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Helen Weales

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Everything posted by Helen Weales

  1. Helen Weales

    Show Your Projects Chapter 64

    I actually worked on it a few weeks ago for the first time in a long time. It's far from finished, though (I wish I could find a high quality 3D model to modify, but the ones I have found were very expensive). Hopefully I will have more time for it soon.
  2. Helen Weales

    Show Your Projects Chapter 64

    I'm in the process of rebuilding the Straker Omega/4 electric truck. Still a lot of work left, but so far I think it's fun in an over-the-top way. It will be interesting to adapt old liveries like Taurus, Stomper, Equalizer etc to something so futuristic. Edit: This is basically the Raptor version of the Omega/4, which would still fit within the Powertrax production vehicle rule.
  3. Helen Weales

    Show Your Projects Chapter 64

    Awesome work! If I may suggest a few things, the front wheel wells on Bigfoot need to be a bit larger, and the Ford flags should have a 2D blue oval logo instead of the 3D version.
  4. Helen Weales

    Show Your Projects Chapter 64

    I haven't posted here in a while, but I've been hard at work on trucks and tracks. This is a Mickey Thompson stadium-inspired track that I just started (yes, they all start out looking this rough 😂). I'm still trying to figure out how to place crushable cars on elevations, but when I do there will be plenty of cars to crush when going up the large three-step hill climb.
  5. 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! ).
  6. 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.
  7. 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?
  8. Helen Weales

    Blender Selection Tool Showing Trails

    I have a ThinkPad W540 laptop. I went into the system BIOS and loaded the default settings.
  9. 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?
  10. 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 } } } }
  11. 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.
  12. Helen Weales

    Blender Selection Tool Showing Trails

    That's what I tried. It didn't work for me unfortunately.
  13. 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... 🤔
  14. 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.
  15. 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?
  16. 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.
  17. 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?
  18. Hello, This is a tutorial explaining the conversion process for the old and new terrain systems for Rigs of Rods 0.36-0.39 (.terrn) to 0.4 (.terrn2). Introduction The tracks (terrains) we typically use in this community are very simple when compared to traditional RoR ones -- ours are basically models (mesh files) of arenas or pieces of land floating on either: Nothing, which gives the illusion that you are driving in mid-air when outside of the arena/landOr A small tiled texture (such as concrete, grass or dirt), which is what you typically see if you were to venture outside of an arena. "Normal" terrains (for example: Desert Trails) use heightmap images which determine flat land, valleys, peaks, etc. Because our track system is typically so simple, it is not necessary to follow the full conversion process. First, let's look at what makes up a terrain for 0.37-0.39 --> 0.4+ (all of these can be edited with any text editor, I prefer WordPad): terrn --> .terrn2: Every terrain needs this. This is what tells RoR there is a track to load -- it contains information such as the track name, spawn point position, object position, etc. This file system was replaced by a combination of both .terrn2 and .tobj systems in versions .4.0 and up. These are likely all you will need to convert a basic track (read further).cfg --> .otc: Contains info for terrain texture, heightmaps, world sizes, how the texture gets tiled, etc. This file system was replaced by the .otc system in version .4.0 and up. It is not required for a terrain to function.os: This is the configuration file for the Caelum sky/weather, and is the same for all versions of RoR. It is also not a required file, especially if using a skybox model.odef and .material: Technically these are not part of the terrain system, but you will see them. Think of them as extensions for .mesh files (props) -- ODEF tells RoR whether a prop is collidable or not, and what the surface will be (for example: dirt, concrete, asphalt, metal etc). Material files simply contain information for the prop textures and tells RoR how to use a texture (for example: if an object should be shiny, flat, transparent etc). These two file systems are used in every version of RoR so no changes are needed. The conversion This is very easy and likely only requires the creation of two new files, YourTrack.terrn2 (basic info) and YourTrack.tobj (prop positions). Let's start with the main terrain file. Let's assume you want to convert an existing track named Houston2016.terrn. Create a new text file and name it Houston2016.terrn2. Copy and paste the following: [General] Name = Your Track GeometryConfig = YourTrack.otc Water=0 AmbientColor = 1, 1, 1 //CaelumConfigFile = YourTrack.os StartPosition = 512 0 512 SandStormCubeMap = tracks/skyboxcol Gravity = -9.81 CategoryID = 129 Version = 2 GUID = dc178e9c-840d-443f-b249-434433ae5fd0 [Authors] terrain = Your Name [Objects] YourTrack.tobj= Replace all instances of "YourTrack" with the name of the terrain you wish to convert (for example: "YourTrack" to "Houston2016"), along with the name of the track and the author's name as follows: [General] Name = Houston 2016 GeometryConfig = houston2016.otc Water=0 WaterLine=0 AmbientColor = 1, 1, 1 //CaelumConfigFile = houston2016.os StartPosition = 512 101 512 SandStormCubeMap = tracks/skyboxcol Gravity = -9.81 CategoryID = 129 Version = 2 GUID = dc178e9c-840d-443f-b249-434433ae5fd1 [Authors] terrain = Helen Weales [Objects] houston2016.tobj= Next, create a text file named Houston2016.tobj. This is the file that determines where your track props will be placed. Copy the following from the old Houston2016.terrn, and paste it in Houston2016.tobj: To If you want to alter the Caelum sky/weather settings (not required), the following is a template (an example of its filename would be "houston2016.os"): caelum_sky_system Houston2016.terrn.os { sun { ambient_multiplier 0.5 0.5 0.5 diffuse_multiplier 3 3 2.7 specular_multiplier 0.35 0.35 0.35 auto_disable_threshold 0.05 auto_disable true } moon { ambient_multiplier 0.2 0.2 0.2 diffuse_multiplier 1 1 .9 specular_multiplier 0.1 0.1 0.1 auto_disable_threshold 0.05 auto_disable true } sky_dome { haze_enabled no sky_gradients_image WhiteSky.png atmosphere_depth_image AtmosphereDepth.png } } Unfortunately I don't know anything about these settings, so alter at your own risk! Something worth noting is the "StartPosition" line in the .terrn2 file. This controls where the first truck spawns. It's likely you will want to copy the first three set of numbers from the main model position coordinates (in the .tobj file). Alter as needed. Place the new files in the track ZIP or folder (deletion of older files is not necessary and allows for the terrain to be compatible for all RoR versions). Next, open Rigs of Rods 0.4.5 and test the terrain to make sure everything works properly. That's it! A simple process that once learned, should only take a few minutes to complete. One final note (not sure how to properly explain this so please bear with me): Your model must be COMPLETELY on or off the tiled portion of the world or else the part not on the tiled portion will be non-collidable. I don't know why this happens. Once I figure out how to add mud I will update this tutorial. If anyone knows, please PM me. Best of luck. -HW
  19. Version 0001

