Jump to content

Ethan

Members
  • Posts

    148
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Ethan

  1. I don't want to get too heavily involved, but the "not releasing jack" aspect of the argument is a load of rubbish. I'm using his F150 body for my SSRS Blue Thunder, and both his Digger and Max D bodies are in Johan's posession waiting to be finished, and he happily agreed to all of it.

    • Upvote 2
  2. Well this was an unexpected post. With your modeling talent, can't wait to see how this turns out. Welcome back btw.

     

    Won't actually be making any meshes on it, sadly I'd don't have the spare time to go that indepth. Cheers though, appreciate it!

  3. With manual LOD's you could set the LOD_0 to be blank, so it wouldn't show up within 12 feet of the camera

     

    There's also the ability to hide certain props based on camera view - click. It would require an upgrade from .37, though, as it requires at least 38.8.

    • Upvote 2
  4. *Bounty Hunter stuph*

    Yes, I know other people made it, and yes, I used the older body, but it was worth a shot! May re-export it to get the body looking better and the way I want it. 

    That's a nice steering wheel you got in there  :) 

    Just wanted to quickly claim my credit for that. It always bugged me how we never had the correct Grant four-spoke steering wheel in the trucks, and I had this old one I never really finished lying about. So I decided to "donate" it to the cause via Outlawed. I'm hoping it will make it into this new patch. Cheers!

    • Upvote 1
  5. I just want to chip in my two cents on this.

    Back when I was making ROR tracks in Sketchup, I swore blind I would never use Blender because it seemed so complicated. I said "Sketchup is easy, Blender hurts my head" - and now, it's completely the other way around. I've been using Blender several months now for other projects, and every now and then I go into Sketchup for the lulz and it's impossible to work with in comparison.

    The controls and tools in Sketchup are hard to deal with and ultimately hold you back, but the main issue is performance. The problem is that Sketchup cannot join edges. Think about a cube, just a normal cube, six faces. You'd expect those faces to be joined up at the edges, making one solid object that's only four verts, one on each corner, right? This would happen in Blender, but Sketchup doesn't do that, so each face is separate. Each face of the cube is four verts. Think about it - 6 x 4 = 24. 24 verts for a cube. One cube built in Sketchup would take up the rendering power of six cubes built in Blender. Of course, cubes aren't much, but think about that multiplication on a track and a stadium. Bottom line is, even the simplest models in Sketchup are stuffed with far more verts than they need to have. No matter how conservative on verts you are with your Sketchup models, it will never perform as well as if the same model with the same wireframe was built in Blender.

    Like I said, I used to be devoted to Sketchup and swore I'd never go to Blender. I thought it was big and scary and complicated, but it just needed getting used to. Once you are up to speed in Blender, you will never look back. Everything is easier to operate, the tools are better, you have more control over every single aspect, and as a result it's quicker. And it doesn't mean you have to abandon your Sketchup projects and start over either, because you can easily import the model into Blender, fix it up and continue from there.

    I'm telling you - you will be better with Blender, and in the long run it's a hell of a lot easier.

    • Upvote 1
  6. Working on a track. Just the stadium right now but will continue. What do you guys think?

    Looking good. Just so you know, those blue faces are backfaces - those don't show up ingame. Right-click every face that's blue, and hit "reverse faces". Everything you need to see (such as seating, or walls) must be white and not blue. Just a little tip, keep up the good work.

×
×
  • Create New...