Search found 48 matches
- Sat Jul 20, 2013 9:25 pm
- Forum: General Discussion
- Topic: 2013 MotoOption Track Contest hosted by rF Gaming
- Replies: 305
- Views: 43385
Re: 2013 MotoOption Track Contest hosted by rF Gaming
I've got a track that I've released as a beta on Reflex... would this be banned? Besides the disp map, I'm basically remaking the whole thing anyway for MXS.
- Sat Jul 20, 2013 10:14 am
- Forum: Tutorials
- Topic: 3DS MAX to Blender to MXS units conversion
- Replies: 2
- Views: 13219
Re: 3DS MAX to Blender to MXS units conversion
Great, thanks for the tip!
So, for anyone using the Generic units in 3DS MAX, set your OBJ export preset to - NONE. Then you're good to go.
So, for anyone using the Generic units in 3DS MAX, set your OBJ export preset to - NONE. Then you're good to go.
- Fri Jul 19, 2013 7:48 pm
- Forum: Tutorials
- Topic: 3DS MAX to Blender to MXS units conversion
- Replies: 2
- Views: 13219
3DS MAX to Blender to MXS units conversion
If you're like me, and you're creating your objects in 3DS MAX, you may find it interesting to know how you'd accurately scale your objects, so that they're the correct size once they appear in the game. Hopefully some of you will find this useful, as it was something that was really bugging me, and...
- Thu Jul 18, 2013 9:47 am
- Forum: Tutorials
- Topic: Making normal maps for your decals
- Replies: 26
- Views: 26970
Re: Making normal maps for your decals
Thanks for the edit. I just meant official in the sense of documentation about track editing from the developer of MX Sim. I was wondering which source you got the information from about how to enable bump and spec maps in the game. I'm very new to this game so I'd like to see what else there is, so...
- Wed Jul 17, 2013 10:30 pm
- Forum: Tutorials
- Topic: Making normal maps for your decals
- Replies: 26
- Views: 26970
Re: Making normal maps for your decals
Alright, I got it figured out...
I needed to add the line 'dynamic_lighting 1' to my lighting file. I recommend adding this to the tutorial, as the blank track template files I had must be outdated now.
No edit post function on this forum...? :-/
I needed to add the line 'dynamic_lighting 1' to my lighting file. I recommend adding this to the tutorial, as the blank track template files I had must be outdated now.
No edit post function on this forum...? :-/
- Wed Jul 17, 2013 10:10 pm
- Forum: Tutorials
- Topic: Making normal maps for your decals
- Replies: 26
- Views: 26970
Re: Making normal maps for your decals
I need to add specular mapping, and how to alpha edges in this tutorial. I haven't had time but when I do it isn't the first thing I think of doing. So maybe one day ill add them But where have you got your knowledge from on this subject? I'd like to find some kind of "official" info on these subje...
- Wed Jul 17, 2013 4:07 pm
- Forum: Tutorials
- Topic: Making normal maps for your decals
- Replies: 26
- Views: 26970
Re: Making normal maps for your decals
For some reason, this hasn't worked for me... You mention specular maps as well... Is there any "offical" documentation from JLV on this? I'm having trouble finding anything on the subject of normal and specular maps. I have got the base game, and updated it with the latest snapshot. Is there anythi...
- Fri Apr 27, 2012 1:11 pm
- Forum: Track Editing
- Topic: Reflex track converted for MXS
- Replies: 25
- Views: 5969
Re: Reflex track converted for MXS
Updated ------------ http://www.mediafire.com/?e9etded3dsceu3t ------------ Track now has the disp at the same resolution as it is in Reflex, with 1 foot equal to 1 pixel. Thanks for pointing that out Puma. For some reason, the tutorial I followed, made me think that I couldn't have the scale set to...
- Fri Apr 27, 2012 12:01 am
- Forum: Suggestion Box
- Topic: Dual Stick Physics
- Replies: 4
- Views: 1581
Re: Dual Stick Physics
Hmmm I see... I like that you are mapping those controls to the analogue to give the full sim effect :) but would it make a huge difference to have front brake on anti-lock, and the clutch on digital too? Forgive me, because I'm just getting into this game, but is it really that important to have th...
- Thu Apr 26, 2012 11:43 pm
- Forum: Track Editing
- Topic: Reflex track converted for MXS
- Replies: 25
- Views: 5969
Re: Reflex track converted for MXS
Here you go,
http://www.mediafire.com/?lo9igla44vyt4j6
I chose that first site because I didn't need to sign up etc. and it said it would be available for 7 days... oh well.
Track now appears in game as : PilkingtonTT
http://www.mediafire.com/?lo9igla44vyt4j6
I chose that first site because I didn't need to sign up etc. and it said it would be available for 7 days... oh well.
Track now appears in game as : PilkingtonTT
- Thu Apr 26, 2012 9:20 pm
- Forum: Track Editing
- Topic: Reflex track converted for MXS
- Replies: 25
- Views: 5969
Re: Reflex track converted for MXS
Thanks Shadow, I will check it out :) I don't quite understand what you mean by "sliding traction" I haven't looked into those settings at the moment, but is there anything you would suggest? With the stock settings, which type of terrain is it currently simulating? I'm still figuring out how all th...
- Thu Apr 26, 2012 5:03 pm
- Forum: Track Editing
- Topic: Reflex track converted for MXS
- Replies: 25
- Views: 5969
Re: Reflex track converted for MXS
Hehe :) I wondered when someone would call me out on that Reflex thing... It's not totally realistic, but it's close. The thing that you may not know, is the terrain deformation drastically increased your grip in the corners on that track, so thats why you see such outrageous lines. If you play this...
- Thu Apr 26, 2012 4:45 pm
- Forum: Suggestion Box
- Topic: Dual Stick Physics
- Replies: 4
- Views: 1581
Dual Stick Physics
Hello, One thing I would love to try in a mx game is dual stick controls, where one controls the front wheel turning, and the other one controls the lean. Reflex is nice the way it does dual sticks, but it's obviously not modelled onto a realistic physics engine. The one sensation of riding a bike t...
- Thu Apr 26, 2012 3:34 pm
- Forum: Track Editing
- Topic: Reflex track converted for MXS
- Replies: 25
- Views: 5969
Re: Reflex track converted for MXS
Ok, can you explain abit more about what's not fun about it? I'm guessing that not many people make tracks to this scale, which is suprising considering its a simulator game, so you may just need to get used to the smaller scale, than what you are normally used to. Everyone's opinion is welcome, so ...
- Thu Apr 26, 2012 3:03 pm
- Forum: Track Editing
- Topic: Reflex track converted for MXS
- Replies: 25
- Views: 5969
Re: Reflex track converted for MXS
Are you guys testing this in Time Trial mode? Cuz this is just a disp map, no timing gates, or anything like that.
And like somebody said, you need to delete the blank folder, because it appears as "blank" in game. (sorry about that).
And like somebody said, you need to delete the blank folder, because it appears as "blank" in game. (sorry about that).