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Posts posted by Hot Shoe
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Yay!!! No more Mark and Scott commentating new people are coming to commentate.
What's wrong with those guys commentating? I particularly like Scott over Mark (which sounds bad because I have no real issue with Mark). I haven't a problem with those guy's commentating...
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If anything I atleast knew you're name from the work you released at vales. My time with MTM2 was from 02-06. By the time draggers came around, I was on my way out of the game...
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Feel free to jump in, Patrick! The more the merrier! I would talk to Damian first. Just let him know you're interested and he'll tell ya what he's wanting or looking for. I'm just the guy building tracks and testing physics. Damian is the boss...
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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.
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Welcome Pit. We never got to know each other well, or at all, but I know you from Vales. Glad to see jump in the sandbox with us! Welcome!
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Please keep trying if you're unable to get a hold of us. I'll be available from 4pm to 8pm to qualify entrants.
***EDIT***
I'm online now! Message me if you wish to qualify!
HotShoeMTRacing. -
No. That happened after a copy and paste. This is how it appears:
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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_blendalpha_rejection greater 0depth_write offtexture_unit{texture RCSFencing.png}}}}Old texture w/o code:
Old texture w/code:
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:
New texture:
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!
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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...
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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!
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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.
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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.
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Bringing back yet another old MTM2 track from my library. You've already seen Mankato Speedway in it's modern day reincarnation for ORL. Now see Mankato revived in it's MTM2 form:
Mankato Speedway: 1980's Renegade's/TNT Monster Truck Challenge Figure 8!
MTM2:
RoR:
HUGE thank you to Michael Murray for letting me use the stands from his Crazy J-Hook track. I added the press box to them. These stands really make the track pop and have that old oval track look and feel to it. Thank you!
As it was for this track in MTM2, there will also be other versions of this track to come including Straight Drag and J-Hook (U-Turn/think Toledo Ohio 1988).
The infield grass is a SEPARATE MESH from the rest of the banked oval/paved portion of the track. The track has the grip of asphalt. In order for the grass to be slick and for there to be a noticeable change in grip during the terrain transition, the grass is set to sand.
This should make for interesting results during the drag and J-Hook versions of racing as you'll have to contend with the grip change multiple times during a single run.
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My first thought:
Looks spectacular, my friend!
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Blue Thunder looks amazing Johan! I agree with Klayton. The truck looks to sit just fine.
Edy, I can't tell you how excited I am to give that track a go once it's finished. Looks amazing!
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Now that's something I honestly didn't know about. Thanks for the info, Hayley!
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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.
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Oh get over yourself, Roli. For crying out loud. Your incessant whining gets tiresome, along with how you get butt hurt over a reply that seems to go against you in anyway. My post wasn't aimed at you. You made a suggestion and I made mine.
Fact of the matter is that the van stack he's got going on has nothing wrong with it from what I can see. He has plenty of ramp for a good takeoff, and a good car stack before the van. As long as you don't "Meents" into the stack (which I imagine would send the front axle and tires into the roosterpit), you'll be fine. I'll be surprised if you won't be able to clear it with good speed in 1st gear. if not, then the worst would be that either the front or back tires trip on the van, tossing the truck in different ways in air, making the hit all the more realistic.
Take my stack on San Marco 2 for example:
He's basically got the same premise in mind. If I can go over my stack on San Marco 2 without an issue, I'll be surprised if his stack gives any problems.
And may I just remind you that I've been building tracks since 2003 so I think I know what I'm talking about.
While I'm not saying that it's wrong for you to post your two cents, I will say that if you can't learn to keep from getting your feelings hurt anytime someone posts a comment or suggestion that seems to go against what you have to say, then don't post at all.
I'm quite tired of seeing you cry every time you get your feelings hurt.
Rant over.
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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!
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Klayton, would you kindly be able to instruct me on how to achieve that light glow working so I can add it on one of my tracks? I've seen it before but I couldn't get it figured out.
BTW, that track is breath taking!
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Google?
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1st Racing version of Traviss McCarthy Center.
This track also marks a return of the Brian Carson Style Stunt Jump!
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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...
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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:
J-Drag Version:
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IDS Official Preseason Race Qualifying Thread!
in IDS
Posted
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.