2010-09-03 snapshot

Post anything about MX Simulator here. Please. I'm begging you.
jlv
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Re: 2010-09-03 snapshot

Post by jlv »

yzmxer608 wrote:
DJ wrote:Does this work well for trees that have the leaves and trunk in a separate model? Cheers
I don't think it can, not without having to change the uvw map at least. I think jlv made a separate part in his skin the 2d tree (what shows on the plane). Unless you can specify a different texture for a lod, which I don't think you can.
It should work. You'd just need to use an empty model for the last lod on the trunk.
totorox wrote:For wich purpose is the texture filtering option ? Lowering filtering on some texture to improve FPS or can we improve quality like for Anisotropic filtering ?
Partially transparent textures tend to disappear at the lesser mip map levels. If you imagine a single opaque pixel surrounded by transparent pixels, after one level of downsampling it will only have 25% alpha and not be visible due to the alpha test. The new mode uses the max alpha value instead of the average when converting 2x2 pixels into 1 pixel. So the single pixel would keep 100% alpha.
Servatis wrote:didn't work either.

I went back to the old snapshot and the sound is working again. not that much changed anyway
If you open the mixer from the windows volume control, is mx simulator muted?
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yzmxer608
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Re: 2010-09-03 snapshot

Post by yzmxer608 »

How do you use an empty model? Blender gives me an error when I try to export an empty jm.
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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Re: 2010-09-03 snapshot

Post by jlv »

You could bury a triangle underground. This might work too, but it's probably safer to use a hidden triangle.

JM1
1.000000 0.500000 0.2500000 0.2500000 0.2500000
0 0


(Sorry, missed this one in my last post.)
Duckstream wrote:would it be possible to set two amplitude setups? both to set the "echo coming from the end of a pipe" and "echo bouncing off of a wall" ?
thanks for reply still, i really want to learn how to make proper sounds, i got an nice rev sound, idle is fine but the part between idle and reving is horrible (too low i think)
It wouldn't be that hard to do. Now that I think about it, the original non negative two stroke reverb amplitude I had was probably done to model the sound wave bouncing off the back cone of the expansion chamber. After that it should have the negative reflection off the end of the pipe. So you're right, it would be useful to have both.
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yzmxer608
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Re: 2010-09-03 snapshot

Post by yzmxer608 »

I tried a small plane, triangle would probably be better (one poly less).
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
RV3
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Re: 2010-09-03 snapshot

Post by RV3 »

hey jlv, im just about to try the snapshot but noticed dj's comment on having to type the mip map code in to gimp for it to work, just wondering if i have to open something from snapshot with gimp to write it in png comment, sorry that part i didn't understand. also im a laptop user on 256kbs max download limit, i really gotta change that so i don't lagg online, but with max mip maps set will this make me lagg more? thanks for continually improving the game for eveyone!
DJ99X
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Re: 2010-09-03 snapshot

Post by DJ99X »

Unless you are making tracks, you dont need to worry about the Mip map thing
RV3
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Re: 2010-09-03 snapshot

Post by RV3 »

ok cheers, i'd love to learn to make tracks/skins etc but after seeing all them settings in your gimp picture for making trees i reckon tracks is a little over my head haha, how hards skins/bikes etc, sorry to be off topic btw, now off to try the snapshot :)
knapp21
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Re: 2010-09-03 snapshot

Post by knapp21 »

Anybody else got any good pipes for the 4 stroke goin? i can't seem to find a good one.
Image
yzmxer608
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Re: 2010-09-03 snapshot

Post by yzmxer608 »

TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
minegun2
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Re: 2010-09-03 snapshot

Post by minegun2 »

i cant get the pipe codes to work, how should they be?
july team #101
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Re: 2010-09-03 snapshot

Post by july team #101 »

Hello the new snapshot stoops and I want to be able form like the sound?? :roll: :roll: :roll: :roll:
yzmxer608
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Re: 2010-09-03 snapshot

Post by yzmxer608 »

minegun2 wrote:i cant get the pipe codes to work, how should they be?
in game press 't' then type '/pipe#' x.x x.x x.x' the # after pipe either being 2 or 4. Each other number is what people are posting.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
chuey352
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Re: 2010-09-03 snapshot

Post by chuey352 »

SuziRider62 wrote:can any1 post best 4 stroke pipe sound :)???
:!: :!: :!: right here :!: :!: :!:
/pipe4 2.5 -0.7 0.9
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suzukirmz250#40
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Re: 2010-09-03 snapshot

Post by suzukirmz250#40 »

I find /pipe4 .87 .5 .7 , a very good setting :)
Image
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totorox
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Re: 2010-09-03 snapshot

Post by totorox »

I got some problems with 3D accelerated softwares (like photoshop) if MX.exe is running i can't see anything on other overlay windows. I made tries with other openGL games and it's working fine. Your opengl implementation maybe not complete, maybe it's the same problem and there's some memory leaks with some ATI drivers ?
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