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Helen Weales

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Everything posted by Helen Weales

  1. I made the photography room (still have some bugs to get worked out before I release it) and a fastback for the F-150 regular cab. Gave it sort of a "sport" or Raptor package with a lightbar on top. All of this is a mock-up and this will eventually become "First Blood". Also, if anyone has a decently detailed Snake Bite body (only need the front clip) and would like to share it, please PM me!
  2. I figured it out the obvious -- delete vertex color (underlined in pink)!
  3. I'm not the most experience either. I tried searching for the problem, but I'm not even sure how to phrase it so I came up with nothing... I have a feeling it's something that requires one click. When I delete a face and create a new one, the shading disappears. If all else fails, I can manually replace the faces which shouldn't take too long, but I'd love to know why this happened for future reference.
  4. I used the extrusion tool to rebuild the front of this truck. All looks well in solid mode, but when viewed in texture mode I get a strange gradient/shading effect for each face of this particular area (should be solid green). I've tried clearing and resetting the faces, but nothing seems to get rid of it. It's even there when the faces are not associated with a texture. Any ideas?
  5. That's a very cool photography room. It is big enough for monsters, but you can see the lights: Also, the instructions say to use the Sandstorm, but for trucks that don't have a high gloss finish, it looks very bad and flat. Seems like Caelum is the way to go, but it still requires the truck to be moved around to show different angles (because only specific position has perfect lighting). The user on the RoR forum says they don't want it modified or posted elsewhere, so I'm going to try and make a quick room like this (maybe in different colors) and upload it so any of us can use it.
  6. I agree with Charlie. Another thing that helps is using terrains that "photograph" better. Tracks with lots of sponsors tend to make the screenshots look too busy and take away from the subject (in this case, the truck), and the lo-res textures on the track you're using takes away even more from your trucks. Just a thought.
  7. Thanks, I'll consider it. These are 73" tires with odd-sized wheels, but maybe I will resize them to the standard for the scrapyard when I get everything worked out (having issues with the UV mapping).
  8. One of the only things I had not made for my project was tires because it seemed like such an intimidating task (which turned out to be rather quick and easy). These are road/hard dirt and loose dirt/sand/mud tires from three different brands. I'll improve the textures a bit to make them look worn, but here they are fresh out of the Blender factory in the showroom:
  9. Yes, all tracks and trucks will be released at the same time in different packs, so it might be a while.
  10. Made a regular cab version of my Ford concept, here it is sporting a BIGFOOT 8 look:
  11. I wish you would have posted that a day ago... I tried to install .37 and it deleted .38 and all of my projects... Whoops! Luckily file recovery software exists! I ended up upgrading to .39.5 and I too still had the same speed issues. I've never noticed this with any other trucks, but maybe it's been happening all along. Still, 80+ for a top speed doesn't seem too unrealistic. After all, 15,000 pound trucks in 1989 were reaching 70 MPH, and the world record for a modern monster is 99.
  12. Probably has to do with the version then. I'm using 0.38 and I got the same results for 0.4.5 -- are these for 0.37?
  13. You're right, precompression caused the frame to drop near the ground. I think other settings can be altered to balance it but it's probably not important.
  14. Perhaps I am missing something obvious here, but should 2nd gear not be used? For me, Maximum Destruction goes 152 KM/H (94 MP/H) in 2nd.
  15. Yes, but it takes an overly long time for the suspension to compress. I believe this has to do with the "precompression" settings under "Shocks2" but it has been a while since I have worked with this, but I know it's possible to fix this.
  16. So far I have tested Blue Thunder only using 0.38. A few things: I still got the "GraveDiggerredflare" error -- the .dds file is not actually needed, but the files "GraveDiggerredflare.material" and "GraveDiggerBand.dds" are a must. Without the later the tires show up white. Here is a thread I made with info and the files. Also, "grantchallenger.mesh" and "uktires.mesh" are missing, although for some reason RoR never gave me an error regarding the missing tires. Instead they were only invisible. As for the handling, this is a fun truck and seems to fix the speed and (lack of) acceleration issues that previous trucks had. It feels very similar to the electric trucks that I've been making. However there does seem to be a lack of grip, but maybe this is intentional. It would be nice if the initial tall height issue (for lack of better description) could be fixed.
  17. Edit: moved my comment to the "Realistic V4 Settings Update" thread.
  18. In an earlier post I mentioned going from an eight truck field to ten... I couldn't resist adding more, and now there are twelve. There is a new Praxis truck called SHADOW, and a new Straker truck called Tarasque (after the monster), which is the teammate of Taurus. I'm still working on the twelfth truck, which will likely be First Blood, based on the original paint scheme from the 1980s. While I was at it, I built new shocks for both the Praxis and Ford trucks, and cleaned the bodies up a lot. I also built new Ford wheels, new Praxis axles and added details here and there.
  19. Actually, I no longer need it. I don't know what I was doing wrong before, but they look perfect when using "shade smooth" after importing.
  20. I would like to use these for a project that requires the tires to be resized. When importing these into Blender, they lose all smoothness, and manually smoothing/splitting is taking forever. Would it be possible to get a .blend file?
  21. Custom, will be an "independent" Ford team.
  22. Probably not. I'm trying to keep the number of trucks to 10, and I need to make one more (which will be a Ford).
  23. Trucks that work in .38 seem to work just fine in .4.5.1 (as well as .37). You are probably missing ""GraveDiggerredflare.material" -- check out this thread: http://sim-monsters.com/index.php?/topic/8233-gravediggerredflare-error-and-white-tire-fixes/
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