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MX vs ATV (and prior MX games) Forum => General Discussion MVA => Topic started by: JvdL on May 10, 2009, 08:52:11 PM

Title: Modeling work (MX related)
Post by: JvdL on May 10, 2009, 08:52:11 PM
Not really sure where this should go on these forums. So if I missplaced it, feel free to move it to where it belongs. :)

In anycase, 2009 CRF450 for MVA Unleashed. (7300 polygons total, including wheels)
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/NumberTest.jpg)

Title: Re: Modeling work (MX related)
Post by: mcm2boys on May 11, 2009, 02:49:40 AM
That's a very nice piece of work John, i'm surprised RBW haven't made you an offer yet.. :)

Title: Re: Modeling work (MX related)
Post by: JvdL on May 11, 2009, 07:17:06 AM
Thank you Laurie. And well, I think my location is an issue with that. Seeing I'm Dutch.
Title: Re: Modeling work (MX related)
Post by: mcm2boys on May 11, 2009, 09:43:53 AM
Tjonge, jonge, wouldn't you move to Phoenix if you got the call? :)
Title: Re: Modeling work (MX related)
Post by: JvdL on May 11, 2009, 10:00:19 AM
hehe.. Weet ik nog niet. Misschien als ooit de gelegenheid komt :)
Title: Re: Modeling work (MX related)
Post by: mcm2boys on May 11, 2009, 10:43:21 AM
Nou moeten wij alleen wachten..  :)
Title: Re: Modeling work (MX related)
Post by: JvdL on May 11, 2009, 10:47:47 AM
Naja, kunnen ook gewoon zelf beginnen! Je bent al een aardig eind op weg in ieder geval! + Dan krijgen we ook eindelijk eens een game die wel voldoet aan onze eisen ;)
Title: Re: Modeling work (MX related)
Post by: Bulldog on May 11, 2009, 11:41:47 AM
Darn it you two....I only speak English.  And I even have a hard time with that from time to time.   ;)

That's a great looking bike model!

Pete
Title: Re: Modeling work (MX related)
Post by: JvdL on May 11, 2009, 11:47:29 AM
Quote from: Bulldog on May 11, 2009, 11:41:47 AM
Darn it you two....I only speak English.  And I even have a hard time with that from time to time.   ;)
HE *points at Laurie* started it! *whines like a little kid* :P

And thank you Bulldog. :) Working towards a new export later tonight.

But this is how it looks with bugged smoothing groups and a few mesh flaws due to export formats:
(http://img4.imageshack.us/img4/6553/mxvsatv2009050800285431.jpg)
Title: Re: Modeling work (MX related)
Post by: mcm2boys on May 11, 2009, 01:32:31 PM
Thanks for stopping it Pete, i was getting to the limits of my Dutch there.. :)

John can you point out the flaws for me, my eyes aren't what they used to be but that bike looks perfect as far as i can tell..
Title: Re: Modeling work (MX related)
Post by: JvdL on May 11, 2009, 02:43:24 PM
It's mainly smoothing groups going fubar and causing strange light sources to appear. Take a look at the shroud for example. There is a very bright highlight there with the surounding plastic being caught in shadows. That highlight too should be shadow instead.

I'll post a newer screenshot once Yann arrives so we can re-export the fix I made earlier today. Pictures explain better than words do.
Title: Re: Modeling work (MX related)
Post by: mcm2boys on May 12, 2009, 01:42:42 AM
I think i can see what you mean, the bright spot looks to me like it's on the mudguard, which might be a reflection. There are also shortcuts taken when rendering in real time that can cause these kinds of artifacts, not necessarily the model. I noticed that you also have the enhanced shaders active in that shot and that might cause some unexpected results as well.

I'm not saying that it isn't the model, just that there are a bunch of possibilities.
Title: Re: Modeling work (MX related)
Post by: JvdL on May 12, 2009, 08:51:22 AM
It is the model alright. As it's very very obvious when comparing the viewport of MAX and MS3D to eachother.
Almost looks as if the bike is placed in a sort of X-ray scene in MS3D.
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/MAXvsMS.jpg)

I've solved this problem though.

