• Welcome to PiBoSo Official Forum. Please login or sign up.
 
August 26, 2025, 10:49:07 PM

A try at modelling - WIP

Started by h106frp, January 03, 2016, 11:15:39 PM

Previous topic - Next topic

h106frp

April 28, 2016, 10:54:53 AM #180 Last Edit: April 28, 2016, 10:58:40 AM by h106frp
@DD At the moment i am making provision to have all the panels, wheels and frame parts as paints with UV layout and AO overlay which would cover nearly all common variants of this bike.

This bike is a bit of an experiment and has built from the ground up without much reference to the normal way of doing things and I decided to take full advantage of shaders and bump mapping, to do this you have a lot of smaller textures for various bike parts.

@MaX Still playing with the shaders for reflections and the reflection is probably the most difficult to get right, i will try adding a bit more for a chrome effect on the sliders. The exhaust down pipes are bump mapped welds but i will probably calm the effect as the 'height' is probably a bit too much.


Does anyone know if the front sprocket is normally animated? and if so, what is it model object reference name? Thanks


doubledragoncc

The front sprocket is the one thing I have waited to see so good question but not seen it on any bikes yet.

DD
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.

Dodd68

Can't wait to try this bike any ideas on a provisional release?
I'm in the middle of moving house and as such won't have an internet connection for a while...

I may cry if I miss this.. 😝 lol

h106frp

May 06, 2016, 12:08:05 AM #183 Last Edit: May 13, 2016, 01:07:49 AM by h106frp


Time to get some feedback  from the alpha test team  ;)

This is very early alpha so its very rough but sort of working, i have struggled with BikeED and rear suspension so its just 'classic' as the moment.

To do;

Shadows, paints, better sound, finish textures, temp model, geom, physics and LODS ...... and probably more ..

Currently has stock 916 engine map so not terribly fast. Released to allow people to play with the settings/geometry whatever else and report back   ;)

It should default to high ride height at the rear (-20mm in garage  ???) which seems a good starting point. Provided a lot of adjustment to play with  :) added +-20mm ride height option

Hopefully this will work and i have it all packed OK; 


Try to be kind, its a first attempt and still stuff to do but i have teased too long already.


Its a big model but runs at 130fps+ on my I5/8GB/750ti set up at 1080p and 8xAA, everything else maxxed  ;D

Download updated to include engine maps of the common bike variants  :)

New download link for Alpha2 bike at end of thread  :)

Blackheart

I like it very much! The 1p view is just perfect, (i want this windshield  ;D).

Maybe you should change the radius for the rear wheel, because it seems that enters into the ground (I have to do the reverse thing for my front wheel :p)

Great job!  ;)

Vini

May 06, 2016, 12:59:30 AM #185 Last Edit: May 06, 2016, 01:13:31 AM by vin97
damper value needs to be increased a bit, lots of tankslappers with front heavy setups.


EB could be higher, considering it's a V2.

first person camera needs to be lower.

little bit too much rear grip, powerslides are impossible and relative to the front wheel.

h106frp

May 06, 2016, 07:46:14 AM #186 Last Edit: May 06, 2016, 07:55:57 AM by h106frp
@Blackheart - you are welcome to use my method for the windshield if you want, i will send the files at some point over the weekend. I will check the rear tire files, the one i tested with is the hard set and it was fine with Mallory Park/Donnington, i might have missed a value change in the other sets.

@Vin - the damper sets are currently just default ones, do you just need a bigger range of possible values to cover the full range of geometry settings? Are the issues just with the most extreme range of rake angles and ride heights. The only time i had issues with the current geometry was with the rear set at low ride height relative to the front - i thought it was quite tame at the shipped defaults  ;) .

As far as i can understand a positive ride height value is lower and a negative ride height is higher in the garage - a bit counter intuitive

I will try a new engine file with more braking torque and see what effect it has, possibly playing with the clutch slip will be more realistic.