    311 downloads

    This is a truck/track beta preview of the POWERTRAX electric monster truck series. It includes two dirt tracks and three trucks with dirt/mud tires -- one from each brand. The final version will have at least 13 trucks (three versions of each) and 12 tracks. For now, the tracks are compatible with versions 0.37-0.39.7, although the trucks are compatible with newer versions as well. In the future, the entire series will work with 0.37 and up. I consider these to be Stage 3.5 racing trucks (with an all-new type of futuristic MT, Stage 4, on the drawing board). The handling and speed of these trucks are not entirely realistic by today's electric monster (BIGFOOT 20, which is under-powered and heavy), but rather are balanced between what the future could hold if monster trucks had Formula 1/WEC team budgets to explore new technologies and materials, and simply being fun and challenging to drive from a gaming perspective. They are (purposely) difficult to drive, and although each brand is somewhat different in terms of handling characteristics, it is entirely possible for each to achieve near-identical results using any of them. Results will depend on your driving style. Remember, sometimes slower is faster. The two tracks included are two of the longest and most difficult tracks of the series. Round 06 has dirt, mud and asphalt, with Round 08 being all dirt. The start/finish posts have "lights" on the top -- green is for start while red is for finish (see photos below). As for rules of racing (that I like to use), the lines and posts are there for a reason. At least two tires must remain within the racing lines at all times, providing the truck doesn't benefit in lap time, e.g. two tires over lines to cut a corner is not acceptable, while two tires leaving an outside line or coming off a jump is. All four tires must hit the jumps. Some notes: Because this series was not originally intended to be released, each track only has a single lane for single truck runs. There are no motor sounds as of yet. All of the textures were made to be used in Caelum sky mode, and although Sandstorm will work, it might not look pleasing to the eye. Each brand (and truck) have different handling characteristics, these three trucks best represent each brand. Instructions for use: Extract the ZIPs from the main one (POWERTRAX Beta 0001 - 2016-05-12.zip). I advise keeping them in the ZIPs. If you decide to extract them to a folder, DO NOT put everything in one folder as certain files might be overwritten! Place them where you would put your normal trucks and tracks, or make a POWERTRAX folder. It's up to you. Go racing! Credits: Helen Weales -- everything except for the following (all of which were modified): Straker shocks & (parts of) the frame - Outlawed Seats - Crazyman444 Driver bodies - Racing Sim Developers Group Apologies if I left anyone out, this has been in the making for over two years so my memory might be a bit foggy! I would love to hear everyone's thoughts. Personally, I think these are a blast to race, and this is only the beginning! -HW
  20. Version 0002