Also, here are a few less spectacular tuff blocks.
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/MVA09bales.jpg)

Title: Re: Modeling work (MX related)
Post by: Bulldog on May 12, 2009, 09:34:50 AM
I don't know....the tuff blocks look pretty spectacular to me!  :)

Pete
Title: Re: Modeling work (MX related)
Post by: JvdL on May 12, 2009, 10:10:00 AM
hehe, Thank you :D It's something DDMX and I have been working on.
Those textures were a pain in the ass to get to look right though. As there is like zero reference on plastic like fabrics wrinkling. :(
Title: Re: Modeling work (MX related)
Post by: VRT_RIDEBLUE on May 14, 2009, 01:33:55 AM
Everything looks real sweet, to bad all we have to polish is a turd with poor net code, but what you are doing is the best we have had in years, Props to ya Messiah!  After playing iracing, there is no looking back for me. Messiah, you should send a resume to iRacing.com. You would have to move to the states, although I hear they are scanning tracks overseas now.
Title: Re: Modeling work (MX related)
Post by: JvdL on May 15, 2009, 09:45:14 AM
iRacing rings a bell. Think they sent me a e-mail sometime telling me to visit their website and beta there game or something. Can't remember it very well anymore as it's been a good while ago!

Heres the finished H&H bike:
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/render.jpg)

PS. Made a new logo for MVA2009 while at. Inspired on the MX vs ATV Reflex logo.
Title: Re: Modeling work (MX related)
Post by: yzmxer608 on May 16, 2009, 11:50:29 AM
In all honesty, that looks like a real bike.  I think it would be cool for a preview to import a track of yours in Max and do a render of the bike on a bike stand on the track somewhere.  Tell me that wouldn't look like a real photo!
Title: Re: Modeling work (MX related)
Post by: Bulldog on May 18, 2009, 10:08:57 AM
Quote from: yzmxer608 on May 16, 2009, 11:50:29 AM
In all honesty, that looks like a real bike.  I think it would be cool for a preview to import a track of yours in Max and do a render of the bike on a bike stand on the track somewhere.  Tell me that wouldn't look like a real photo!

Yes it does look real.  Last Friday I was looking at that picture while eating my lunch and two of my co-workers asked me if I was looking to buy a new bike.....they both thought it was a picture of a real bike.   8)
Title: Re: Modeling work (MX related)
Post by: JvdL on May 18, 2009, 03:40:34 PM
thanks for the awesome compliment guys! <3

We're working on the pink H&H kit now and the Geico. Both are almost done.
Title: Re: Modeling work (MX related)
Post by: JvdL on May 20, 2009, 08:40:37 PM
(http://img37.imageshack.us/img37/3959/mva20091.png)
(http://img37.imageshack.us/img37/5312/mva20092.png)
(http://img42.imageshack.us/img42/7735/mva20093.png)
(http://img42.imageshack.us/img42/2137/mva20094.png)
(http://img35.imageshack.us/img35/8527/mva20095.png)
Title: Re: Modeling work (MX related)
Post by: mcm2boys on May 26, 2009, 12:45:45 PM
You blow me away with these models, it's a shame they don't look exactly like that in game but maybe we can do something about that too in time..
Title: Re: Modeling work (MX related)
Post by: JvdL on May 30, 2009, 04:44:24 PM
MX vs ATV lacks good shaders really  :'(

In any case, some more by showtime:
Quote from: UFO_ShowtimeWith the exception of cropping and resizing, these are completely untouched: (http://www.circvsmaximvs.com/images/smilies/drama/jaw.gif)

(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva2009-0.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva2009-1.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva2009-2.jpg)

Okay, that's all you get...for now. (http://www.circvsmaximvs.com/images/smilies/stirthepot.gif)
Quote from: UFO_ShowtimeA few more shots to whet your appetite.  8-) Notice the attention to detail...

(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-0002.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-0001.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-0003.jpg)

Once again, with the exception of cropping and resizing, these are completely untouched.

Title: Re: Modeling work (MX related)
Post by: mcm2boys on May 31, 2009, 01:59:06 PM
I take that back they do lok pretty good in game too, loos like i need to play with my settings..
Title: Re: Modeling work (MX related)
Post by: JvdL on May 31, 2009, 03:20:04 PM
Make sure to grab the latest version of MVA2009 at MX-HQ. As I included a nHancer profile.

