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Messages - giopanda

1
Other Addons / Re: [release v1.0] Bell RS7 PRO helmet
November 12, 2020, 02:07:19 PM
it's not broken, it's just encrypted.
as i wrote above, just put the .pkz file in the correct folder and everything will work!
2
Other Addons / [release v1.0] Bell RS7 PRO helmet
November 11, 2020, 08:28:54 AM


Bell RS7 PRO
Bell RS7 PRO with spoiler

Version 1.0

---------------------------------------------------------------------------------------------------------------------

hello there!
here's my second mod for KRP, the Bell RS7 PRO helmet.
it comes in 2 variants: with and without the rear spoiler
each variant has 3 color liveries (white, black, carbon fiber), each with 3 visor colors (white, black, red)

it should be compatible with the already available Bell RS7 since it has a different name in game

hope you enjoy!

to install simply move the .krp in your ..Documents/PiBoSo/Kart Racing Pro/mods/driver/helmets ore create it if not present

---------------------------------------------------------------------------------------------------------------------

PSD Template

- included are all the maps (color, normal, specular, reflections) for helmet, spoiler and visor
- included is the base paint (already present in game) to give you an idea of what is what
- helmet, spoiler and visor are 3 separate sets to allow the alpha channel in the visor and avoid problems
- helmet sets should be named helmet.tga, helmet_n.tga and helmet_r.tga (if you want custom specs and reflections)
- spoiler sets should be named spoiler.tga, spoiler_n.tga and spoiler_r.tga (if you want custom specs and reflections)
- visor sets should be named visor.tga, visor_n.tga and visor_r.tga (if you want custom specs and reflections)
- everything you need is in the template, and don't forget to apply the correct ambient occlusion map (spoiler or not)
- to install custom paints create a folder with the same name as the .pkz (don't put the .pkz in that folder) and a 'paint' folder inside, where you're going to put your .pnt file
- helmet maps are 4096x4096, but stock paints are 2k, much smaller files size with unnoticeable quality loss..so i suggest to scale them at 2k when converting to paints
- there are 3 different GoPro cameras: top, left and right

---------------------------------------------------------------------------------------------------------------------

if you want to support me and see more, please consider a small donation by clicking the Paypal button here..you don't have to, but i would really appreciate and you will have my eternal gratitude!


3
Other Addons / [release v1.0] Stilo ST5 KRT helmet
November 09, 2020, 12:48:18 AM


Stilo ST5 KRT
Stilo ST5 KRT with spoiler

Version 1.0

---------------------------------------------------------------------------------------------------------------------

hello there!
here's my first mod for KRP, the Stilo ST5 helmet.
it comes in 2 variants: with and without the rear spoiler

hope you enjoy!

to install simply move the .krp in your ..Documents/PiBoSo/Kart Racing Pro/mods/driver/helmets ore create it if not present

---------------------------------------------------------------------------------------------------------------------

PSD Template

- included are all the maps (color, normal, specular, reflections) for both helmet and visor
- included is the base paint (already present in game) to give you an idea of what is what
- helmet and visor are 2 separate sets to allow the alpha channel in the visor and avoid problems
- helmet sets should be named helmet.tga, helmet_n.tga and helmet_r.tga (if you want custom specs and reflections)
- visor sets should be named visor.tga, visor_n.tga and visor_r.tga (if you want custom specs and reflections)
- everything you need is in the template, and don't forget to apply the correct ambient occlusion map (spoiler or not)
- to install custom paints create a folder with the same name as the .pkz (don't put the .pkz in that folder) and a 'paint' folder inside, where you're going to put your .pnt file
- helmet maps are 2048x2048, going bigger has a huge impact on file size and is hard to notice any difference in quality while in game
- there are 3 different GoPro cameras: top, left and right

---------------------------------------------------------------------------------------------------------------------

if you want to support me and see more, please consider a small donation by clicking the Paypal button here..you don't have to, but i would really appreciate and you will have my eternal gratitude!


4
I tried to help giving you an options to see if it works and you answered no way.
The problem it's not the lack of support
5
so far the only progress i did was to download an earlier version (release 11) from one of the mirrors here on the forum and got it working, but of course having purchased it from steam the downloaded version asks for a key that i don't have, so i can only try it as a demo..but at least it works..so there's something wrong in the rel11f exe file, since both the steam and downloaded versions doesn't work.

here's the link so you don't have to look around
http://www.swarleyruiz.com/PibosoVideoGames/KartRacing-Pro/Downloads/Betas/krp-rel11.exe

give it a try and maybe it works..i've been on this with Pib for the whole day yesterday and we couldn't figure out how to make it work..
6
same thing happening to me..
decided to buy the game yesterday (after playing the demo for a long time with no problems) and it doesn't work exactly like that.

i also have mxbikes that works perfectly..

all my drivers and windows are up to date, i manually installed openal and i also have windows defender for win10 64bit (and looks like i have disabled the steam folder from the antivirus check)

i tried with a steam fresh install but nothing.

the process appear in the task manager for a second then disappear.

p.s. i just downloaded the gpbikes demo and it works no problem, while the krp demo doesn't work as the full game on steam..
7
aaand it doesn't work.

i think i tried every single combination of setting both in blender's fbx export, blender cycles nodes, fbx2edf settings and texture/uvmaps naming.

still the same results, the whole track has the same reflections.

here are what i think are the most logic settings in blender..but of course i am missing something..



8
Thanks Piboso.. Damn I was so close I named it uvmap_puddles

I'll give it a try later on when I'm back home
9
Track Editing / puddles and second uvmaps with blender
January 04, 2020, 03:19:27 PM
hello guys!
it's my first post here, but i'm a long time modder in mx bikes.
i'm here to ask for some help since you guys are the most experienced with piboso's game engine and all the things related.

so i'm creating a supermoto track for mxbikes (that i can also release for krp if you guys are interested) that is Ottobiano.

so my problem is that almost every tutorial here is so outdated i can't access any picture or video anymore, and most of all they're all referring to 3ds max.

what i'm stuck with is how to export the second uvmap to make the puddles work.
i think i did everything right in blender, created a second uvmap and linked the puddles tga file (white rgb channels with a black and white checkered texture in the alpha channel just to see if it works) to the specular input of the principled bsdf shader, added a attribute node to link the puddles to the second uvmap and everything is ok.

but then in game i have all the same specular all over the track..

does anybody have an idea on how to solve it?

thanks