Some stuff for skinners/modelers

Post anything about MX Simulator here. Please. I'm begging you.
rewrew421
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Re: Some stuff for skinners/modelers

Post by rewrew421 »

yes it does sound like an awful lot of polys. How many does the vanilla MXSim bike have?
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jlv
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Re: Some stuff for skinners/modelers

Post by jlv »

It's less than 1000 combined for the frame, fork and swingarm. The wheels are about 2000 each at the max detail level. Those knobbies use a lot of polygons.
rewrew421
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Re: Some stuff for skinners/modelers

Post by rewrew421 »

Hey JLV, would it be possible instead of replacing the ones we have now add on? Youve already said your happy with the big 4 manufacturers but if someone was to make a complete model pack (honda, yamaha, kawasaki, suzuki, KTM, and maybe even Huskavarna) would you support it? As in making the correct performance files and such. I cant model but im sure someone here was motivated enough they could make a pack like this.
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jlv
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Re: Some stuff for skinners/modelers

Post by jlv »

Right now, the bike specs are linked into the exe. Making them loadable from an external file wouldn't be too hard.
rewrew421
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Re: Some stuff for skinners/modelers

Post by rewrew421 »

yes but then you would run into people cheating :P= fastest lap challenges down the drain.
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cpt_Slow
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Re: Some stuff for skinners/modelers

Post by cpt_Slow »

hehe ye i know it is too many polys, i didnt really make it for a game and as i say im a messy worker :? if i make another dedicated model it should be less :)
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Re: Some stuff for skinners/modelers

Post by cpt_Slow »

im sure i posted this yesterday :( Oh well i know you're thinking oh no here he goes again :P but ive made a very quick job of a ktm 250 sxf, its still 14000 faces though :oops: :cry: im too fussy over detail i.e 3d spring rather than texture :| I can run it smoothly with 15 bikes at least so its not all bad :) Anyway some parts are a bit messy and i dont know how to go about textures on it so feel free to ask for the .max format if you want it or the .jm if you really want it :?
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rewrew421
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Re: Some stuff for skinners/modelers

Post by rewrew421 »

wth happend to my posts
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ddmx
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Re:

Post by ddmx »

jlv wrote:If you can get your model into Blender you should be able to export it with jm_export.py. A bike consists of these models (using the crf250 as an example):

crf250_fork_lower.jm
crf250_fork_upper.jm
crf250_frame.jm
crf250_swingarm.jm
crf250_front_plate.jm
crf250_side_plates.jm

The front_plate and side_plates models are just to draw the numbers with.

The units are feet. The coordinate system is X axis right, Y axis up and Z axis back.

The steering head should be at [ 0, 1.427, -1.516 ]
The swingarm pivot should be at [ 0, -.391, 0.530 ]
The last bit of info there...gold! I never knew this, and relied solely on trying to align pivots from previous models...
tyskorn
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Re: Re:

Post by tyskorn »

ddmx wrote:
jlv wrote:If you can get your model into Blender you should be able to export it with jm_export.py. A bike consists of these models (using the crf250 as an example):

crf250_fork_lower.jm
crf250_fork_upper.jm
crf250_frame.jm
crf250_swingarm.jm
crf250_front_plate.jm
crf250_side_plates.jm

The front_plate and side_plates models are just to draw the numbers with.

The units are feet. The coordinate system is X axis right, Y axis up and Z axis back.

The steering head should be at [ 0, 1.427, -1.516 ]
The swingarm pivot should be at [ 0, -.391, 0.530 ]
The last bit of info there...gold! I never knew this, and relied solely on trying to align pivots from previous models...
Like.
Pumaxcs
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Re: Some stuff for skinners/modelers

Post by Pumaxcs »

OMG! Newb, leave dead topics dead!
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Everytime you post something stupid, a baby gets punched in the face. Please be smart, for the children.
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jlv wrote: Thu Nov 05, 2020 1:09 am Pumaxcs would know better than I do.
ddmx
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Re: Some stuff for skinners/modelers

Post by ddmx »

:lol:
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