    181 downloads

    This is the second truck/track beta preview of the POWERTRAX electric monster truck series. It includes two tracks, and three trucks with road tires -- one from each brand. The tracks are compatible with versions 0.37-0.39.7, although the trucks are compatible with newer versions as well. In the future, the entire series will work with 0.37 and up. I consider these to be Stage 3.5 racing trucks (with an all-new type of futuristic MT, Stage 4, on the drawing board). The handling and speed of these trucks are not entirely realistic by today's electric monster (BIGFOOT 20, which is underpowered and heavy), but rather are balanced between what the future could hold if monster trucks had Formula 1/WEC team budgets to explore new technologies and materials, and simply being fun and challenging to drive from a gaming perspective. They are (purposely) difficult to drive, and although each brand is somewhat different in terms of handling characteristics, it is entirely possible for each to achieve near-identical results using any of them. Results will depend on your driving style. Remember, sometimes slower is faster. The two tracks included are rounds 02 & 05 -- 02 is all concrete, while 05 is a mixture of asphalt and mud. Because round 05 is a combination of different surfaces, either dirt/mud or road tires can be used (the first preview pack includes three trucks with dirt/mud tires); it really depends on which portion of the track you feel most confident on. The start/finish posts have "lights" on the top -- green is for start while red is for finish (see photos below). Round 02: Round 05: As for rules of racing (that I like to use), the lines and posts are there for a reason. At least two tires must remain within the racing lines at all times, providing the truck doesn't benefit in lap time, e.g. two tires over lines to cut a corner is not acceptable, while two tires leaving an outside line or coming off a jump is. All four tires must hit the jumps. Some notes: Because this series was not originally intended to be released, each track only has a single lane for single truck runs. There are no motor sounds as of yet & there might be minor texture/alignment issues with trucks/tracks All of the textures were made to be used in Caelum sky mode, and although Sandstorm will work, it might not look pleasing to the eye. Each brand (and truck) have different handling characteristics, these three trucks best represent each brand. Instructions for use: Extract the ZIPs from the main one (POWERTRAX Beta 0002 - 2017-01-28.zip). I advise keeping them in the ZIPs. If you decide to extract them to a folder, DO NOT put everything in one folder as certain files might be overwritten! Place them where you would put your normal trucks and tracks, or make a POWERTRAX folder. It's up to you. Go racing! Credits: Helen Weales -- everything except for the following (all of which were modified): Straker shocks & (parts of) the frame - Outlawed Seats - Crazyman444 Driver bodies - Racing Sim Developers Group Apologies if I left anyone out, I started this project three years ago! I hope everyone enjoys this preview, and I would love to hear your thoughts! -HW
  21. Helen Weales

    Show Your Projects Chapter 58

    So awesome, great work!
  22. 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):
  23. Helen Weales

    Show Your Projects Chapter 56

    Nice to see another SketchUp user. You might be interested in a plug-in called RoundCorner. It will automatically round off corners and transitions. For instance it could be used on your track for the corners of the ramps and where they connect with the flat ground, which would otherwise have to be done manually which can be time consuming.
  24. Helen Weales

    Show Your Projects Chapter 56

    I'll try to not post so many updates for this track from now on, but I'm pretty excited about the addition of the LED lights on the thruways. None of the colors are final, but I think they add something extra to the driving experience. I also made the geometric sculpture transparent pink "glass" (I really wish there was a way to make things simultaneously transparent and mirrored in RoR). I also added some actual terrain to one of the straights which can be pretty tricky if not driven through at a high enough speed, which can be seen in the last photo. Edit: I would like the red LEDs under the finish to change from green to red once driven through -- does anyone know if this is possible?
  25. Helen Weales

    Show Your Projects Chapter 56

    I meant the fender cutouts.
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