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April 23, 2024, 09:08:11 PM

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Messages - RiccoChicco

31
Tracks / Re: Isle Of Man
April 30, 2016, 04:20:35 PM
http://forum.piboso.com/index.php?topic=411.0 I converted it 2 years ago.

The track is really too much work to have something at least "ok" for our eyes. The complete road mesh should be redone, kerbs, most of walls, textures and trees too.

32
Yep, it seems that Manu replaced the 3D model using a rig named the same as the original ingame rider. The anim works on the rig using parts name, so you should be able to replace the rider (but still no possibilities to modify the animations) and get it work very well!  :)
33
@Hawk

The rider is just a rigged 3D model exported as edf. Rig parts name can be read in rider.cfg.

@Manu

Can you send me the 3ds max file in private? Maybe I could try something  :)
34
Bikes / Re: Honda NR750
April 21, 2016, 01:31:18 PM
Really nice work BH!  8)
35
Tracks / Re: Isle Of Man
April 18, 2016, 07:10:27 PM
The TT Mini was running great while there was a lot (I'm talking about thousands) of objects in the scene. The game just loads the parts you need, so the track could be 1000km long, it will work great too.
36
Tracks / Re: Isle Of Man
April 16, 2016, 09:58:05 PM
If I remember well, the centerline was supposed to be limited at 325 segments or it would result to a core.exe. PiBoSo told us he would increase the limit in the next beta (somethine like beta5), but I'm not sure it has been done. Maybe it comes from here.

EDIT : Shame on me, I just saw PiBoSo's answer  ;D
37
Currently finishing my studies in...AI. Si I know "a bit" about that stuff  ;D

Following a trajectory is pretty simple, but you'll need to code something to get the correct trajectory. The "cheated" version would make the track builder register a "prefect lap" as the reference for any AI on track. But if you start to do that, the AI would be already not a real AI. Once you've done that, the harddest part comes : multiple bikes sharing the same tracks. You'll need to predict any collisions (as a human) and take in consideration your options. The decision part is the biggest (and harddest) part of a good AI. You can avoid a collision, but by doing that you'll maybe create another with someone else. That's just a simple example. There a few other domains to consider to create a full AI, but it's not a simple task. Implementaing an AI is not easy, especially in racing games when a wrong decision would lead to a tootal disaster on track.



38
Mods / Re: [HOW-TO] Animate the chain
April 15, 2016, 07:12:59 PM
Quote from: h106frp on April 15, 2016, 06:21:33 PM
Brilliant, could you add a note for the correct method of UV mapping/texturing the chain?

Well, it depends on your model. I can't provide an exact method. Just unwrap your chain as you want and if it's in the wrong direction, mirror it  :)

@Blackheart

I received your files and I'll take a look tonight . But in your case, it's not the texture that needs to rotate, but the chain object. Not sure how to make it yet since I always used simple chains but maybe I can figure it out  8)
39
Mods / Re: GPB Chain
April 15, 2016, 05:40:01 PM
Quote from: Blackheart on April 15, 2016, 05:34:26 PM
The first bike is always a nightmare, we must learn too many things ... the second bike will be a joke  ;D (... maybe)

Wrong. The more bikes you make, the more you want it perfect so it takes time.  ;D ;D ;D

For example, it already takes me more than 10 hours to modify the 3D model of my current WIP. I'm not even at 50% of what I want.  ::) And I don't talk about GPB integration  :P

Quote from: Blackheart on April 15, 2016, 05:34:26 PM
@Ricco in my geom the "chain link" is in the rear tire o.o how can I move it?

Send me the bike folder for GPB, the rear wheel scene including the chain and the chain texture. I'll take a look  :)
40
Mods / Re: GPB Chain
April 15, 2016, 05:28:33 PM
Quote from: h106frp on April 15, 2016, 04:49:56 PM

@Blackheart - could you produce a translated version of this? It would be really useful


There you go : http://forum.piboso.com/index.php?topic=3305.0
41
Mods / [HOW-TO] Animate the chain
April 15, 2016, 05:27:42 PM
All of the credits go to JC#21, which made this tutorial in french at motonline-france.com.

All images are available at full size by clicking it


Part I - Pivot positionning

- Select your chain object
- Go to "Hierarchy"
- Affect to pivot only
- Move the pivot at (0,0,0)
- Be sure to have the axis in the correct directions






Part II - Gearbox output

- Create an object (a sphere is perfect for that)
- Move it to the middle of the gearbox side of the chain using the left view
- The values we'll be using in the gfx.cfg appear at the bottom of 3ds Max



Part III - GFX file

- Open your gfx.cfg
- Go to the chain section


chain
{
name = chain
pos
{
x = -63.175
y = 0
z = -10.107
}
engine
{
x = 0.0
y = 0.0
z = 0.00
}
texture = chain
axis = v-
ratio = 0.016666
}


- The values in the "pos" section are the one which need to be changed. (values from 3ds Max)

Note : GP-Bikes and 3ds Max are not using the same axis. Check the previous picture to see how to choose the values.

Here's the corespondences between both :



GPbikes   3ds Max
   X     =    -Y
   Y     =     X
   Z     =    -Z


Part IV - Adjustments

With what we've done here, you should already be able to see a rotating chain ingame. The thing is that it's probably not well positionned. We'll see how to put it in the correct position.

Ingame screenshot :



In 3ds Max :



We can see that we need to rotate a bit the chain.

- Rotate de chain arround its axis on the rear wheel.
- Move the sphere we've created before at the correct position compared to the ingame screenshot.
- Update the values in the gfx.cfg.



Part V - Results

Now we've got a beauriful ingame chain, which rotate perfectly!



Part VI - Possible bugs

If the chain doesn't rotate in the correct direction, it should come from the unwrapping. Just edit the UVW unwrap, by mirroring it. It should works!

42
Tracks / Re: Isle Of Man
April 14, 2016, 08:21:24 PM
It seems that it's a scale problem. Each segments you made are 1 meter long for GPB.
43
Tracks / Re: Isle Of Man
April 14, 2016, 07:05:52 PM
So I took a look and I can't find it. Really sorry :(  :-[

Let me know if any help is needed :)
44
Tracks / Re: Isle Of Man
April 14, 2016, 05:57:21 PM
@Hawk

I made a full IOM track using GPS data (but not from the same source) something like one year ago. I used BTB as well but I didn't generate anything else. I've made something like half of the track centerline, since it was at the time segments number was limited. I shoud have it on one of my computer, I'll try to get my hand on it in case it can help. It should not fit perfectly but maybe it will save some of your time :)
45
Tracks / Re: Isle Of Man
April 11, 2016, 10:57:44 PM
The idea is great on the paper and donate for this project will be a pleasure. But some points need to be clarified :

- Do you have any guarantee that the IOM government will allow laser scanning?
- How can we be sure that the track will not get in a big investor hands without any ability for bakers to get a hand on the laserscan?
- How do you plan to manage the track licensing between modders providing IOM for free and some developers selling it?

If all of that is clear for everyone, my Paypal account is ready  ;D

EDIT : Polyphony Digital was at IOM nearly 2 years ago to laserscan the track. We don't have any more informations yet but maybe something is not that far from release from them. Of course it won't be open source.