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Some stuff for skinners/modelers
Posted: Sun Jan 06, 2008 1:24 am
by jlv
http://mxsimulator.com/models/
The ppms are the textures from the game. The tgas contain wireframe face layouts for the frame and bodywork only. The rest is the same as in
http://mxsimulator.com/crflayout.png
jm_export.py is an export script for Blender. Probably not too useful without more info though.
Posted: Sun Jan 06, 2008 2:13 am
by nickmx
kool.. thanks..
Posted: Sun Jan 06, 2008 3:17 am
by MXF_Popopski
Thanks you
Posted: Sun Jan 06, 2008 3:25 am
by Xanax
you d'ont have a bike model format? i use 3dmax studio and i want the 3d model for work

Posted: Sun Jan 06, 2008 4:02 am
by jlv
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 ]
Posted: Sun Jan 06, 2008 10:34 am
by Xanax
Here is a bike model in the .max format
http://www.mcm2extreme.com/files/pafile ... ile&id=166

i have a rider model and i need a script for export with blender(.py)
Posted: Sun Jan 06, 2008 1:32 pm
by Xanax
i have need good hierarchy for create a model ,i need the bike model original
in.3ds i convert my model in .jm but i can't see in the game
pehaps i would edit in the . x format for texture localisation before convert to .3ds and to .jm

i give my .jm name crf250.jm
Posted: Sun Jan 06, 2008 2:21 pm
by DankeKTM21
hey the layout of the bikes isnt complete, the without part is the same as the crf250layout??
Posted: Sun Jan 06, 2008 10:34 pm
by jlv
Yes, the forks and swingarm have the same layout as the crf.
Re: Some stuff for skinners/modelers
Posted: Wed Jan 16, 2008 8:20 pm
by cpt_Slow
made a model for the frame of a cr125

just gotta work out how to skin it properly now

im not sure il be able to

the model is not really made for a game but it runs quite well, apart from underside of the rear mudguard is missing (need to think about normals as i make it next time

) and the bottom frame looks a bit skinny

Re: Some stuff for skinners/modelers
Posted: Wed Jan 16, 2008 8:45 pm
by jlv
That looks really nice. How many polygons is it?
Re: Some stuff for skinners/modelers
Posted: Wed Jan 16, 2008 9:09 pm
by cpt_Slow
26672 face for the body alone im a messy worker, still learning

Re: Some stuff for skinners/modelers
Posted: Wed Jan 16, 2008 10:03 pm
by nickmx
kool, but when are you going to put spokes on the wheels?
Re: Some stuff for skinners/modelers
Posted: Wed Jan 16, 2008 10:14 pm
by cpt_Slow
they are the standard wheels

the only bit ive changed is the main body
Re: Some stuff for skinners/modelers
Posted: Wed Jan 16, 2008 11:47 pm
by Wilson
cpt_Slow wrote:26672 face for the body alone im a messy worker, still learning

thats WAY to many polys!