YZ125/YZ250
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If your topic doesn't contain a model/skin link, this is the wrong place to post it.
If your topic doesn't contain a model/skin link, this is the wrong place to post it.
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Re: YZ125/YZ250
hey sorry but what do we name the 125? ive tried a bunch of things just having trouble. cheers
Re: YZ125/YZ250
Old thread, but has anyone gotten the lever's dust covers to work? I have them checked to appear in Photoshop on both the regular png and norm but they don't appear in game. Is it a modeling issue? How could I fix that?
Re: YZ125/YZ250
Gonna bump to ask a question, does anyone have the jms for it without handguards?
Re: YZ125/YZ250
Here's JMs for the 125. The 250 engine didn't fit in the frame and I didn't know if that's how it was supposed to be or not, but I didn't want to mess with it.
https://www.mediafire.com/?8c5nrguatf867f9
https://www.mediafire.com/?8c5nrguatf867f9
Re: YZ125/YZ250
Thanks!
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Re: YZ125/YZ250
One more question; How to remove the handguards and front disc protector?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=31816Specular 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#p94449Jre wrote:The power of normal map.
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!
Re: YZ125/YZ250
In the blend file they are separate objects, just don't select them when you export for the fork upper and lower. You can just alpha them on the skin but their reflections will still show up so that's why you have to export again.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Re: YZ125/YZ250
Some people have been asking me about the updates I did to this bike. Here's the psd for the diffuse I used for the SYS bikes, if you name your skin yz250-2016 SYS-skinname.png it'll use the same files as our team bikes. I haven't put together all the files for the most recent updates I did though.
http://www.mediafire.com/download/leo3p ... updated.7z
http://www.mediafire.com/download/leo3p ... updated.7z
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
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