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Hot Shoe

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Posts posted by Hot Shoe

  1. Problem as far as contacting me should be fixed. If you wish to qualify and still can't see that I'm online, please post here. I'll respond on AIM and qualify you in the order of messages (and IM'es) recieved.

     

    ALSO NOTE:

    I will only be able to qualify entrants until 8pm. Previously I had said 9, but my schedule has changed. That's what comes with having a full time job.

  2. Pit, it would be great to have you throw down with us making content especially old school leafer content. Damian Bowers (CIDRAracer), his crew and I really want to bring leafers to ror. We're having a hard time finding people who can model bodies/frames and such to make these things authentic.

    If you can get ahold of Reppy, that'd be great. I tried contacting him via his email on his site about a week ago or so. I've yet to hear from him. Maybe he'll respond to you? Lol.

  3. Here is something I've been battling with for far too long recently for my Mankato TNT track. I wanted to redo my fencing and use a different texture for the fencing. However, after trying to load the mesh/texture in RoR using the following code in the material file, the texture does not accept the "code" and does not appear as transparent between the links in the chain link fence. For an example:

     

    Code used:

     

    material Material.001/SOLID/TEX/RCSFencing.png
    {
    technique
    {
    pass
    {
                            scene_blend alpha_blend
    alpha_rejection greater 0
                            depth_write off
    texture_unit
    {
    texture RCSFencing.png
    }
    }
    }
    }

    Old texture w/o code:

    screenshot_449_zps31796cb7.png

    Old texture w/code:

    screenshot_450_zpsa5881f5c.png

    No matter what code I put in to the material file with the new texture seems to work. It always appears as it does in the first screenshot.

     

    Old texture:

    RCSFencing_zps2be61a97.png

    New texture:

    Racetrackfence_zps0bff635d.png

     

    Bot images have transparency in between the links. I've have tried numerous changes and fixes in the codes I know of (including the code that came with the track of which I'm using the new texture from), trying to adjust the image in paint.net, and setting the meshes/faces to have the transparent properties of the texture in Blender itself (it works fine there).

     

    I'm so stuck on this. Any help is much appreciated!

  4. Yeah I know you guys have your hands full with V4.5. I did suggest the same thing to him about exporting bodies from MTM2. Problem is the best looking stuff out there imho is Rep Fan's work. Even if I can contact him, I doubt he'll agree.

     

    For those who don't know the man: he's a tough old guy who liked to horde his work to himself. He never released his projects on vales. It took me a while to convince him to let me use his work so I can make myself a custom leafer, and it took even more convincing to allow me to upload it on vales. I haven't wrote him yet though. It's always worth a shot...

     

    Better that than one day he happens to find himself on SM and finds that people have "molested" his work without asking...

    • Upvote 2
  5. Hey Blaze! Been a long time since I've seen your name/heard from you!

     

    The stuff you saw in the downloads section are some car models that were made by Slick that I converted for use in RoR.

     

    Welcome to the site!

  6. I hopes it dont laagggzz XD

    Sorry just teasing

    Looks great I miss MTM2

    Very fun game really happy to see the tracks here on RoR

    Lol. It's ok. I don't think it'll lag much, or at all. Every car on the driver/passenger sides of each other along with the ones that are bumper to bumper have had the verts joined and faces removed. Any unseen/unused verts and faces have also been removed (recommended by RKM). The trees, and fence are set to no collide. I will set the stands, triangular signage, billboards, and light poles to no collide. I'm not sure if I'll set the Renegades tin or Redmans pouch to no collide or not just yet.

    we need to get some old school racing going on here so we can take advantage of those tracks hotshoe!

    That is the goal, my friend. Damian Bowers and his crew have been working on physics for leafer trucks. I have had the pleasure of beta testing the physics while making these TNT style tracks.

     

    Damian knows more than I on the situation. Based upon what we've talked about, however, we are having problems finding guys who can actually commit time to this and model bodies, frames, tires, shocks, leaf springs, etc. to the project. I'd talk more to him if anyone is interested.

    • Upvote 3
  7. Not at all. Lol. It was a pain trying to get the colors spread out and varied without there being to many repeats packed together.

    As an aside, I forgot to mention that every car in that pad has been uniquely "crushed" in varied and different ways to simulate the holes and abuse these cars would get/take from an old school 1980's event like this. That was also pain as there are a total of 96 cars in that pad.

    • Upvote 2
  8. To my knowledge you can't. With my experience, in toolkit, you can raise, lower, and move the camera all you want. Once in game, it's still in the same position it was at before. Upon opening toolkit, the camera position is back where it was before.

     

    The best result I found was to mess with the actual track position itself.

     

    The other stationary camera you mentioned is nothing more than another person in the same server recording from the free camera view (shift+c) while using a recording software such as Fraps or Bandicam.

  9. That van is fine the way it is.

     

    I would suggest raising up your three car racing set as from the pics they look to slightly be getting covered by the dirt pad they are on. That or lower the dirt pad so the faces don't clip into the cars. The turn cars also look to be in need of adjustment though that could be the angle of the pic.

     

    All in all, good work!

    • Upvote 2
  10. I've played the original Grid and it is still one of my all time favorite racing games. There is so much to do and race in that game with multiple disciplines including Formula 3, Touring Cars, American Muscle, Japanese Tuner, Grip Racing, Drifting, Touge events, Demolition Derby and many others. While it's not a "hardcore" simulator like GT 5 or Forza, it's definitely worth a look. You won't be disappointed. If you can find at this point you should be able to get it dirt cheap with Grid 2 coming in may.

     

    While I didn't get into it much, NFS Shift and Shift 2 Unleashed know how to capture the intensity of racing high performance cars. The cars jitter and shake violently and barely feel on the edge of control. It's quite a thrill.

     

    Other than those suggestions, I can't help you much as I play on Xbox...

  11. Been messing around with Traviss McCarthy Center. I've got some alternate versions that have been going through in depth beta testing/tweaking. I have on more version I want to do before I wrap this thing up.

     

    Alternate Drag Version:

    screenshot386n.png

    screenshot387z.png

    screenshot388.png

    screenshot389l.png

    screenshot390y.png

    J-Drag Version:

    screenshot392m.png

    screenshot393g.png

    screenshot396i.png

    screenshot394y.png

    screenshot391.png

    • Upvote 9
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