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July 16, 2019, 02:12:38 pm

News:

World Racing Series beta14 available! :)


Track tools

Started by PiBoSo, July 06, 2016, 10:57:53 pm

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PiBoSo

September 23, 2017, 09:51:28 pm #15 Last Edit: September 23, 2017, 09:55:13 pm by PiBoSo

Track tools updated:
http://www.gp-bikes.com/?page=downloads

Changelog:
fbx2edf: added the 64-bit version
edfexp / fbx2edf / TerrainEd: added support for the "SIGN_" prefix, for billboards overlapping walls
TrackEd / Map Viewer: fixed the loading of MAP files over 500MB
TrackEd: updated the bestline generation for GPB and KRP to support the latest replay format
TrackEd: the ESC key doesn't quit the program anymore
"Obviously your ambition outweighs your talent".

Hawk


matty0l215


Gzehoo

A little question about TrackED - how does Autozoom work?
I'm back!

PiBoSo

Quote from: Gzehoo on October 18, 2017, 12:50:32 pm
A little question about TrackED - how does Autozoom work?


"Reference" is the vertical size of the vehicle on screen, where 1 is full screen and 0.5 is half screen.
"Obviously your ambition outweighs your talent".

PiBoSo


TrackEd updated to add the possibility to set a relative angle for pits in absolute mode, too:
http://www.gp-bikes.com/?page=downloads
"Obviously your ambition outweighs your talent".

PiBoSo

May 23, 2018, 11:06:49 pm #21 Last Edit: May 23, 2018, 11:13:30 pm by PiBoSo

Track tools updated:
http://www.gp-bikes.com/?page=downloads

Changelog:
fbx2edf: fixed the normals conversion
fbx2edf: fixed the negative scaled meshes conversion
fbx2edf: removed the 32-bit version
Map Viewer: fixed the puddles rendering
Map Viewer: added support for the shared skies folder http://docs.piboso.com/wiki/index.php?title=Map_Viewer
Map Viewer: rectangular heightmaps support
TrackEd: rectangular heightmaps support
TerrainEd: rectangular heightmaps support
TerrainEd: fixed multiple scenes support
"Obviously your ambition outweighs your talent".

Hawk

Thanks for the update Piboso.  8)

Just one question: When are we going to see the export progress bar implemented in the FBX2EDF converter that was discussed last year?

PiBoSo

February 21, 2019, 10:45:38 pm #23 Last Edit: February 21, 2019, 10:56:36 pm by PiBoSo

Track tools updated:
http://www.gp-bikes.com/?page=downloads

Changelog
fbx2edf:
- fixed the tangent space calculation
- if a texture is not found, it is now searched in all the subfolders of the FBX file directory
3dsmax plugins:
- fixed the tangent space calculation
Map Viewer:
- it is now a 64-bit program
- added support for the shared flags folder: http://docs.piboso.com/wiki/index.php?title=Map_Viewer
- added support for objects animation
Track Editor:
- it is now a 64-bit program
"Obviously your ambition outweighs your talent".

Hawk


Manu


matty0l215


Blackheart

February 22, 2019, 09:41:32 pm #27 Last Edit: February 22, 2019, 09:43:56 pm by Blackheart
After a quick test; Used (as usual but with the new fbx2edf) the export script and in this new version not works well, because the bikes textures importated have a flat black texture (with shaders ON). Without the script looks all good also with hdr enabled.

It is possible have a full bike example for 3ds max, so we can use the same "official" exportation way for any modded bike?



Hawk

Quote from: Blackheart on February 22, 2019, 09:41:32 pm
After a quick test; Used (as usual but with the new fbx2edf) the export script and in this new version not works well, because the bikes textures importated have a flat black texture (with shaders ON). Without the script looks all good also with hdr enabled.

It is possible have a full bike example for 3ds max, so we can use the same "official" exportation way for any modded bike?


Personally speaking, it makes sense to only have the FBX format for exportation purposes in my opinion..... As well as saving Piboso time and effort in serving both exporters, the FBXconverter(when Piboso gets it working properly) would serve all good 3D apps rather than just 3dsmax users with the 3dsmax edf exporter alone.  :)

ƒab

hi everybody

sorry ,i dont have the game .. i dont like 2 wheels in generals , too dangerous for human body .. i prefer driving 4 wheels cars .. never mind  ;)


im doing tracks for RFactor2 and a friend want one of my private track on his GPBIKE Game ..


problem , i don t know the shaders used by BPbike and how to do the AI race line/pit/stand/start/etc ..and i have nothing for testing the track too .

so im searching a moders who knows a little about converting on GPBike ,doing AI , etc.. to explain me or to do himself the convertion .. 

the track that i want to convert is MMRT in India ..

 





:)