-
Posts
297 -
Joined
-
Last visited
-
Days Won
155
Content Type
Forums
Downloads
Profiles
Sim-Monsters News
Media Demo
Events
Gallery
Posts posted by DiggerFan
-
-
It's a bit early, but...
Merry Christmas!- 11
-
Awesome Kong II
This is a replica of the Awesome Kong II monster truck, as driven by Jeff Dane in the mid-1980s.
Notes:
-This is a standalone add-on. It does not need to be extracted into the V4 pack to work.
-This vehicle has been tested to work with versions 0.37, 0.38, and 0.39.
-This vehicle has several additional features, as listed below
Features:
-Headlights/Taillights - Press N to turn the lights on or off.
-Rollbar Lights - Press Ctrl+1 to turn the rollbar lights on or off.
-Hydraulic Tilt Bed - Hold F3 to raise the rear bed. Hold F4 to lower the bed.
-Pulling Hitch - Use the mouse to drag the chain on the pulling sled to the hitch on the truck. Press L to lock the chain to the hitch. Press L again to unlock the hitch.
Credits:
Body - DiggerFan
Frame - DiggerFan
Tires - RockCrwlr, modified by DiggerFan
Rims - DiggerFan
Axles - DiggerFan
Engine - DiggerFan
Transfer Case - DiggerFan
Shocks - DiggerFan
Rollbar - DiggerFan
Bumper - DiggerFan
Driveshafts - DiggerFan
Radiator - Crazyman444
Steering Knuckles - V4 Pack, modified by DiggerFan
Leaf Springs - DiggerFan
Allison V12 Engine Sounds - Beau4x4Leaf spring node-beam by Outlawed (based on Box5diesel's). Tilt bed modifications by DiggerFan
If I forgot anyone, please notify me as soon as possible.
-
Submitter
-
Submitted12/24/2015
-
Category
- 1
-
-
- Popular Post
- Popular Post
Another old school monster truck project I've been working on...
- 27
-
- Popular Post
- Popular Post
Those futuristic trucks are looking awesome, Helen! I look forward to seeing more as the project develops.
Here's another update on New Orleans 1986/"Return of the Monster Trucks," as well as a sneak preview of Awesome Kong II:
- 19
-
- Popular Post
- Popular Post
I thought a video might show the in-game performance a bit better:
- 21
-
- Popular Post
- Popular Post
I've been doing some more work on the crushable junk cars, for some of the old school tracks I'm working on.
- 22
-
Heartbeat & Taurus in the Hoosier Dome...
- 1
- 10
-
Yep, also we have some new trucks listed in lineups
Alien driven by TBA
With the talk of a new Alien truck, I can't help but be reminded of this...
https://youtu.be/v7GcbrfbiVQ?t=7m23s
- 3
-
Those look amazing! What version are you testing the cars in? Also didn't someone else make an updated version of the crushable cars a while ago? I remember seeing some screenshots and a p3d link of a yellow car.
Those shots I posted are from version 0.39.
-
- Popular Post
- Popular Post
Those concept trucks are looking great!
Some more junk car testing on Indy 1985...
I'm experimenting with adding a basic suspension system to the junk cars, so that they flex & "bounce" more realistically when being crushed (compared to the previous versions with no wheels).
- 22
-
This looks great. Does it cause much lag?
It depends on the size of the texture you're tiling (I've found larger textures like 1024x1024 or 2048x2048 can produce significant lag when tiled). For the Indy track, I've been using 512x512 ground textures, which provide good detail when tiled, but don't lag the game much.
-
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?
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
-
- Popular Post
- Popular Post
More testing of the new node-beam I've been working on for the old school trucks.
- 16
-
Any chance of a with/without comparison?
Sure.
Without bump mapping:
With bump mapping:
The "roughness" of the bump mapped surface depends on the heightmap for the texture, so that can be adjusted to change how the light reflects on the surface.
- 8
-
I'm liking the look of the retro-custom trucks!
Testing bump mapping in RoR 0.4.5 to improve the look of the dirt/mud textures:
- 12
-
This version will not be compatible with .37 (or .38/9) as it uses the new "terrn2" system. However, I believe this is just a test and he is still making a version for .37.
The plan right now, is to release two versions of the track, one with the .terrn terrain system for RoR 0.37/8/9, and one with the .terrn2 terrain system for 0.4+.
- 3
-
Testing Indy 1985 in RoR version 0.4.5 (upgraded to the .terrn2 terrain system)...
- 14
-
I've tried version .4.5, and it seems to work pretty well, imo. I've been working on converting some of my old school track projects over to the .terrn2 format that's used in the new version.
I find the third-person "tripod" camera works a bit better in the new version (it doesn't get blocked behind obstacles as much).
-
They are. I figured I'd rather just change the body and parts on AV KK instead of going through all the works of building something from scratch. I have neither the ability nor patience to do that.
That's alright. I don't have a problem with my stuff being used for other projects. Your truck is looking good so far!
- 1
-
Auto Value King Krunch Axle
The axle from my Auto Value King Krunch replica. Mesh & Blender files included.
-
Submitter
-
Submitted09/09/2015
-
Category
-
-
Old Racing Seat
An older-style monster truck racing seat. Mesh & Blender files included.
-
Submitter
-
Submitted09/09/2015
-
Category
-
-
looking good man!
hey if you don't mined could you send me the seat and axle models/.meshs for my GDII
I think those are the seat & axle models from the Auto Value King Krunch replica I made a while back. I've posted them to the "Truck Building Items" Scrapyard download page, if you'd like to use them.
I hope that isn't my bulldozer model... That is trash and needs to be remade. I should also probably upload my newer front end loader and skid steer while I'm at it...
Those are actually some models I had from some old MTM2 tracks I made. I'm pretty sure they're from Malibu350's old MTM2 scrapyard site.
- 1
-
- Popular Post
- Popular Post
Some updates to Seattle 1987...
- 19
-
Stomper Bully crushing cars in the Hoosier Dome.
- 6
V4 ReplicaAwesome Kong II
in Downloads
Posted
Hot Shoe's Travis McCarthy Center track has a pulling sled on it.