Matty is looking at the files now, if you want to check them i will gladly send them to you aswell, sadly i dont even understand the basics of game models/textures/hierarchy structure so i failed hard trying to import them  :'(

and there´s no documentation so i dont know where to start
3
Bikes / Re: Rim/tyre modding
September 06, 2018, 05:43:08 PM
Quote from: matty0l215 on September 06, 2018, 05:21:54 PM
Can you send me over the files and i will see what i can do??

of course
4
Bikes / Re: Rim/tyre modding
September 06, 2018, 04:44:38 PM
Here´s the MXB thread, the guys came really close to import them but couldnt do it properly.

http://forum.mx-bikes.com/index.php?topic=1485.0
5
Bikes / Re: Rim/tyre modding
September 06, 2018, 04:36:53 PM


Basically i got these and i´d love to use them instead of the default ones, mostly because uv optimization and customization.

i can give all the files, models and textures, i even created some psd files to enable easy customization, just need to get them ingame.
6
Bikes / Rim/tyre modding
September 06, 2018, 03:38:03 PM
Hi guys, i was wondering, is there a way to mod the rims/tyres of the game to replace the stock one?
the chain can still be the same, no problem, i can adapt the 3d model to the current chain.

i want to do it for mx-bikes, but nobody has done it there, so i tought since the structure is the same i´d ask here.

thanks a lot guys!
7
General Discussion / Re: Crowdfunding...
July 12, 2018, 01:09:14 AM
1-Better/faster tools for modding.
2-Ingame content download (From server).
3-Proper Netcode.
4-Better modding documentation
5-Content
8
Off Topic / Re: FIM MotoGP/Moto2/Moto3 2018
June 02, 2018, 01:52:33 AM
Quote from: matty0l215 on June 01, 2018, 09:55:46 PM
Quote from: uberslug on June 01, 2018, 09:41:14 PM
Had he not been unconscious he surely would have broken a number of bones.

How/Why?? Genuine question.

Because when you´re concious you try to tuck or harden your muscles, as he was  unconscious he couldnt react, tuck or harden any muscles, hence he ragdolls brutally and dissipates impact energy in a better way.
9
General Discussion / Re: Hi, been a long time....
May 12, 2018, 03:51:35 PM
Wow man, rough years and here i am complaining because i gotta wake up at 8 am to work hahaha.
Take care, get well and rise, glad to see you here mate!
10
Off Topic / Re: ACC Screenshots
May 08, 2018, 08:46:05 PM
looks amazing!

And they switched from their in-house engine to Unreal Engine 4 (hint hint cough* piboso!)  ;D
11
research a little mate.
no is not an update as it was mxgp2 mxgp3 and monster energy sx, this one was called pro because they redid the physics with help from cairoli, gajser and paulin, the suspension is according to real mxgp values and there´s a new whip mechanic being implemented so it´s super far from a update.

now, will it be awesome and a super sim?
doubt it, it´s milestone but under that same premise their games has a pretty decent standard, never shit but never awesome, hopefully this one steps it up!
12
Off Topic / Re: Next huge step in realtime graphics
March 28, 2018, 10:07:04 PM
To be honest i´m quite sure nvidia has that type of tech available today at a reasonable price, but why release it since there´s no competition in the market, nothing can even surpass the gtx 1080 wich is an overpriced turd, there´s a video by adored tv on youtube showing the increase on graphics performance and how it´s developing so fucking slow right now, nvidia is holding back big time, i´m quite sure, pretty much like intel, wich after amd released the ryzen processors they came up with some pretty good price/performance ones (8700k)
13
Off Topic / Re: Next huge step in realtime graphics
March 23, 2018, 03:47:57 PM
Quote from: connorhall70 on March 23, 2018, 03:02:52 PM
QuoteWhile this is super accurate it´s ultra slow because it calculates a bazillion rays each frame"

doesnt that translate over to games? so its gonna look brilliant... at 0.000001 fps?
hope u understand what im getting at bro lol...

to me, what i quoted contradicts "next huge step" lol.

well, if you see the videos you can see it running at 30+fps with realtime ray tracing, the big breaktrought is that they managed to vastly improve the ray tracing and denoise it to get a decent result and a good framerate (30fps+) so no, it wont run at 0.0000001 fps  ;D

Quote from: speedfr on March 23, 2018, 03:17:05 PM
it's a tease from nVidia to kill AMD a little bit more, to engage the manufacturer to follow them with their nVidia Partner Program and try to exclude more the slightest concurrence from AMD and Intel.
In other words, they tease us so next time we want to buy 2 GTX 2080 or new Titan XYZ and sell a liver or two to be able to play. The graphic cards already increased price 'round 30% (up to 42% for the 1080Ti) so they can keep up with developping this, we will only be able to look at it, like little kids in front of the bakery windows...
Hoppefully, only AAA games will be concerned and anyway for GP bike even if it goes 64bits and starts to have eye-candy graphics, it will run on any recent cards, meaning the 9x0 series or equivalent at AMD.

while it´s true that it wont help amd card sales, this technology is not a gimmick like nvidia gameworks or physx, this is a step forward in lighting simulation in realtime, helping to close the gap between pre-rendered cinematics and gameplay and mostly, is not a tech demo, is being implemented in unreal this year for us to use it!

and the prices are up because the freaking stupid bitcoin miners  :'(

Think it like this, actually if i need to render a 900 frames scene, in wich each frame takes 5 minutes we are talking about 75 hours of rendering time, assuming everything is perfect and there´s nothing to change.
if we can get a good quality lighting using ue4 and importing all our cameras and objects to unreal, we could render about 30 frames per second, reducing those 75 hours to 30 seconds, of course making some compromises but right now the major compromise is ray tracing, and now it´s being implemented so fuck it, i wont e rendering anything else!  ;D
14
Off Topic / Next huge step in realtime graphics
March 23, 2018, 01:20:05 PM
So, any nerds here?  ;D

As you know 3d rendering, more specifically rendering engines such as V-ray, Mental ray, Arnold, Renderman, etc. uses a tecnique called ray tracing, its roughly explained here.


A light source emits rays, they bounce off different surfaces and some of them get to the camera, voila!

While this is super accurate it´s ultra slow because it calculates a bazillion rays each frame, hence a 3d rendering looks awesome but it can take up to a couple hours/frame, while a game engine must push at least 30 frames/second.

Video games fake all that, it looks prety good but is a ton of work to do it right, well, say no more!

Nvidia released a new technology called RTX, and it´s to actually use Ray tracing on video games, this means that we can now have real global lighting illumination, light bounces, actual reflections instead of some crappy made up ones, soft shadows and a lot of overall improvements and ease of use!

ILM (Industrial Light and Magic) used it for a starwars short, everything is realtime or "gameplay" as you might call it.
btw, they are the ones in charge of every star wars and big hit movie visual effects.
https://www.youtube.com/v/J3ue35ago3Y

and a little tech demo on unreal engine 4
https://www.youtube.com/v/tjf-1BxpR9c
15
interesting format, never heard of it.
might be a good thing to implement.