If you still have trouble with visuals, let me know.
Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 01, 2009, 06:43:00 AM
When i look at those Screen shots the tires look matt and the metal/plastics are shiny which i don't see..
Title: Re: Modeling work (MX related)
Post by: JvdL on June 01, 2009, 01:17:56 PM
Can you tell me what graphic card you use?

I know ENB has some issues with anything that is not nVidia. :S
Title: Re: Modeling work (MX related)
Post by: Bulldog on June 01, 2009, 01:37:22 PM
Quote from: MessiaH on May 31, 2009, 03:20:04 PM
Make sure to grab the latest version of MVA2009 at MX-HQ. As I included a nHancer profile.

If you still have trouble with visuals, let me know.

I have not been paying attention.....what is MVA2009?  Can you link it here please?

Thanks,
Pete
Title: Re: Modeling work (MX related)
Post by: ToaDsiX on June 01, 2009, 07:08:30 PM

Messiah~

I have been lurking over in the other forums for a while watching the progress. Nice job on everything. You(and your teams) enhancements are incredible.

QuoteMake sure to grab the latest version of MVA2009 at MX-HQ. As I included a nHancer profile.

Is it out?? Don't see any links for it.
Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 02, 2009, 02:28:17 AM
John,

I have a Radeon 3870 and the ENB seems to work, though i did have 1 crash when i first tried it out. I just don't seem to see the different matt/shiny surfaces quite as nicely as they seem to be in thos shots, especially from Showtime maybe i dont run high enough res or need to do something with the AA. One day i might take a look into int it.. :)


Pete,

You'll find most info about MVA here: 2009 http://gaming.mx-hq.com/forums/viewforum.php?f=34&sid=8cb6f7d1645545978b0a29fc3a890e34

I'll let John fill you in on the rest of the details..
Title: Re: Modeling work (MX related)
Post by: JvdL on June 02, 2009, 07:29:43 AM
Quote from: Bulldog on June 01, 2009, 01:37:22 PM
I have not been paying attention.....what is MVA2009?  Can you link it here please?

Thanks,
Pete
There is a FAQ page for MVA2009. This should answer most of your questions. However, if you have any questions that were left unanswered feel free to ask me.

MVA2009 FAQ (http://gaming.mx-hq.com/forums/viewtopic.php?f=34&t=932)

Quote from: ToaDsiX on June 01, 2009, 07:08:30 PM

Messiah~

I have been lurking over in the other forums for a while watching the progress. Nice job on everything. You(and your teams) enhancements are incredible.

QuoteMake sure to grab the latest version of MVA2009 at MX-HQ. As I included a nHancer profile.

Is it out?? Don't see any links for it.
Thank you :)

MVA2009 isn't out yet. Laurie has acces to a special section of the forum to which only the development team has acces to for beta testing.

Quote from: mcm2boys on June 02, 2009, 02:28:17 AM
John,

I have a Radeon 3870 and the ENB seems to work, though i did have 1 crash when i first tried it out. I just don't seem to see the different matt/shiny surfaces quite as nicely as they seem to be in thos shots, especially from Showtime maybe i dont run high enough res or need to do something with the AA. One day i might take a look into int it.. :)
Hummm... Have a screenshot?


Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 02, 2009, 09:43:38 AM
I took a quick look at my settings and found the res at 800x600 so i upped it to 1280x1024 and things look a little sharper. I don't run MVA very often so i didn't take the time to set it up..
Title: Re: Modeling work (MX related)
Post by: Bulldog on June 02, 2009, 10:44:50 AM
MVA2009 looks like it will really enhance the quality of MVA.  You said it isn't done yet.....can you disclose how far along you are with it?

Pete
Title: Re: Modeling work (MX related)
Post by: ToaDsiX on June 02, 2009, 11:03:38 AM
QuoteThank you Smiley

MVA2009 isn't out yet. Laurie has acces to a special section of the forum to which only the development team has acces to for beta testing.

