YZ125/YZ250

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Jayaym # 119
Crushed Dissenter
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Re: YZ125/YZ250

Post by Jayaym # 119 »

Image
motochris192 wrote:No .jm's? Am i going to have to learn how to export them from blender?
GoPro HD
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Re: YZ125/YZ250

Post by GoPro HD »

Someone want to release the .jms?
Scotty226
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Re: YZ125/YZ250

Post by Scotty226 »

jm's... Classic yz125 is the chrome pipe and stockpipe is, well, stock. 250 2t is chrome, no stock sorry.
Thanks to YZed for them :)
https://www.mediafire.com/?r90q4h4j9mg6ta5
Image
0 | 1 | 0 | 4
2014 Loretta Lynns 250 Pro Sport 2nd
tyskorn
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Re: YZ125/YZ250

Post by tyskorn »

Thanks, Scotty. I should have included in the title that this is only source files, and that you need to have the extreme intelligence required to export jms in order to use it. However, I am not that smart, nor am I nice enough to release jms.
Boblob801
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Re: YZ125/YZ250

Post by Boblob801 »

125 with shorty, no hand guards or rotter guard.
http://www.mediafire.com/download/cnv50 ... 5l/SAF.rar
Hi
GoPro HD
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Re: YZ125/YZ250

Post by GoPro HD »

Thanks guys, really appreciate it.
dirtmonkey63
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Re: YZ125/YZ250

Post by dirtmonkey63 »

Thanks Scotty.
NEGATIV TEAM
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Location: Finland

Re: YZ125/YZ250

Post by NEGATIV TEAM »

tyskorn wrote:Image
Image
DOWNLOAD OR DIE
Thanks to:
Jonthe for his plastics
DJ for the YZF base and engine
Nate for all of his hard work to make my amazing model even better
O'Hagan for whatever he may have done
Hunter for whatever he may have done
Anyone else who wants to be thanked by me

what track is it on that second picture with sunny evening weather?
Image
NEGATIV TEAM
Posts: 15
Joined: Wed Dec 05, 2012 5:00 pm
Team: Negativ MX
Location: Finland

Re: YZ125/YZ250

Post by NEGATIV TEAM »

tyskorn wrote:Image
Image
DOWNLOAD OR DIE
Thanks to:
Jonthe for his plastics
DJ for the YZF base and engine
Nate for all of his hard work to make my amazing model even better
O'Hagan for whatever he may have done
Hunter for whatever he may have done
Anyone else who wants to be thanked by me

what track is it on that second picture with sunny evening weather?
Image
pulse
Posts: 2053
Joined: Tue Aug 02, 2011 7:06 am

Re: YZ125/YZ250

Post by pulse »

how do I get the chrome pipe to work?

I have a the chrome layer selected on the spec?
Image
KTM57
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Re: YZ125/YZ250

Post by KTM57 »

Do you have the pipe all black on the diffuse?
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NEGATIV TEAM
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Re: YZ125/YZ250

Post by NEGATIV TEAM »

HELP! When I open the "YZ" PSD, it gives me weird template where I'm able to remove stuff but I can't paint the plastics like rear fender, number plate and some other parts. Why there's 3 PSD's with different names? I don't understand how I'm able to edit the bike like I want and add it to the game? So how can I save the template so it shows up in the game? :evil: :? :?: :!:
Image
yzmxer608
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Re: YZ125/YZ250

Post by yzmxer608 »

CALM YOUR FARM YOUNG MAN, I'M HERE TO HELP.

The reason for the three PSD's: If all of those were put in one PSD it'd be really big and take up a TON of ram, splitting them apart makes them easier to work with. WHAT ARE THEY THOUGH!?!?!? The game uses what are called shader programs, in order to use these the models need two other "maps", one is a normal map and the other is a specular map. What a normal map does is direct the light coming toward and reflecting off the bike, it's mainly used to fake high detail 3d effects on low detail models. Here is a video explaining them with visuals: https://www.youtube.com/watch?v=SQrHkKnSBcA . This post by Jre shows exactly what they can do:
http://forum.mxsimulator.com/viewtopic.php?f=7&t=31816
Jre wrote:The power of normal map.

Image
Specular map tells a specific area what color, and the hardness of the reflection the light is. Here is a post that explains how to use them in game: http://forum.mxsimulator.com/viewtopic. ... 449#p94449

For the graphics: If you look in the layers panel, you will see a ton of different folder icons which are groups, keep looking until you find one named "Plastics Parts". Click the arrow next to that one and you will see more groups appear, now look for the one named "Graphics". Expand that little guy, this is where you can put your graphics. Just keep the paint away, don't want to make a drippy mess all over.

Trying to get the bike in game, you need the actual bike model files. For MXS they're called '.jm' files, if you look a few posts up there are links for them. Here is a tutorial explaining how to name the three image files and the jm files: http://forum.mxsimulator.com/viewtopic.php?f=12&t=1862 (note that post is a little out of date, follow that but replace the bike name with either "yz125" or "yz250". You can put the bike in game with only the normal texture, but it's not going to look good without the other two maps.

Lastly, HAVE PATIENCE, THIS CAN BE CONFUSING IF YOU'RE JUST STARTING OUT BUT KEEP YOUR JETS COOL AND DON'T GO BLOWING FUSES, THEY ARE ANNOYING TO REPLACE!
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Railin' N Trailin'
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Re: YZ125/YZ250

Post by Railin' N Trailin' »

Bumpy Bump Bump
http://www.youtube.com/user/EBG4MING
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WinterRacing
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Re: YZ125/YZ250

Post by WinterRacing »

yzmxer608 wrote:CALM YOUR FARM YOUNG MAN, I'M HERE TO HELP.

The reason for the three PSD's: If all of those were put in one PSD it'd be really big and take up a TON of ram, splitting them apart makes them easier to work with. WHAT ARE THEY THOUGH!?!?!? The game uses what are called shader programs, in order to use these the models need two other "maps", one is a normal map and the other is a specular map. What a normal map does is direct the light coming toward and reflecting off the bike, it's mainly used to fake high detail 3d effects on low detail models. Here is a video explaining them with visuals: https://www.youtube.com/watch?v=SQrHkKnSBcA . This post by Jre shows exactly what they can do:
http://forum.mxsimulator.com/viewtopic.php?f=7&t=31816
Jre wrote:The power of normal map.

Image
Specular map tells a specific area what color, and the hardness of the reflection the light is. Here is a post that explains how to use them in game: http://forum.mxsimulator.com/viewtopic. ... 449#p94449

For the graphics: If you look in the layers panel, you will see a ton of different folder icons which are groups, keep looking until you find one named "Plastics Parts". Click the arrow next to that one and you will see more groups appear, now look for the one named "Graphics". Expand that little guy, this is where you can put your graphics. Just keep the paint away, don't want to make a drippy mess all over.

Trying to get the bike in game, you need the actual bike model files. For MXS they're called '.jm' files, if you look a few posts up there are links for them. Here is a tutorial explaining how to name the three image files and the jm files: http://forum.mxsimulator.com/viewtopic.php?f=12&t=1862 (note that post is a little out of date, follow that but replace the bike name with either "yz125" or "yz250". You can put the bike in game with only the normal texture, but it's not going to look good without the other two maps.

Lastly, HAVE PATIENCE, THIS CAN BE CONFUSING IF YOU'RE JUST STARTING OUT BUT KEEP YOUR JETS COOL AND DON'T GO BLOWING FUSES, THEY ARE ANNOYING TO REPLACE!
I LOVE YOU MAN :D :lol: You literally changed my life
Image
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