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zero_mass

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Everything posted by zero_mass

  1. Signups Thursday 19 January 2023 8:00 p.m. EST (idk how to time lock a post but signups before then won't be accepted) Event Friday 20 January 2023 8:00 p.m. EST 12 trucks Realistic driving! Sign up with name and Discord only More information at the bottom Spreadsheet: https://docs.google.com/spreadsheets/d/1iz8UzKwJw632df2a_8RtlkTa2b5c0C0SemGPrmn8AGo/edit?usp=sharing Notes When signing up, simply write your full name and your Discord username. The drivers will be randomly assigned their trucks. Anti-cheat will not be used for this event. But don't cheat! Server information will be posted shortly before the event on Discord. Mention me in Discord if you need to be moved to an earlier or later time in any competition. If you fail to appear within two minutes of being called into the game, you will be disqualified from the specific competition. Racing The bracket will be randomized and is arranged as a list of lap times in the spreadsheet. Winning times will be bold and losing times will be italic. Lap times will be calculated using video footage of each race. I have set up OBS to begin recording when Shift + Enter is pressed, which will also send out “go” in the chat. I can also view the video time to the hundredth of a second thanks to a plugin for VLC Media Player. Line up at the starting line with both front tires touching the line. Your lap will be finished when both front tires have reached the finish line. A penalty of one second will be applied to a lap for each front tire that misses a ramp. The fastest loser from Round 2 will advance into the Semi-Finals. Two Wheel Skills The order will be based on the lowest points earned in racing. You are allowed two hits. Each hit will start when two wheels are in the air and will finish when all four tires have been set down. Drive as realistically as possible. Blatantly unrealistic stunts will result in a deduction of 0.5 points from your total score. Each hit will be scored individually out of 10 and both will be combined for a total average score. Freestyle The order will be based on the lowest points earned in Two Wheel Skills. The timer for freestyle will start when the driver makes their first hit and will last two minutes. Drive as realistically as possible. Blatantly unrealistic stunts will result in a deduction of 0.5 points from your total score. When “rii” is typed in the chat, you must stop driving the truck. You may shut off the truck or simply let go of any input to the truck. You may or may not be allowed to continue after being shut off at my discretion. Scores will be based on the criteria of time, momentum, air, technicality, and wow factor. This is my first time hosting a ROR monster truck event on my own, so I hope I give y’all a good time!
  2. Welcome to the Sim-Monsters Ranch! Have a look around, there's a lot to see. A whole lot of work goes into tending to our crops and harvesting them. Time to let out the cattle to graze. They're a pretty crazy bunch! We also have a full fleet of delivery trucks ready to ship out our goods. When we're not working on the farm, we love to rip around on the off-road trails! Our two dogs give us plenty of company, and they help us herd the cattle. Thanks for coming, it was great having you at the Sim Monsters Ranch!
  3. The V5 gang found a great vacation spot to cool off, relax, and play after almost two years of rigorous development and testing.
  4. I noticed that when you press rear steer, the tires don't automatically center when you release and they just stay at an angle. Is the truck supposed to do that?
  5. Whoever made shock setup #1 is the goat cuz it's some of the most fun i've had freestyling with v4 in a long time.
    The racing track handles pretty smoothly and I like the racing layout. However, I think that the freestyle track is lackluster. Most of the ramps handle nicely on their own, but the overall layout makes for an awkward freestyle track that doesn't flow well with the truck. The ramps feel like they're scattered across the track, which takes away a lot of floor space as well. The big hump of dirt in the middle is also impractical for freestyle and not that helpful for racing. As for the texture of the track, I like the look of the flour lines that you've been using, but I think the dirt texture looks a little too grainy and should have a stronger dirt-brown color. Both racing and freestyle could also use some tire tread textures. (also i pressed e with the track in game and like zoinks scoob thats a lotta verts)
  6. Version 1.0.0

    206 downloads

    @Brandon Adam's ride for the upcoming MTP Grand Finals Everything besides the body was taken from Night Life as uploaded in this file: If there are any missing credits, please let me know!
  7. Version 1.0.1