Ahh, right on. Will be looking forward to it. In the mean time I will try to stay upright with MX Simulator  ;D
Title: Re: Modeling work (MX related)
Post by: JvdL on June 05, 2009, 06:00:05 AM
Quote from: Bulldog on June 02, 2009, 10:44:50 AM
MVA2009 looks like it will really enhance the quality of MVA.  You said it isn't done yet.....can you disclose how far along you are with it?

Pete
I know how far we are, and I know how much is left.

But when I state this in public. We'll have countless kids whining "Is it done yet".

So I'm sorry, but I'm going to skip on this one. All I can say is that we're keeping it pinned. ;)


author: UFO_Showtime
Quote from: UFO_ShowtimeShould go without saying at this point, but these are completely untouched:

(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-15.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/dontlookdown2.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-06.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-zerothree.jpg)
Title: Re: Modeling work (MX related)
Post by: Bulldog on June 05, 2009, 09:40:44 AM
It's understandable that you don't want to say how far along you are.  But hey.....you can't blame me for asking, can you?  I had not heard about this before and I'm excited!

Those new bike and rider models look incredible!  Great work!

Pete
Title: Re: Modeling work (MX related)
Post by: ToaDsiX on June 05, 2009, 12:32:04 PM
QuoteThose new bike and rider models look incredible!  Great work!

Damn, even the carb vent lines are in there!
Title: Re: Modeling work (MX related)
Post by: UFO_Showtime on June 10, 2009, 12:51:00 PM
Quote from: mcm2boys on June 02, 2009, 02:28:17 AM
I have a Radeon 3870 and the ENB seems to work, though i did have 1 crash when i first tried it out. I just don't seem to see the different matt/shiny surfaces quite as nicely as they seem to be in thos shots, especially from Showtime maybe i dont run high enough res or need to do something with the AA. One day i might take a look into int it.. :)

Unless I'm wrong about my knowledge of video cards (entirely possible), a quick spec comparison tells me that your gfx card is categorically equal or superior to mine, Laurie...so you should be seeing similar results. :-\ FYI, I've got a 4-year old Radeon X800XL 512mb running @ 1280x1024.

Of course, I have everything set to its highest quality during screenshot sessions - but my problem lately is that Catalyst Control Center friggin lies to me and says that I'm at "optimal quality" across the board, whenever the screenshots I sift through clearly tell a frighteningly different story.  I'm assuming the problem originates with my drivers, but changing them out hasn't fixed the problem one bit.

Anyway, enough of my whining.  Here are some more untouched shots of MVA09 that I took before my vid card began going insane (a TD exclusive!): (http://forums.ratedesi.com/images/smilies/eusa_dance.gif)

(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-04.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-05.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-13.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-22.jpg)
(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/mva09-zeroone.jpg)

And before anyone gets their hopes up, that next-to-last shot was more of a situational fluke.  I can't get that angle to function with any consistency at all.
Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 11, 2009, 02:57:59 AM
It is a later card and that should mean  higher spec, but the way thee guys change chips about i couldn't be sure. Maybe i need to turn my Catalyst settings up to more quality, but either way you take a very nice virtual photo. I love the realism you get out of the shots, like you've taken a photograph and put it through some photoshop 3D-izing filter.. .. and of course can't say enough about the models.

Out of curiosity what happens when try to use that angle and it doesn't work?

Title: Re: Modeling work (MX related)
Post by: UFO_Showtime on June 12, 2009, 03:18:01 AM
Quote from: mcm2boys on June 11, 2009, 02:57:59 AM
but either way you take a very nice virtual photo. I love the realism you get out of the shots, like you've taken a photograph and put it through some photoshop 3D-izing filter.. .. and of course can't say enough about the models.

Thanks!  I like to think I have a certain style that comes through on my shots.  That probably sounds ridiculous, but I feel that an eye for art or photography translates equally in any version of reality.

Then again, every shot looks good when you're using a bike & rider model completely unparalleled in terms of quality.  Like you said, can't say enough about them (skins too).

Quote from: mcm2boys on June 11, 2009, 02:57:59 AM
Out of curiosity what happens when try to use that angle and it doesn't work?

Well, that angle is impossible to ride or race with because it generally has an object (i.e. a body part) blocking its view.  The only time I see daylight is for a half-second in the whoops (as seen above) or mid-air (as seen below). 

