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April 27, 2024, 12:00:11 AM

News:

GP Bikes beta21c available! :)


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Messages - TFC

196
Off Topic / Re: Future of GPB ?
January 30, 2016, 08:06:49 PM
Quote from: Hawk on January 30, 2016, 07:33:19 PMthe supermoto rider did come in a very suspicious and close second place

Hawk.

I know.. Everyone knows the supermoto would win every time..



On a slightly more serious note I'd like to get my hands on a gpb licence at some point, would be great to get involved in some racing and skinning. Being able to bring the underdog supermoto to the track would be a bonus.. Yes I'm aware there are already 2 available, and don't have the funds for a key right now  :(
197
Off Topic / Re: Future of GPB ?
January 30, 2016, 05:11:47 PM
Quote from: Hawk on January 30, 2016, 05:02:54 PM
Quote from: TheFatController on January 30, 2016, 04:50:10 PM
I think at 1:12 the GP biker cut the track... ::)

A cut is usually a shorter distance, so if the GP Biker cut the track then why in the next corner did the supermoto rider have the lead? Hehe

I think if anyone cut the track at that point it was the supermoto rider. Lol  ;D

Hawk.  ;)

I think editing trickery is afoot... ::)
198
Off Topic / Re: Future of GPB ?
January 30, 2016, 04:50:10 PM
I think at 1:12 the GP biker cut the track... ::)
199
General Discussion / Re: 2d Trees With Alpha
January 27, 2016, 10:58:53 AM
Thanks Hawk mate, I appreciate the ideas. Next time I do objects I'll be sure to double check bit depth, but I think a tga with an alpha layer automatically becomes 32.. I'm not sure. Looked for a solution for over a year so have forgotten most of what I've tried! :(
200
General Discussion / Re: 2d Trees With Alpha
January 27, 2016, 08:14:08 AM
Thanks, I think I've read every tutorial I could find on the subject and have a neat plugin for gimp that does the same thing.

The problem definitely isn't in the texture as if you look at the first picture I posted in the MXB thread in the first post here, that tree is using the same texture on all faces and maybe half the faces don't suffer with the problem. PiBoSo and Snappe also explain why it happens. I was just curious to know if it's been fixed for GPB latest beta and if not, how did the guy who made Soramame get the trees perfect?
201
General Discussion / Re: 2d Trees With Alpha
January 26, 2016, 10:28:03 PM
Thanks Hawk but unfortunately it's not a graphics setting thing - see http://forum.mx-bikes.com/index.php?topic=104.120

And https://www.youtube.com/watch?v=CnIErqM5nLM the track in this video has a big problem with the trees, as have most tracks I've seen videos of.

Just hoping it's fixed in the latest GPB beta as that means it should be fixed in MXB too :)
202
General Discussion / 2d Trees With Alpha
January 26, 2016, 08:19:19 PM
Hey hey!  ;D

So in anticipation of MX Bikes beta 4 here.. And as a track maker the one thing I've found to be a huge visual let down are 2d trees as for some reason I can't seem to avoid the alpha bleeding / z-buffer / sort order / alpha halo around the edges of the texture on certain faces. Up close it's not a huge problem but the further away you get you have white trees if they're too detailed.. I'm sure you've all seen it, also affecting PiBoSo's very own 3d grass..

My question is, on the daily development thread a while back for all sims was something along the lines of 'Improved Alpha Mip Mapping' and some stuff about 3d grass. I've seen a few videos online recently specifically Soramame Speed Park where there seems to be no apparent problem with the trees. Now I'm fairly sure this track is a couple of years old, so either GPB beta 7 or 7b fixed it or it's being remade, or this track never had that problem, and if so how?

Any ideas welcome, if the latest changes have fixed it in GPB then I'll be even more excited for MXB beta 4 as I have a few tracks that lacking good trees I'm reluctant to finish.

203
Nice!.. I've got a Google cardboard (knox v2) and have used my LG g3 with trinus, loaded MXB windowed and set frelook to mouse.. It works great, very immersive if a little eerie.

The only thing that lets it down is the frame rate, the occasional horizontal drift and the slight input lag even when usb tethered. But for the price of the knox it's incredible!
204
General Discussion / Re: Oculus Rift public release
January 06, 2016, 06:16:55 PM
I thought Oculus was going to be 'affordable'.. Or was that before Facebook bought it?
205
Off Topic / Re: I want one of these!!
January 05, 2016, 01:02:29 AM
That full motion simulator + Oculus Rift = ....

Well not sure but it wouldn't end well for the Mrs..
206
Bikes / Re: KX450f Supermotard UPDATE
December 31, 2015, 03:39:51 PM
Very nice grimm, love the look of that DRZ!
207
Bikes / Re: KX450f Supermotard UPDATE
December 30, 2015, 08:03:32 PM
Quote from: grimm on December 30, 2015, 09:02:17 AM
And... it seems the MX Bikes community isn't half as excited as GP Bikes community when it comes to a supermoto. I for one am super excited about any and all releases pertaining to dirtbikes with road tires, but it seems that the dirt community primarily likes the knobbie tires.  ;D

Speaking from the MXB side of things I think the big difference is road bikes / offroad bikes. I know they are motocross bikes but 'supermoto' is really more of a road bike thing.. I guess if you had a full on motocross track that had a short section of road track it probably wouldn't excite you as much as a full on race track with a short section of offroad.. I don't know just a guess  :D

Either way I'm super excited for supermoto.. Have some great ideas for tracks already and can't wait to get stuck in!  8)
208
Mods / Re: FBX2EDF Exporter fix?
December 27, 2015, 02:06:04 PM
And great for people like me, who don't have time to learn a proper package and use sketchup which doesn't support normals..
209
Mods / Re: Ways to change Draw distance in MapViewer?
December 17, 2015, 07:26:24 PM
Right but remember fov also plays a big part. It looks worse in mapview because it has a high fov, better in game and worse in helmet cam (fisheye style).
210
Mods / Re: Ways to change Draw distance in MapViewer?
December 17, 2015, 09:27:25 AM
Same problem in MXB. Thought it was worth pointing out that I DO notice it on PiBoSo's stock tracks.