    823 downloads

    At first I just speedran the body of this truck just to see how fast I could build it. Then I put it onto Trevor Michalesko's Quad Chaos, got the offer from @Chazzymp to paint it, and continued tweaking the body until it turned out right. It kinda did I guess.
  8. yall alr saw but it kinda diff now Massive thanks to @Chazzymp for painting the logos and some of the decals for this truck and Trevor Michalesko/TM Creations for making pretty much all the props. I modeled the body and gave the truck a new node/beam.
  9. DISCLAIMER: This tutorial assumes that you can import .mesh files using Blender 2.79. You can find the links to the OGRE import and export plugins and learn how to use them here: https://docs.rigsofrods.org/tools-tutorials/blender-mesh-editing/ Ambient Occlusion (AO) bakes are used to give the effect of shading to any object that might benefit from it. Since I always see people needing bakes for bodies, I decided to try and give you a tutorial for how to make one yourself. It's quite a long process at first, but if you do it frequently then it should get easier, just like most things in life. I will use the factory settings and layout including the import/export plugins for this tutorial. I hope the large images aren't a problem because I don't know how to rescale them. When you import a body .mesh into blender, it should look something like this. The great thing about the .mesh importer is that it separates each material into different objects. (You can press 5 on the number pad to change the perspective as I did for this image) (And don't move around the objects like that. Just a demonstration) Right-click on the body until you have selected the inside. When the faces of an object are tinted blue, those are backfaces, which means the faces are textured on the other side. The blue version of the body is the inner fiberglass, which you need to take away because it will conflict with the outer body while baking. You can delete it, but if you want to keep it then I recommend pressing M and clicking one of these squares to move it to a different layer, which you can then access at the bottom of the 3D View area. You can leave the windshield in view if you want the bake to account for the shading from the windshield. Right-click on the edge of the Properties area, click Split Area, then drag the line where you want it and click to create a new area. Then click on the top-left dropdown icon of the new area and select UV/Image Editor. This is how you can make a new image and see the bake. You might want to drag the edge of these areas to see more of the UV/Image editor. This is optional, but you might want to press N in the 3D Editor to see the Transform menu, then scroll down to Shading and enable Textured Solid and Backface Culling. This will allow you to see whatever texture is on the body and hide the backfaces. To create an image, go to the bottom menu of the UV/Image editor, click Image, then click New Image. In the following menu, you can adjust the size of the image. For most bodies, you should make the width and height the same to make a square image. I recommend changing the width and height to 4096, which is reasonably high-quality but doesn't take up too much file space. Click OK, and you should be left with a black square as an image. Make sure the body is active. It should have a pale orange outline. Press Tab to ender Edit mode. If you see free-floating dots, those are extra vertices that didn't get separated by the converter (it ain't perfect but them's the breaks). Now I have an opportunity to show you how to get rid of em lol. Go to the bottom menu of the 3D Editor, click Select, then Select All by Trait, then Loose Geometry. Once the vertices are selected, press X, then click Vertices to delete them. I believe it was @WorpeX who first showed me how to do this so shoutout to him! While in Edit Mode, press A until the whole body is selected. You should be able to see the UV map of the body in the UV/Image Editor. Click on the dropdown menu with the image icon in the UV/Image Editor, then click on the image you made earlier. It should have Untitled somewhere in the name unless you gave it your own title. The body should now be black, which means the image you made is mapped onto it. Now there are some settings that need to be changed before we bake the body. Please bear with me lol. Click the World icon in the Properties area, then scroll down. Make sure Ambient Occlusion is checked, then scroll to Gather. I absolutely recommend increasing the Samples value, which is just the quality of the bake. I use 32 samples for all of my AO bakes, but if your computer is not that powerful then somewhere between 10-20 might be better. Now click the Camera icon in the Properties area, which brings you to the Render tab. Scroll down to Bake. Change the Bake Mode to Ambient Occlusion then click Normalized. This makes the bake white which will be most suitable for painting over it. I like to decrease the Margin so that the pixels don't extend too far past the boundaries of the body. Click Bake and watch the magic happen! (Maybe it won't be so magical with a budged PC or laptop. Maybe go to the bathroom or grab a snack.) Ta-da! It's baked! To save the image, click Image in the UV/Image Editor and click Save As Image. From there you can choose a folder in which to save the image and the file name of the image. Here is how to get started with painting over a bake. I use paint.net to make textures, but other image software like Photoshop can certainly do the trick. If you want to fill up the transparent space, what you can do is create a new Layer, move it below the original layer, then use the Paint Bucket tool to fill the new layer with black. After that, click on the original layer, then click Merge Layer Down. This will combine the two layers into one. Create another new layer and drag it below again. Double-click the top layer and change the Blend Mode to Multiply. Click OK. In the bottom layer, you can paint underneath the bake and it will appear with the shading of the bake. You can create as many new layers as you like, as long as they all lie under the bake. At least that's how I do it. 100 upvotes and barney the dinosaur will have an official Sim-Monsters release. I really hope that you found this tutorial useful, but if I see the need for an extended tutorial on exporting the body with the new texture then uhhh im prolly not gonna feel like it. but i might do it anyway. idk. prolly not. bye
  10. Version 1.0.0

    599 downloads

    I pitched in to make a track for @CMDeerfoot to be used in MTP, and he suggested that I make Stafford Springs. So here's that. Racing layout is S-style going in opposing directions and is shown in the screenshots. it takes me way too long to make tracks 😭
  11. Version 1.0.0

    186 downloads

    Austin 3:16 says go touch some grass! Literally just this with a new paint job (Josh said it was ok)
  12. Version 1.0.0

    687 downloads

    My homage to legendary monster truck driver and designer of the Racesource chassis Pablo Huffaker is finally complete! What I thought was going to be one truck turned out to become five trucks, and it feels great to unleash the Racesource cavalry onto the competition in ROR-MTP. These are going to be driven as follows: @zero_mass - Jus' Show-N-Off @BrandonVinsonRocks - Goliath @Double.D ッ - Survivor @NASCARJoey1234 - American Guardian @coreynew23 - Wild Hair The rim models were taken from this file. If you know who made these rims or any other props that have not been given credit, please let me know! im pretty sure replicustoms are open to other drivers so u can go ahead and drive one if ur ok with someone elses name on the sides lol
  13. Please welcome @coreynew23 in Wild Hair and @NASCARJoey1234 in American Guardian to the MTP Racesource fleet! Survivor has also been given a wheelie bar and a racerback on the body. At this point I have a lot of specular materials to write and the engines needs some headers. I plan on adding some simple downward zoomies.
  14. Here's my current progress on the trucks I've been making for ROR-MTP, all on a Racesource chassis. Survivor for @Double.D ッ, Jus' Show-N-Off for me, and Goliath for @BrandonVinsonRocks!
  15. Version 1.0.0

    283 downloads

    Both of these trucks are open customs, so feel free to run these in leagues that allow customs. If there are any credits you would like for me to add, PM me and let me know! Both trucks are based on this file:
  16. Name (First and Last): Jackson Meszaros Truck: Capybara Truck Link: Discord: zero_mass#0599 Theme (If using a custom truck):
  17. NAME: Jackson Meszaros DISCORD: zero_mass#0599 TRUCK: Vendetta TRUCK LINK: https://sim-monsters.com/files/file/4059-jurassic-attack-vendetta-2022/
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