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DiggerFan

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Posts posted by DiggerFan

  1. 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 - Beau4x4

     

    Leaf 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.


    • Upvote 1
  2. 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.

  3. 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.

  4. 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.

    Indy1985USAMotorsportsPreview9_zpsqehbpa

    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

     

     

  5. Any chance of a with/without comparison?

    Sure.

     

    Without bump mapping:

    Indy1985USAMotorsportsPreview8_zpsfcbfo9

     

    With bump mapping:

    Indy1985USAMotorsportsPreview7_zps7l9lwg

     

    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.

    • Upvote 8
  6. 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+.

    • Upvote 3
  7. 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).

  8.  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!

    • Upvote 1
  9. 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.

    • Upvote 1
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