Seperable Bike and Rider Models - Idea
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yomo
- Posts: 1930
- Joined: Tue Apr 22, 2008 10:00 am
Seperable Bike and Rider Models - Idea
Hey guys,
I've had an idea that would allow us to beable to seperate parts of models and basically having your own parts, able to be selected in game, similar to what they do on a basic level in MXvsATV untamed.
I know normal mapping is coming soon and with that a whole new set of models which JLV has said he would like to include imput from the modeling community.
Heres the Idea:
JLV, in accordance with some of the really good modelers (wakestyle, wilson, ddmx, DJ, Luiz, break etc etc etc... (sorry if i didnt include anyone)) create a "base template" for each of the bikes that are to be included in the "offical" game. This base template would inlclude the basic parts of a bike that are universal to most motocross bikes. (Swing arm, most of the engine, radiators, frame, plastics, suspension etc etc...). The base template would have various skins to choose from as it is currently run.
The parts of the bike that are often changed (or have a different skin) are left "open" with spefic dimensions that can be applied to any part. These would include: Exhaust, handel bars, engine components etc...
Example:
The base template of the bike would not include the entire exhaust system. Instead this is left off and the point where the exhaurst joins to the bike is marked and has known dimensions. Now any modeler can create a range of different exhurst systems which will easily all fit onto the original bike. These exhursts can be selected seperatly in the menus as they all fit perfectly onto the base bike model. Each exhurst can also have a unique skin so you wont need to release tonnes of complete bike skins to get the perfect combination
Stuff like chains, sprockets, engine components are all changed in real life. Instead of having a few skins which force people into having the exact same bike people can chose the component model and skin they want on there bike.
This theory can also be applied to the rider, with boots, chest protectors and neck braces all seperate and made to fit the original rider "base" model
I've just thought of the idea, so its obviosly not perfect. Its also really hard to explain so i'm sure ive left some people confused. I could do a few simple diagrams if people dont get it.
Anyway let me know if it sounds WAY to complicated but I dont think it would be, just needs some organisation.
I've had an idea that would allow us to beable to seperate parts of models and basically having your own parts, able to be selected in game, similar to what they do on a basic level in MXvsATV untamed.
I know normal mapping is coming soon and with that a whole new set of models which JLV has said he would like to include imput from the modeling community.
Heres the Idea:
JLV, in accordance with some of the really good modelers (wakestyle, wilson, ddmx, DJ, Luiz, break etc etc etc... (sorry if i didnt include anyone)) create a "base template" for each of the bikes that are to be included in the "offical" game. This base template would inlclude the basic parts of a bike that are universal to most motocross bikes. (Swing arm, most of the engine, radiators, frame, plastics, suspension etc etc...). The base template would have various skins to choose from as it is currently run.
The parts of the bike that are often changed (or have a different skin) are left "open" with spefic dimensions that can be applied to any part. These would include: Exhaust, handel bars, engine components etc...
Example:
The base template of the bike would not include the entire exhaust system. Instead this is left off and the point where the exhaurst joins to the bike is marked and has known dimensions. Now any modeler can create a range of different exhurst systems which will easily all fit onto the original bike. These exhursts can be selected seperatly in the menus as they all fit perfectly onto the base bike model. Each exhurst can also have a unique skin so you wont need to release tonnes of complete bike skins to get the perfect combination
Stuff like chains, sprockets, engine components are all changed in real life. Instead of having a few skins which force people into having the exact same bike people can chose the component model and skin they want on there bike.
This theory can also be applied to the rider, with boots, chest protectors and neck braces all seperate and made to fit the original rider "base" model
I've just thought of the idea, so its obviosly not perfect. Its also really hard to explain so i'm sure ive left some people confused. I could do a few simple diagrams if people dont get it.
Anyway let me know if it sounds WAY to complicated but I dont think it would be, just needs some organisation.