(http://i37.photobucket.com/albums/e77/UFO_Showtime/MVA%20-%20Screenshots/helmetcameraaaa.jpg)

The rest of the time, I'm forced to ride around holding down the button for the "Look Back Cam", which I've since converted into a "Look Forward Cam".

I plan to tinker with that some more one of these days.  But, in the meantime, if you have any thoughts or suggestions on it, I'm all ears.
Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 15, 2009, 04:43:14 AM
I think the cameras need a part of the rider/bike to look at unless it's a static camera. The process as far as i know of placing and directing the camera in each frame is to place it in space somewhere and then point it at something that you want to be in view. This would usually be the torso of the rider. So that is probably why you see a body part in the frame most of the time apart from when the torso is in an extreme position. Not sure if that really helps much you will probably still have to move the origin of the camera, which you already know.

QuoteThat probably sounds ridiculous, but I feel that an eye for art or photography translates equally in any version of reality.
I can see the style in your shots, they look very much inspired by photography. There's a high degree of attention to detail and going the extra mile, in terms of animating the rider and setting camera presets specifically to setup realistic poses to create those shots. It seems to have elevated the screenshot into a whole new artform..
Title: Re: Modeling work (MX related)
Post by: UFO_Showtime on June 16, 2009, 06:01:17 AM
Quote from: mcm2boys on June 15, 2009, 04:43:14 AM
I think the cameras need a part of the rider/bike to look at unless it's a static camera. The process as far as i know of placing and directing the camera in each frame is to place it in space somewhere and then point it at something that you want to be in view. This would usually be the torso of the rider. So that is probably why you see a body part in the frame most of the time apart from when the torso is in an extreme position. Not sure if that really helps much you will probably still have to move the origin of the camera, which you already know.

Maybe I'll try contacting the Rainbow guys to see if getting an Untamed-like helmet cam in Unleashed is even do-able (even though everything you said pretty much solidifies the answer as "no"). :-\


Quote from: mcm2boys on June 15, 2009, 04:43:14 AM
I can see the style in your shots, they look very much inspired by photography. There's a high degree of attention to detail and going the extra mile, in terms of animating the rider and setting camera presets specifically to setup realistic poses to create those shots. It seems to have elevated the screenshot into a whole new artform..

Thanks Laurie! :) I'm glad you see it that way.
Title: Re: Modeling work (MX related)
Post by: JvdL on June 17, 2009, 01:35:25 PM
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/002.png)
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/001.png)
Do you spot it?

PS. Showtime. Poke me on MSN. I MIGHT have a solution.
Title: Re: Modeling work (MX related)
Post by: JamieT on June 17, 2009, 07:08:01 PM
Is it the corners of the number cut off?..cuz they look damn near perfect
Title: Re: Modeling work (MX related)
Post by: JvdL on June 17, 2009, 09:35:38 PM
Quote from: JamieT on June 17, 2009, 07:08:01 PM
Is it the corners of the number cut off?..cuz they look damn near perfect
Yep. The game cut's the numbers so they fit on. Like you would cut your numbers in real life. :)
Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 18, 2009, 03:14:08 AM
If you mean 'can i see a problem with the model' when you say
QuoteDo you spot it?

Then having seen your attention to detail i doubt that i would be able to see any problems if i looked at it for a month, (unless the numbers being cutoff is it).

So what is it we should spot? :)
Title: Re: Modeling work (MX related)
Post by: JvdL on June 18, 2009, 06:40:41 AM
No, the model has been improved. 4 major improvements, 6 smaller improvements. ;)

