Jump to content

Helen Weales

Members
  • Posts

    359
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by Helen Weales

  1. Am I just tired or is the tire tread facing the wrong direction?
  2. I'm once again trying to edit the swaybars. I watched the tutorial on how to edit node/beam structures via Blender, but I still cannot for the life of me figure out what is controlling the sway bars... Would anyone be so kind as to highlight where they are in the image below? Also, why does the truck go absolutely crazy when I try to remove the flag? I presume it's connected to something else and it has to stay? And does all of this control the weight distribution or is that related to something else in the .truck file? I really want to get all of this figured out so I can put the finishing touches on my electric truck projects, and begin BIGFOOT 8 with fully-functional cantilevers. Any help would be much appreciated!
  3. I'll do both if I make it. Edit: I would actually make all versions from 89-91.
  4. Probably not. I'm not really a fan of BIGFOOT's graphic design direction since the original painter Dan Patterson died years ago. The Ultra truck I posted is how I would make an electric BIGFOOT. My next project might actually be an accurate version of BIGFOOT 8/9 if I can figure out how to edit nodes/beams to make the cantilever suspension work. This is awesome! Is the driver model available anywhere?
  5. Some of you might have seen the electric concept monster truck I posted in the last thread. Here is another I've been working on -- a Ford F-150 electric concept. This is something I've been dreaming of for years now. The body is complete but the rest of the details need to be worked on (but you can't really see them in the photos so it doesn't matter). I used 73" tires again (for the sake of proportions, modern truck bodies are so big), and the model has two electric motors. I used the (unused) Ford logo that Henry Ford II had Paul Rand design for the company back in 1966, and gave the body a really aggressive, boxy look which is somewhat reminiscent of the late 80s Ford F-series with modern styling details. I also created a modern BIGFOOT logo. The main inspiration for this project was (again) the early BIGFOOT 8 & 9 trucks which looked super aggressive and clean, yet somewhat stock, and also the Hot Wheels toys from that time period -- I've always felt BIGFOOT should look like a real-life toy. The first truck is obviously based on the original "racer" livery, while the second is a fictional truck called BIGFOOT Ultra, which started out last year as a hybrid, lightweight monster project inspired by Audi Le Mans race cars, which led to all of these electric trucks. Hope you all enjoy these! Maybe when I get all of the bugs worked out and figure out how to edit nodes/beams, and if there is enough interest, I might release them.
  6. Thank you! I somehow overlooked that video...
  7. Interesting, didn't know this could be done in Blender. Where can I find the tutorial?
  8. 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?
  9. Have you checked to see if the image is still transparent?
  10. 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?
  11. Edit: I now see this is a node/beam issue, which I have never dealt with. Do all of you use Editorizer, or is there a better way?
  12. 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.
  13. Check and see if the material files are like so:
  14. 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: Any help would be much appreciated!
  15. 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.
  16. About "Gravediggeredflare" -- read this. Perhaps this link should be pinned?
  17. 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.
  18. 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.
  19. 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?
  20. 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: If possible, would anyone mind giving me instructions on how to do this?
  21. 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.
  22. I've never had this problem. Do you have all of the sound files in each zip?
  23. http://sim-monsters.com/index.php?/topic/8233-gravediggerredflare-error-and-white-tire-fixes/
  24. This video shows how to fix the invisible wheels. I assume you are using version .38 -- most of the trucks on this site were made for .37 which is why trucks spawn with no wheels. This is simple to fix, but is time consuming if you have a lot of trucks with the issue. https://www.youtube.com/watch?v=2ayl_2DiTts
  25. 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: 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.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: Include the files in this archive in your truck archive/folder, orEdit 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: 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: A bit confusing at first but it's actually quite simple. Hope this helps. -HW
×
×
  • Create New...