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DJ99X
- Posts: 15524
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- Location: Land Down Under
Re: Seperable Bike and Rider Models - Idea
Oh Yomo, you and your crazy ideas.
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yomo
- Posts: 1930
- Joined: Tue Apr 22, 2008 10:00 am
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iceman967
- Posts: 471
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- Team: Aggressive Graphix
Re: Seperable Bike and Rider Models - Idea
I think its a freakin great idea... the whole idea of "factory" teams will be a little easier to determine. But instead of leaving items out on the base model, why not make the base model staight up stock? then who ever knows how to model can model their own parts for it like clutch cover, handlebars, etc...
And to stretch yomo's limits, maybe add different dyno's for the different engine mods
And to stretch yomo's limits, maybe add different dyno's for the different engine mods
"Just don't lose... ever" (James "bubba" Stewart-The Great Outdoors: A Constant War)
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yomo
- Posts: 1930
- Joined: Tue Apr 22, 2008 10:00 am
Re: Seperable Bike and Rider Models - Idea
Yeah I was going to include that, different performance for different parts.iceman967 wrote:And to stretch yomo's limits, maybe add different dyno's for the different engine mods
If it was implemented that would be a definite possibility and would be so cool but JLV would need separate dyno runs for each part. And then a dyno run for how they impact on each other i presume.
Not sure exactly though, JLV is it possible?

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jlv
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Re: Seperable Bike and Rider Models - Idea
If you wanted the dynos to be right you'd have to run every possible combination. Possible but very expensive.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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iceman967
- Posts: 471
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- Team: Aggressive Graphix
Re: Seperable Bike and Rider Models - Idea
ya true. what about just dynos for exhausts? although even that could get tedious too... :/ still, the separate parts is a cool idea...
"Just don't lose... ever" (James "bubba" Stewart-The Great Outdoors: A Constant War)
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hvpunk62
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Re: Seperable Bike and Rider Models - Idea
i say they dont have to be perfect just look at some pipe shootouts and estimate 
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mxracer118
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- Joined: Fri May 16, 2008 8:58 pm
Re: Seperable Bike and Rider Models - Idea
even if the dyno didn't change if the models could it would still be sick like goggles, exhaust, boots, leatt, bars stuff like that not little things just main parts that can change in real life.

DJ99X wrote:Putting forum quotes in your signature is gay as fuck
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JETZcorp
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- Location: Portland, OR
Re: Seperable Bike and Rider Models - Idea
I think this is a great idea, IF we can get it well-incorporated into the UI. For me, this means we get an entire menu (within "bike setup" perhaps) dedicated to customizing parts. I'm sick of clicking the name of some skin and thinking, "I wonder what this is like?" and then going through each and every one I've installed in sequence. We need drop-downs, and we need rotatable previews of the bike and rider in 3D. Without that, I say it's too much for the current system to handle. It worked well when you were just choosing whether you wanted a YZ or a CRF, but now it's starting to get out of hand as the game and add-on community expand. Microsoft Flight Simulator 9 did a very good job with their interface for choosing airplane models and skins - even better than its sequel FSX.

Give me more power.
Give me more handling.
Give me more style.
Give me more Maico.
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Wilmx829
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Re: Seperable Bike and Rider Models - Idea
What's normal mapping?
TeamHavocRacing wrote:JLV is a risk-taking genuis pimp.

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yzmxer608
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Re: Seperable Bike and Rider Models - Idea
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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yomo
- Posts: 1930
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Re: Seperable Bike and Rider Models - Idea
Yeah I understand that but if this game goes huge it may be possible.jlv wrote:If you wanted the dynos to be right you'd have to run every possible combination. Possible but very expensive.
Is the general idea pluasible though? Or am i back the crazy idea drawing board :p

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jlv
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Re: Seperable Bike and Rider Models - Idea
If I were to do something like that I'd probably make it an external application. Inside the game it's better to send a complete mesh to the video card.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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wheels1758
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Re: Seperable Bike and Rider Models - Idea
Is it possible to just break the skin up into diferent parts? So we would keep the bike model the same, but have the skin broken up into different sections? Does that make any sense?