- New front wheel
- New back wheel
- Completely new swingarm
  (chain adjuster is modeled in for this one)
- Upgraded the plastic model
  (back fender now has every fold modeled in, side pannels now have the airbox holes modeled in and you can look through the bike on certain angles like in real life, hole and bolt for the rear shock has been cut into the plastics)
- Upgraded frame model (frame now offers a detailed and 100% accurate head and bottom)
- Chain is slightly curved now
- New cables and hoses
- New fuel cap
- Rescaled the fatbar to fit real life measures (was too small before)
- Slightly more detail at the top of the forks for FPV
Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 18, 2009, 09:30:23 AM
Now you mention it the tires do look like they have more knobbles on them, but that could be my imagination. I'm surprised that you can still find things to tweak on it, it already looks like a photograph to me, but keep up the good work. Any release date for MVA'09 yet?
Title: Re: Modeling work (MX related)
Post by: JvdL on June 18, 2009, 11:34:28 AM
Correct. It used to have 5 rows, 30 - 34 knobs per row. These tires have 5 rows, 40 knobs per row (counted them on a real tire this time). The front tire has a different pattern now. It used to have a similar pattern from the rear. But now it has it's own unique pattern. In total it has 20 knobs more than the rear.

I have a date.. But not for public ;)
Title: Re: Modeling work (MX related)
Post by: mcm2boys on June 18, 2009, 01:58:46 PM
QuoteI have a date.. But not for public
I usually release and then release an update in a couple of days, a habit i think i need to change in the future. Looking forward to it - the release of MVA'09 that is...

This is probably a bad time to ask but the thing that really stops me playing MVA is the frame rate, i find after 20mins or so i start to feel nautious like i'm getting car sick. Did you find a way to up the frame rate? I think when we briefly spoke to Elliott about it he said it was hard coded to 30fps, but maybe all that digging in the settings files turned up something?
Title: Re: Modeling work (MX related)
Post by: Bulldog on June 22, 2009, 11:32:00 PM
Quote from: MessiaH on June 17, 2009, 01:35:25 PM
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/002.png)
(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/001.png)
Do you spot it?

PS. Showtime. Poke me on MSN. I MIGHT have a solution.

I'm speechless.  I honestly don't know what to say.  Well, I guess one word would sum it up......."INCREDIBLE".
Title: Re: Modeling work (MX related)
Post by: yzmxer608 on June 24, 2009, 02:57:18 PM
Quote from: mcm2boys on June 18, 2009, 01:58:46 PM
QuoteI have a date.. But not for public
I usually release and then release an update in a couple of days, a habit i think i need to change in the future. Looking forward to it - the release of MVA'09 that is...

This is probably a bad time to ask but the thing that really stops me playing MVA is the frame rate, i find after 20mins or so i start to feel nautious like i'm getting car sick. Did you find a way to up the frame rate? I think when we briefly spoke to Elliott about it he said it was hard coded to 30fps, but maybe all that digging in the settings files turned up something?
So far I don't think we have found anything on it.  I wish it could be changed though, this is one of the things I just hate about this game.
Title: Re: Modeling work (MX related)
Post by: ToaDsiX on June 25, 2009, 11:37:12 AM
Wow,

Those models are indeed incredible. Again, VERY nice work.
Title: Re: Modeling work (MX related)
Post by: Bulldog on June 25, 2009, 06:11:07 PM
What about resolution settings?  It would be nice to be able to set the game to a true wide screen resolution.

Pete
Title: Re: Modeling work (MX related)
Post by: JvdL on June 26, 2009, 06:37:24 PM
They are hard coded. The resolutions. There are a lot of traces of widescreen resolutions but no way to activate it. :(

(http://i424.photobucket.com/albums/pp323/J_vd_Lest/mva/FPVwip001.jpg)
Mhmm.. First person view eye candy?

Gaz (Break.) and I have been working on a new handlebar assembly for the bikes. A lot more detail, and a lot more to come!
Title: Re: Modeling work (MX related)
Post by: Fixer on June 26, 2009, 09:05:04 PM
Quote from: mcm2boys on June 18, 2009, 01:58:46 PM

This is probably a bad time to ask but the thing that really stops me playing MVA is the frame rate, i find after 20mins or so i start to feel nautious like i'm getting car sick. Did you find a way to up the frame rate? I think when we briefly spoke to Elliott about it he said it was hard coded to 30fps, but maybe all that digging in the settings files turned up something?

The 30 FPS thing killed this game for me and I remember all the "discussions" where people said you couldn't tell the difference between 30FPS & 60FPS, I'm here to tell you (again) you sure as heck can!

If this could be fixed I'd probably play it but it's unplayable for me with a 30 cap. Any track that has a quick turn in it makes me want to vomit... :P