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Helen Weales

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Posts posted by Helen Weales

  1. I've noticed that some modifications to the node/beam structure messes with other aspects of the truck. For instance, I noticed the tires flex differently when the arm n/b is added or that turning radius decreases when adding spinner rims or making "breakable" bodies. I don't know all that much about node/beam structures but I'll look into it this week when I'm not busy with school and see what I can do to help you out.

    I made a thread about this the other day as I'm trying to edit swaybars, but it keeps affecting the wheels. How are node/beam structures usually edited, in Editorizer?

  2. I have starting using Editorizer (after searching the web this seems like the only way to edit nodes/beams). However, when I load a .truck file, the wheels are missing, and it seems like other things might be as well. Is it not possible to load (an already) fully-functional truck to move nodes and beams around, or am I doing something wrong?

  3. Are all of the trucks in the same zip? If so, that could be the issue (and good luck finding the cause!). I had a nightmare issue with the SMV4 pack where something was causing ALL of the trucks to be flat, with shiny 4-link bars... Another reason why I am against dumping everything into one location.

  4. Check and see if the material files are like so:

     

     

    material SOLID/TEX/YourTexture.png

    {
        technique
        {
            pass
            {
                scene_blend alpha_blend
                alpha_rejection greater 0
                depth_write off
                lighting off
                texture_unit
                {
                    texture YourTexture.png
                }
            }
        }
    }
  5. I searched around, but couldn't find any information on sway bars in the game. First, which portion of the .truck file controls the movement of them? I made some pretty radical shock adjustments to some of my trucks, and now the sway bars do not move the way they should -- they no longer stay hinged, and move forwards/backwards. Is there a solution to this?

     

    And how are basic adjustments made? I see a "swaybar" section, and tried randomly changing numbers to try and figure out what each number means, but I'm having a difficult time with this one. The following is what I am referring to:

     

     

    ;Swaybar
    set_beam_defaults -1, -1, 1000000, 10000000000000
    set_beam_defaults 2000000,  1050, 1000000, 10000000000000
    25, 41, i
    7, 46, i
    28, 66, i
    9, 71, i
    set_beam_defaults -1, -1, 1000000, 10000000000000
     

     

     

    Any help would be much appreciated!

  6. I agree with RockCrwlr 100%. I'm probably about to repeat some of what he already said, but I think including all necessary parts for a vehicle to function should be a requirement for an upload on this site. Putting everything into one folder/.zip is not logical for a few reasons. For one, it makes it difficult to delete a truck. Yes, it's easy to delete a .truck file from a large folder/.zip to remove it from the game, but the actual files are still there, which leads to other problems -- a massive overall file size and a huge, unorganized mess (which is a real nightmare if you have to sort through files with similar names). I'd rather have a bunch of folders/.zips adding up to several gigs than to have one, huge, anxiety-inducing folder/.zip that is several gigs. This is the reason I rarely download trucks from this site, because I know they are not likely to work without the SMV4 pack, which is something I don't want.

  7. Are you using version .38? If so, I used to have this problem when I had the SMV4 pack installed -- I believe it had something to do with the large file size. To fix this, you have to regen again, but do not clear. So, clear --> regen --> regen. Everything should then appear.

  8. I've tried using both managed materials and adding a transparency line to the material file itself. Both give me the same result (although I find it easier to edit the material file). While I can get colored transparency to show, I still cannot get a mirrored texture to become transparent. Any ideas?

     

    Also, the roosterpit edit is hilarious.

  9. Thanks. I use .38, and I'm not concerned about what it looks like inside the roosterpit, but rather from the outside of the truck.

     

    The link you provided doesn't seem to cover how to achieve both of these effects simultaneously. I'm able to get a mirrored effect alone with a spec file, but not with transparency. Will this require work in Blender, or just altering the material file?

  10. Is it possible to create textures that are a combination of transparency and a mirrored effect? I am wanting to give trucks of mine the same effect that canopies on a modern fighter jet or Le Mans race car have, like this:

     

    f-22-pilot-1.jpg

     

     

    If possible, would anyone mind giving me instructions on how to do this?

  11. How do I know which files need to be in each zip? Its happening on every single truck I download not in the smv4 pack

    Trial and error is the best method for fixing these errors. I usually start with whatever RoR is telling me I'm missing, which usually leads to another error...

     

    I'm not sure why there are not rules against uploading trucks here without all of the necessary parts for them to function separately from the SMV4 pack. It IS possible, and adding new trucks to the (already massive) pack is a bit silly and causes a gigantic mess if you ever want to delete a certain truck.

  12. Hello,

    I've updated this to make it more brief.

