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Jon Cannon

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Posts posted by Jon Cannon

  1. There is a code that you can put in the material file and rename to the spec paint, and it should show up. However most use managedmaterials, you create an empty section in the. truck file, and type in managedmaterials, you then copy the name of the material you want to have the spec, and paste it under the managedmaterials line in the .truck file. Now with a space you type mesh_standard, another space, the name of the regular texture, another space, and then the name of the spec texture. 

    material
    {
        technique
        {
            pass
            {
                diffuse vertexcolour
                texture_unit
                {
                    texture exampleoftexture.png
                }
            }
        }
    }
     

    ^ This is what the . material file will look like.

     

    managedmaterials

    SOLID/TEX/exampleoftexture.png/VertCol mesh_standard exampleoftexture.png thespecversionexampletexture.png

    ^ And that's what it should look like in the .truck file. 

    Once you have the .truck file with the correct data, you can try running the game with that section of line still in the original material file, but if it doesn't work, you will need to delete those set of lines out of the material file, unless you want to take everything in the material file, and use it with managedmaterials. You don't have to have the material file to just have a normal texture either, you can texture normal meshes without a spec map, you would just leave off the name of the spec texture, since you wouldn't have one. 

    It would look like this, sticking to the above example:

    managedmaterials

    SOLID/TEX/exampleoftexture.png/VertCol mesh_standard exampleoftexture.png

    ^ And that would work just like a material file works.

  2. 2 hours ago, TruckMonster said:

    Haven't tried it yet but many thanks for the info Jon.I'll be knee deep in truck files if anyone needs me...   lol

    No problem. I forgot to mention that trucks with coil over shocks, like on the Maximum Destruction's, are pretty bad frame rate killers as well to older computers, so I would definitely remove those.

  3. On 7/25/2016 at 9:36 PM, TruckMonster said:

    i've been using v4 zipped and placed in packs for a while on .38 and .37 with no real issues,i read on SM somewhere that I should unzip into vehicles.Since doing that i get trucks with crooked paint jobs or no sounds.Was i wrong to unzip or wrong for putting them in vehicles section? 

    Edit:  Only reason i was changing is because I can't get most of the individually DL'd trucks to work.

    Once you extract the zip into vehicles you have to delete the zip from packs, and clear and regen the cache in the advanced tab in the RoR configurator.

  4. For $1400 I would hope that it's more than just "decent". If it's some special deal where you have to turn in your other computer to get it without any monetary compensation, then I guess that's a different story, but you can build a beast of a machine for $1400 that would way out perform a pre built that is purchased at a store at the same price.

  5. 1 hour ago, TruckMonster said:

    Most of the newer trucks make my old crappy computer lag when i try to drive them.I was wondering if there are any parts i maybe could remove myself or change that would help me run some of those.Any suggestions?

    One thing that you can do that will definitely improve framerate is remove the high quality knuckles -  LucasOilCrusaderKnuckle.mesh or LucasOilCrusaderKnuckle1.mesh, and replace them with the old original V4 ones:

    42,43,51, 0, 0, 0, 0, 0, 0, BlackSteeringKnuckle.mesh
    62,63,75, 0, 0, 0, 0, 0, 0, BlackSteeringKnuckle.mesh

    67,68,74, 0, 0, 0, 0, 0, 0, BlackSteeringKnuckle1.mesh
    37,38,52, 0, 0, 0, 0, 0, 0, BlackSteeringKnuckle1.mesh

    You could also change the rims to something less quality, like the stock v4 beadlock wheels, I think they're GraveDiggerRim.mesh

    Some of the new tires can also lag old computers quite a bit, I would use some of the stock v4 tires, which you could find the names for in a stock V4 truck file. 

    You can also resize the textures to something smaller, I wouldn't go any lower than 1024x1024.

    I would also turn the settings all the way down, other than Anisotropic filtering, as it makes the game look better without any performance drop.

    • Upvote 1
  6. 15 hours ago, madmanmonster said:

    Thanks. Now I can post some of my projects I've done.

    Occasionally you may run into the problem of the image not showing up when pasting it into the text window, and if that happens, hit the button in the bottom right corner above the Submit post button, and you can manually insert an image by using "Insert Image from URL".

  7. 16 minutes ago, Edy said:

    Oh god.. OH NO.... OH SHIIIIII....

    I can swear i saw 2!

    Also it's 2001 :3

     

    It counted as the 2001 season, but this and the season opener in Houston happened in the fall and winter of 2000. The first show that actually happened in 2001 wasn't until St. Louis. 

    1n5TxRA.jpg

    It's one, but I will admit that I'm very silly/picky with Motor Madness tracks. :P

  8. 12 hours ago, Garrett Hanson said:

    I just noticed some problems with the truck:

    engine and other parts are white
    windshield and others are white


     

    I didn't try to make it stand-alone, it's because those textures aren't in the zip; Extract it into your V4, and delete the zip.

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