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Helen Weales

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Posts posted by Helen Weales

  1. This is the twelfth and final round of my series. It is based on a 1/32 modular monster R/C arena I built years ago called the Oyster Bay Crunch Arena, which had blue dirt (like the final race in the NES game BIGFOOT). It has Yves Klein blue dirt, some sort of alien sponge plant, and subliminal advertising throughout -- this was a ton of fun to build. It combines the most challenging aspects of the other 11 tracks into one, and is very long and difficult -- no one truck has an advantage on this one because there are so many different obstacles.

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    • Upvote 14
  2. I am making a series of tracks using the same round stadium under a night sky. I want them to appear as if they are being lit by the lights around the stadium. I am happy with the light in only position inside of the stadium -- the others are either too dark, or extremely bright which completely washes color and detail out of objects and trucks, especially bright greens and yellows. Is there a way to make the lighting the same no matter what position the trucks are in, as if the lights all around the top of the stadium are actually functional?

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  3. I finally got around to working on the spec maps for the Straker Omega/4 trucks so they aren't quite so mirrored. Awesome Kong is a standard gloss bright orange while Growler is more of a pearl/metallic dark green that slightly shifts to a yellow-ish tone (which is hard to capture in a photo). Growler is still a bit more mirrored than I would like, but any less of a mirror effect and it seems to lose the color effect that I want.

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    • Upvote 8
  4. One technique which may help is alpha splatting, which is something I've been working on for my Indy 1985 track.

    Basically, an RGB texture defines a "colour code" for the different areas on the ground to be textured. A more detailed texture can be tiled over the different coloured "zones." This way, you can have detailed dirt/concrete textures, and control the "fading" between sections with the RGB zoning maps.

    Here are a few tutorials on the Rigs of Rods site:

    http://www.rigsofrods.com/wiki/pages/Alpha_Splatting

    http://www.rigsofrods.com/wiki/pages/Bump_Map_Alpha_Splatting

    http://www.rigsofrods.com/wiki/pages/0.4_Terrain_System

     

     

    This looks great. Does it cause much lag?

  5. A few new layouts that are almost done. The track with the darker surface is supposed to be black sand on top of dirt. I also built new modular metal ramps (with dirt paths) that I'll probably use for all of the tracks just so they are more consistent.

    I'm a bit conflicted about what to do with the dirt-to-concrete arena floor transitions. I realize my tracks look a bit odd because the dirt just stops with perfect lines around the edges, but unless I make the floor texture something massive like 12000x12000, the concrete is really grainy and looks bad. Also, if there is dirt on the concrete texture, I can no longer give it a sheen as it changes the dirt color and doesn't match the racing track. I could build the edges into the model itself, but that would add a ton of verts. I was thinking of making a transparent layer for the dirt on top of the concrete, but I think that might also kill the sheen of the concrete. Does anyone have any advice for this? Perhaps I should just leave them as-is?

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    • Upvote 11
  6. Thanks, I will try to when I have the entire series completed. So far I have seven out of twelve complete. One thing to keep in mind is, I've never tested a regular truck on these, so I have no idea how they would perform. I have a feeling some wouldn't be able to make it through the jumps and obstacles without grim results... The electric trucks have much greater acceleration and more complex suspension setups.

    • Upvote 1
  7. I've been making more track layouts for my marble stadium and tweaking the electric truck appearances/performance. The last three are from a track that I just started (very unfinished -- no textures, signage etc) -- my first attempt at mud. I had the most bizarre problem getting it to work and almost gave up, but it finally works! It's a figure-8 track with a mud and dirt center, and concrete turns. A very tricky track with slow parts, some being reminiscent of 80s obstacle courses. I've also been using a variety of surfaces -- for instance the track in the first two photos have the layout prop set to "metal" and it's super slick, like racing on wet dirt. One slip and off the shipping containers you go! All of these only have one lane because I like to do single run races with all eight trucks, and because they vary so much performance-wise the results can be unpredictable, which is fun.

     

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    • Upvote 13
  8. Nice work with Grave Digger trucks. I'd like the point out (for the sake of accuracy only) it appears as if the actual truck was a very different metallic green than what you're using. With that being said, the actual green paint is not even on the same planet as the green on the frame, nor do they compliment each other (why on Earth did they not use a black frame?) -- your replica looks much nicer than the real thing.

  9. Does anyone know how to permanently change the default export OgreXmlConverter.exe location in the portable version of Blender 2.49b? Every time I reopen Blender the location of the converter reverts back to "d:\ror 800\Tools\OgreCommandLineTools\OgreXmlConverter.exe", which does not exist on my machine. It's not a huge issue to change it every time, but is somewhat annoying.

     

    Edit: I have managed to find what keeps linking the OGRE exporter to the default (incorrect) address. It's very simple -- it is the file "OgrePackage.cfg" which is located in Blender\Data\settings\.blender\scripts\bpydata\config. Open it with a text editor and insert the correct location for OgreXmlConverter.exe!

  10. Biggfeet 8 cantilevers coming along pretty good......

     

     

    rear is good 

     

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    front may need sum work.......

     

     

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    what da ya think?

    Awesome! Would love to know how to modify the nodes to do this. Every time I attempted this in Blender it was a complete disaster.

    • Upvote 1
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