The 1P point of view seems very personal preference and form the comments on Blackhearts bike thread i am thinking PB possibly needs to address this in the game set up as it is impacted by the FOV and pitch in the game options. I use headtracking so a high camera is perfect - i did lower it quite a bit before i zipped up the files - you can always 'roll your own' view in BikeED  :).

Tyre physics parameters are stock MGP ones at the moment so they are possibly a bit too sticky, probably best to stay with the 'hard' set. This is a stock original 916 motor so its only about 115bhp, about the same as a hot modern 600 but a bit gruntier. It would be possible to model up to 150bhp with a later engine

Thanks for the feed back, good to know it actually installs and works for other people  :)

doubledragoncc

OMG what a good thing to wake up and see. Thanks mate cant wait to ride this and crash looking at the beautiful clocks lol.

Any chance of a tga file for paints so we can get ready for when it is on server for online racing.

Thanks so much for this bro

DD
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.

doubledragoncc

I could not wait to rebuild the system so took this for a ride with a gamepad........................You guys dont get it, I CANT ride with one, BUT I did a whole lap on Slovakiaring and did not crash first lap out!!! Love this to ride and cant wait until I have the Hs2 back together to ride it properly. Great work H.

Shame clocks dont work in replay!!!

EB is to quick to come in. Had my first lowside where at the very point it normally goes down the bike recovered it!!! 

VERY BEAUTIFUL work. It is a classic bike and you have captured it's character perfectly. I look forward to the graphics getting finished.

Need this and NR together on the server as we now have 2 ROAD bikes woohoo.

DD
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.

Boerenlater

Thanks for the test version!
I stopped gaming (and GP-Bikes)

PeterV

May 06, 2016, 09:02:14 AM #190 Last Edit: May 06, 2016, 09:37:50 AM by PeterV
Good Job for a first Alpha h106frp.

The cockpit looks amazing the whole bike really.

Everything mentioned was done with default setup:
I think the bike wants too push too much too the outside with the front end. But that can be me ofc, Just have too wait what others say.

It takes the jumps on Slovakianring very well. its less top heavy then the nr750, where the front will dive down.

https://www.youtube.com/v/4oiX6nSo2mE

Tank slappers had none, the bike is stable like fook (too stable). It could do with some action at the rear when downshifting.

Im sure you will get there for a v1.0 release, just keep add it like you have h106frp.

Hawk

Great jump there Peter..... Now all we need is someone to create an "Evel Knievel" paint and a few buses to jump over! Hehe  ;D ;D

Hawk.

h106frp

Quote from: doubledragoncc on May 06, 2016, 08:13:30 AM
OMG what a good thing to wake up and see. Thanks mate cant wait to ride this and crash looking at the beautiful clocks lol.

Any chance of a tga file for paints so we can get ready for when it is on server for online racing.

Thanks so much for this bro

DD

Not really experimented with packing extra paints yet, i will put it next on the 'to do' list. I should be able to provide shaded templates and UV grids.

Nice to see people enjoying it;
It seems that a bit of clutch tinkering, less grippy tyres and maybe raise the CofG a bit to help turn in are top of the list of changes. I did find that slightly softer front springs encourage it to turn a bit faster when i was experimenting. Hopefully MaX will add the bike stance info soon so we can get an idea of what really happens when you make changes in the garage.

I chose the original lower power engine model so that hopefully it is reasonably balanced in performance with Blackhearts NR750 for a bit of roadbike fun and hopefully some nice battles on track in the future.

HornetMaX

I was planning to wait for next KRP release as it wil lhave some plugin interface changes. Not sure when this will happen though.

Anyway, don't put too much hope in the stance info (pitch + fPos height): if I recall correctly I tried that once and it didn't bring anything.

Blackheart

Quote from: h106frp on May 06, 2016, 10:29:07 AM
I chose the original lower power engine model so that hopefully it is reasonably balanced in performance with Blackhearts NR750 for a bit of roadbike fun and hopefully some nice battles on track in the future.

Warning, my bike in the next version will change a lot, it is still a super-light. For this it is very fast now  ;D