     

    GraveDiggerredflare Error

    Notice the error actually says it is missing "GraveDiggerredflare.material", not "GraveDiggerredflare.dds". This happens for two reasons:

    1. There is a flare (lights) section in the .truck file when it's likely not needed (unless your truck has lights). Delete this section from the .truck file. This flare section is telling RoR to use GraveDiggerredflare.dds when it is not needed.
    2. It is asking for a material file because RoR needs to know how to use the GraveDiggerredflare.dds texture, in which the material tells RoR it is an alpha texture.

    Basically, one of two things can be done to prevent this error:

    1. Include the files in this archive in your truck archive/folder, or
    2. Edit every .truck file and remove the flare section. A section in a .truck file can also be canceled out by adding a semicolon (;) before each line. In this case, nothing with the name "GraveDiggerredflare" is needed.

    In the future, I think it would be a good idea if new truck releases had this section removed (unless the truck has lights) just to prevent errors.

     

    White Wheel Fix

    This file seems to be a transparent image that makes the wheel boundary invisible -- without the texture tires appear white.

    In order for tires to not appear white, GraveDiggerBand.dds is required in every truck archive/folder. The .dds properties also have to be within a material file associated with the truck you are using -- it doesn't matter which. Including the files in this archive should resolve any issues. If you do not want an extra material file, the following can by copied/pasted into any material file associated with a truck:

     

    material GraveDiggerBand
    {
        technique
        {
            pass
            {
                scene_blend alpha_blend
                alpha_rejection greater 128
                texture_unit
                {
                    texture GraveDiggerBand.dds
                }
            }
        }
    }

     

    On a side note, just in case anyone is wondering (for those of us with OCD), GraveDiggerBand.dds can be renamed to anything as long as it's updated in the .truck file (use find and replace, it's there five times), and in the material file that contains its properties. You can also simply create a new material file in case you don't want to update multiple truck material files within one location. For example, if GraveDiggerBand.dds is renamed to WheelBand.dds, create a material file called WheelBand.material and put the .dds file properties within:

    material WheelBand
    {
        technique
        {
            pass
            {
                scene_blend alpha_blend
                alpha_rejection greater 128
                texture_unit
                {
                    texture WheelBand.dds
                }
            }
        }
    }

     

    A bit confusing at first but it's actually quite simple. Hope this helps.

     

    -HW

  13.  This is incredible.

     

    However the white tires continue to be a problem for me on trucks not in the V4 pack

    You must have "GraveDiggerBand.dds" in the zip. Removing the file causes white tires, and removing all instances of "GraveDiggerBand" from a .truck file, and the .dds file removes the wheels entirely in the game which makes the truck undriveable.

     

    Edit: Funny thing is, I just tried renaming "GraveDiggerBand.dds" to "WheelBand.dds", and replaced the filenames in a .truck file. I got white tires! I am wondering what this file even is, and why is HAS to be named "GraveDiggerBand".

  14. To anyone who is having issues with the "GraveDiggerredflare" error, I have just figured something out (and apologies if this is common knowledge, I'm fairly new to this).

     

    Last year I started building trucks. At first I was modifying stuff straight from the smv4.zip file with no real intention of doing serious editing or sharing my work. Eventually I started making trucks from scratch with custom everything, no longer using any of the smv4.zip files; all of my custom stuff became mixed with the smv4 files creating a huge mess and a large file (I had previously tried to create a new zip but got too many errors and gave up). Tonight I decided to figure out why I was getting errors, and which files I needed for my 12 custom trucks to make the ZIP much smaller and easier to navigate (it went from 700 MB to 60!). So, I sorted everything and loaded RoR and I got the dreaded "GraveDiggerredflare" error even though I added GraveDiggerredflare.dds to the new zip... If you notice, the error says it's missing a material file, yet the GraveDiggerredflare file in smv4.zip is a .dds file. Something didn't seem right, and none of the forum posts I found mentioned this, only the .dds file. I did a quick web search and came across this link. I copied the text from the link and created a new material file called GraveDiggerredflare.material and added it to my new ZIP. It worked -- no more errors!

     

    So if you or anyone else is having this issue, I'd give this a shot. I even deleted the original GraveDiggerredflare.dds file and it still worked, but not without this material file.

    • Upvote 1
  15. Oh jesus that wireframe

     

    and if you don't have the .truck in a zip, i think the shortcut is ALT G but it refreshes the .truck file which is handy dandy for placing meshes since ROR has no loveing UI or armatures for doing that

    Thanks, I'll try this!

     

    Welcome to the nightmare that is truck making for ROR.  However with a post pertaining to a future build of ROR, that might finally be fixed.\

    http://sim-monsters.com/index.php?/topic/8141-our-prayers-might-have-been-answered/

     

    Trucks look good by the way, I love seeing trucks that are 100% unique.

    Thank you, and the new RoR features sound really great -- a much needed update.

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