Some stuff for skinners/modelers
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Re: Some stuff for skinners/modelers
yes it does sound like an awful lot of polys. How many does the vanilla MXSim bike have?
D.Eckels #421 "The O-G"
Re: Some stuff for skinners/modelers
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.
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- Posts: 1421
- Joined: Thu Dec 13, 2007 12:41 am
- Team: Privateer
- Location: West Kentucky, USA
Re: Some stuff for skinners/modelers
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.
D.Eckels #421 "The O-G"
Re: Some stuff for skinners/modelers
Right now, the bike specs are linked into the exe. Making them loadable from an external file wouldn't be too hard.
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- Posts: 1421
- Joined: Thu Dec 13, 2007 12:41 am
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- Location: West Kentucky, USA
Re: Some stuff for skinners/modelers
yes but then you would run into people cheating
= fastest lap challenges down the drain.

D.Eckels #421 "The O-G"
Re: Some stuff for skinners/modelers
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 


Re: Some stuff for skinners/modelers
im sure i posted this yesterday
Oh well i know you're thinking oh no here he goes again
but ive made a very quick job of a ktm 250 sxf, its still 14000 faces though
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









Re:
The last bit of info there...gold! I never knew this, and relied solely on trying to align pivots from previous models...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 ]
Re: Re:
Like.ddmx wrote:The last bit of info there...gold! I never knew this, and relied solely on trying to align pivots from previous models...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 ]
Re: Some stuff for skinners/modelers
OMG! Newb, leave dead topics dead!