Jump to content
Sim Monsters

Helen Weales

Members
  • Content count

    347
  • Joined

  • Last visited

  • Days Won

    31

Helen Weales last won the day on July 9

Helen Weales had the most liked content!

Community Reputation

788 500+

About Helen Weales

  • Rank
    ULTRA Member
  • Birthday June 13

Profile Information

  • Gender
    Not Telling
  • Location
    Parts Unknown

Recent Profile Visitors

1,650 profile views
  1. Helen Weales

    Show Your Projects Chapter 63

    I've been experimenting with crushable cars. I had to reverse engineer DiggerFan's and make them from scratch. I haven't noticed much (or any) of an FPS drop, so I've decided to add them to all of the tracks in the Powertrax series. The way they launch trucks in the air due to the springiness is really fun and realistic. The only problem I've encountered thus far is when loading some tracks, the cars fall through some track mesh surfaces, down to the heightmap; but for some reason they worked in this first track. For the second track, the dirt they are sitting on is barely above the heightmap level, but you can see how they are somewhat sunken into the dirt rather than sitting on top. If someone can help me fix this problem, and if DiggerFan doesn't mind that I used his .load file as a template; I'd like to release these in the scrapyard for everyone to use.
  2. Helen Weales

    Blender Selection Tool Showing Trails

    I have a ThinkPad W540 laptop. I went into the system BIOS and loaded the default settings.
  3. I'm adding crushable cars to all of my tracks, but I'm running into an issue that I'm not sure how to properly explain. Basically, my tracks are meshes with no heightmaps; so tracks with elevated areas are raised above the actual ground in RoR. When loading the track in RoR, the crushable cars (.load files) instantly fall through the mesh and land on the default ground. This is a view from the cars, showing both above and below the track surface. The black area is the ground. This is where the cars should be sitting: This is a view of all of the elevation changes. Matching a heightmap with this mesh seems incredibly difficult, if not impossible; unless there is a method I am not aware of. Is there a way to prevent this, or do I have to use heightmaps?
  4. Helen Weales

    How do you make Lexan see-through?

    Did you ever figure this out? In case not, use this template for the material file: material SOLID/TEX/YourTransparentTexture.png { technique { pass { scene_blend alpha_blend alpha_rejection greater 0 depth_write off lighting off texture_unit { texture YourTransparentTexture.png } } } }
  5. Helen Weales

    Blender Selection Tool Showing Trails

    Just an FYI for anyone else with this issue: I set my BIOS to the default settings, and it fixed this issue. I was actually trying to fix two other OS-related issues, and this ended up taking care of all three! I am not sure which BIOS setting was causing this, though. I bought this ThinkPad used and actually forgot to reset the BIOS before installing a fresh copy of Windows 10. I do know Intel Rapid Start had been disabled and no longer is.
  6. Helen Weales

    Blender Selection Tool Showing Trails

    That's what I tried. It didn't work for me unfortunately.
  7. Helen Weales

    Blender Selection Tool Showing Trails

    I've tried switching between integrated/dedicated/auto graphics (I'm also on a laptop with an NVIDIA GPU), but it didn't change anything. I feel like there is something obvious that I am overlooking... 🤔
  8. Helen Weales

    Blender Selection Tool Showing Trails

    I recently started using a different computer (ThinkPad W540), and now Blender 2.49b (both portable and standalone) are showing trails when pressing B to use the selection tools. They do disappear when I actually start selecting things, but it's still quite annoying. I'm using Windows 10 Pro, which is what I was using on my previous computer that did not have this issue. I've tried running Blender in every compatibility mode configuration imaginable, but it makes no difference. Has anyone else had this issue?
  9. Helen Weales

    Yellow and Blue Crush Car pack

    You might already know this -- but in case you (or anyone else) do not, I just found this out and it makes finding coordinates a breeze: 1. In the desired terrain, walk over to where you want the crush cars to sit, and load the cars. 2. Find the car name under the Vehicle menu and click it (as if you were going to enter a vehicle to drive it); 3. Press H. 4. Open the ROR.log file. The coordinates will be there! This also works for finding the start positions in terrains.
  10. Helen Weales

    Return from Hiatus/Most Common Version of RoR?

    Good to know, thanks! I've gone with 0.4.6. I feel like the trucks behave somewhat differently than in the old versions (0.3X), or maybe it feels different due to such a higher FPS? I've had to adjust my trucks and give them more grip and adjust the brakes. I don't recall these issues when I was pushing for the community to move to 0.4+ a few years ago. Have other truck makers noticed this, and if so what kind of changes have you made?
  11. Helen Weales

    Return from Hiatus/Most Common Version of RoR?

    Awesome, thanks everyone! 4.6 it is! How about adding mud to terrains, has this been done yet in 0.4+? I haven't been able to figure it out.
  12. Helen Weales

    Return from Hiatus/Most Common Version of RoR?

    Does this mean 0.4.6 is the standard version here, even though there is a newer version available?
  13. Hello all, I've been away for quite some time, and am getting back into the swing of things with RoR. I left off with the POWERTRAX electric series close to completion, but I recently had a setback when I accidentally deleted some of my newer track ZIPs. Not a huge problem as I still have the actual files to recreate them, but before I do I would like to know which version of RoR is now most common -- 0.3, or 0.4? I see lots of new content being made for 0.4+ (compared to when I was last here), so I can only assume it has finally become the norm? I also see there is a new version of RoR (0.4.7) -- is there anything I should know about this before diving back in to editing? -HW P.S. -- did anyone ever figure out how to add mud to terrains in 0.4+? I remember this being the only issue I had with it. (EDIT: nevermind, was finally able to solve this) P.P.S. -- I meant to post this in the Help and Support forum -- feel free to move this (sorry, it's been a while! ).
  14. Helen Weales

    Show Your Projects Chapter 58

    So awesome, great work!
  15. Helen Weales

    Show Your Projects Chapter 57

    In my opinion, it's a million times more difficult and time-consuming to make models from scratch in Blender than in SketchUp. Blender is best for finishing touches and modeling, though. But you really should try out the SU extension called "RoundCorner", it will turn ramp-building into a task that takes seconds. Edit: here is an example of a (very rough & quick) ramp similar to a section of yours using RoundCorner. I could have set this to use a lot less sides (this is just what I have it set to for something else I'm working on and didn't want to lose the setting):
×