Difference between revisions of "Bike Creation Guide"

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(Created page with "=Getting Started= #Download the bike template. #Extract the template folder to your MX Bikes/bikes/ directory. #Rename the extracted folder to the name of your new bike. Keep...")
 
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=Sounds=
=Sounds=
Copy all the .wav files from one of the standard bikes folders, or alternatively use your own.
Copy all the .wav files from one of the standard bikes folders, or alternatively use your own.
=Mud Layers=
Create a text file with the same name of the texture, and extension ".lyr" (for example: bike_parts.lyr)
and then fill it like this:
numlayers=1
layer1
{
numframes = 3
frame0=bike_parts_mud1.tga
frame1=bike_parts_mud2.tga
frame2=bike_parts_mud3.tga
}
The mud textures should go from cleaner to dirtier. They must have an alpha channel to control opacity as they will be applied on top of the base texture, with the same texture UVs.

Revision as of 18:29, 15 March 2016

Getting Started

  1. Download the bike template.
  2. Extract the template folder to your MX Bikes/bikes/ directory.
  3. Rename the extracted folder to the name of your new bike. Keep it short, without spaces.
  4. Rename the .ini file to the same as your folder name
  5. Rename the .cfg file to the same as your folder name
  6. Edit the .cfg file and change the ID at the top to the same as your folder name
  7. Edit the .ini file and change the names to whatever you want - this is used for the bike select menu. Short_name is used in the results data in the pits.

Now you should be able to see your bike name ingame, using the template model.

Replacing Models

The bike model is made up from a few different .edf files:

  • model.edf: The entire bike model, plus LODs.
  • model_shadow.edf: The mesh used to cast shadows. Should be textured completely untextured white and low detail.
  • model_cockpit.edf: The cockpit model, used in first-person view. Should be higher detail.
  • model_temp.edf: A temporary mesh used when joining online sessions, to prevent lags when new player join. Should be the same or lower detail than the shadow model, again with no texture.

To export a new entire bike .edf file, you should name the bike part objects as follows:

chassis - bike frame, engine & bodywork
steer - steering + upper forks
fsusp - front suspension (the lower fork)
rsusp - swingarm

Refer to the template objects for placement and naming of the levers / controls. If you have named everything correctly, and have matched roughly the parts positions with the template file, you should be able to simply overwrite model.edf and the be able to see it ingame.

Physics

Now you should load your bike in BikeEd and adjust the points to match your geometry. See the BikeEd section for details. You can use EngineEd to adjust the torque / power of the engine.

Sounds

Copy all the .wav files from one of the standard bikes folders, or alternatively use your own.

Mud Layers

Create a text file with the same name of the texture, and extension ".lyr" (for example: bike_parts.lyr) and then fill it like this:

numlayers=1
layer1
{
numframes = 3
frame0=bike_parts_mud1.tga
frame1=bike_parts_mud2.tga
frame2=bike_parts_mud3.tga
}

The mud textures should go from cleaner to dirtier. They must have an alpha channel to control opacity as they will be applied on top of the base texture, with the same texture UVs.