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Helen Weales

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Everything posted by Helen Weales

  1. Well, with that logic we'd still be using Windows 2000 and playing MTM2 (which in hindsight was massively frustrating and more difficult to edit than RoR). Humans are creatures of habit and most of the time we need to be pushed for progress to happen. FWIW, it's very easy to convert older tracks to the new terrn2 format. I haven't yet looked into adding mud, but a standard track probably takes 5-10 minutes to convert; and after creating one template I'm sure it takes even less time. Trucks also work perfectly fine with absolutely no modifications. It would be awesome if people uploading tracks would include both terrain systems in the ZIPs so people at least have a choice (and I've estimated the extra files are less than 10 KB). This would be a real step forward and would at least encourage people to try the newest version. I recently had to reinstall RoR -- previously I was using .38 and I decided to upgrade to .39.5. I wasn't expecting much but this version is far superior to .38, let alone the dinosaur that is .37! And .4.5 is even better, I'll completely move to it very soon. As for .37, why on Earth is anyone still using it? I realize most trucks on this site were built for .37, but it requires very minor truck file modifications (removing semicolons) to make them compatible with .38 and up, and some even work as is. Newer RoR versions are often not the fault of common errors, but rather trucks not being standalone (requiring the messy V4 pack), and incomplete material files are to blame. And does anyone even use the trucks in the V4 packs for anything other than pulling parts? Most props (and many trucks) are now obsolete. Creating a larger scrapyard and a section for pre-.38 trucks seems more logical than relying on the V4 pack.
  2. So in order to change things like swaybars, shape of the rollcage, and 4-link locations (which always causes wobbly wheels for me), I just need to remove the beams under the wheel section? Do I have to replace them with new beams?
  3. All of the trucks seem to already have swaybar beams and nodes, but I too would like an explanation as to how this works. I keep getting wobbly tires whenever I edit any of the beams and nodes as well. Would be nice to make trucks entirely from scratch.
  4. You're better off removing the steering wheel from the truck file and adding it to the truck model to make everything static. It's easier than altering complex numbers in the truck file and constantly opening the game as Outlawed mentioned. The way I look at it -- what's the point of having a moving steering wheel if the driver isn't moving with it?
  5. Awesome work! If you want my updated driver model, PM me. I'd like to release them this week but would like someone else to test them before I do. Also still looking for someone who wants to take on the challenge of texturing them properly.
  6. Wow, Awesome Kong is absolutely stunning and so fun to drive. Thank you! Speaking of AK -- the new driver models are finished and I will upload them very soon -- this is the male model in my Awesome Kong V electric truck. The texture mapping is still kind of a mess and might require some alterations depending on the fire suit pattern (I tried so hard to make it perfect, but I couldn't -- if anyone wants to take on this difficult task PM me please). I also gave the Straker trucks a carbon fiber seat and a new steering wheel -- this one has the digital dash built into the middle of the wheel. Also has paddles in the back, but instead of them being shifters they would be used to control the rear steering. And of course, I had to take a shot of AKII with AKV! The last photo is a new photography room and road tires.
  7. Nevermind the above, I was able to find it on another site. I now have the newest version (2.76b) running with the exporter installed, but it exports the files as "file.mesh.xml" rather than "file.mesh", with no material file. Is there a way to change this? The material file isn't such a huge issue, but I'd rather not have to use the OGRE XML converter every time I export something from Blender. Would someone mind posting a screenshot of their export settings?
  8. I'm getting an error when trying to access the file that says "The page you are trying to access is not available for your account." Would someone mind uploading it again or sending it to me via PM?
  9. Stunning! VG was always one of the best looking trucks in the 80s.
  10. Thanks guys! And oh my god that video was awesome!!! Everything about it -- amazing work! We seriously need a proper stage two BIGFOOT now...
  11. Thanks, Shawn! I will release them very soon.
  12. I completely ripped apart and reshaped the driver model all of us use to create both male and female figures, and made a helmet from scratch. I was going to make a more detailed figure from scratch but because the driver can hardly be seen with a body on a truck, it seemed like a waste of time and use of system resources. I also made new axles for my Straker and Ford trucks based on ZF planetaries that I like the shape of. They are kind of abstract like a lot of the other parts -- they are more or less supposed to resemble a concept drawing rather than be 100% realistic. I'm slowly replacing everything I have not made for these trucks, piece by piece so they are nearly 100% bespoke when released. I'm still working on the photography room that I will release as soon as I work a few things out. Not sure how popular it will be. Should I release the driver as well? And yes, the driver is wearing silver-chrome boots. Axles
  13. Oh wow, this looks so great! I cannot wait to get my hands on this!
  14. I agree. I think our truck format probably needs an overhaul in general. I just did a few tests, and yes, the flare section can be removed. However, a material file containing the GraveDiggerBand.dds (or whatever you want to rename it) properties must exist or else the white tires issue appears -- it does not matter which material file as long as it's part of the truck. I simply renamed mine "Band.dds" and put the properties in my main truck material file. Now I have nothing even mentioning Grave Digger in my truck archive, one less file, and everything works correctly! So a flare material is NOT needed (provided it's deleted from the .truck file), only a band texture and material file containing its properties is needed. Also, I updated the original post to make both of these issues more clear, and added a new download which contains both the wheel band texture and the material file for both GraveDiggerredflare and GraveDiggerBand.
  15. GraveDiggerredflare.dds is not actually needed. As I stated in the original post, the only files needed are GraveDiggerredflare.material and GraveDiggerBand.dds (for the white tire issue). At some point I think some of us should try and figure out a way to get rid of these files altogether. There seem to be far too many issues among users. For now people uploading trucks really should at least include these in the archives.
  16. I am not sure then. I don't think GraveDiggerredFlare.mesh exists.
  17. Did you download and install GraveDiggerredflare.material?
  18. That is very odd. I'm not too familiar with that version. I would try putting the textures in the same folder as the blend file -- I don't know how this could help but it's just a thought. I would also try switching between local and global view and saving it again.
  19. Interesting. Let me test and see if I can get the same problem. Edit: After replacing the textures and saving the original file, it appended correctly with textures. Are you sure you saved the original file?
  20. I just downloaded and tested it myself in 2.49b. It is indeed an issue with the texture location as I mentioned in my previous post. You need the replace all three textures in the UV/Image Editor. This happens when a .blend file is transferred to a different location, and Blender fails to load the textures when it can't find the directories in the file information. This has happened to me with most parts I've downloaded here.
  21. Are the textures in the right folder and directory? Just to be sure, I would "replace" (in the UV/Image Editor) the textures from wherever they are located on your computer and save the original file, then try appending.
  22. Thanks, Charlie. Here is BIGFOOT Ultra:
  23. Here is BIGFOOT Racer with the regular cab, which I like a lot more. I don't like the idea of going completely "retro" (and I really hate that word), but I think some designs should have never changed entirely, specifically this livery and logo.
  24. First Blood is alllliiivvvveeee! The quad cab Ford is now starting to look really weird now that I've been staring at this for a while...
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