Jump to content

DiggerFan

Members
  • Posts

    297
  • Joined

  • Last visited

  • Days Won

    155

Everything posted by DiggerFan

  1. I find that it's mostly a trial-and-error process. I enter a set of text coordinates (in the .terrn file for 0.39- or in the .tobj file for 0.4+) to initially place the objects on the track, then check in-game to see where it is, and modify the coordinates accordingly. Here's an example from the Indy track: 116.072119, 0.4, 58.593774, 0, 270, 0, load Indy85BlueCar.load The first and third numbers (116... & 58...) are the X & Z position coordinates (location on the ground surface), and the second number (0.4) is the Y coordinate (vertical height of the object origin point above the ground). The last 3 numbers are the objects rotation about the X, Y & Z axes, followed by "load" (to signify that this particular item is a load file), and the file name.
  2. Good news for everyone that wanted Indy 1985 in RoR 0.4! I've figured out a fix for the crushable car problems in the newer versions. Here are a few preview shots of the track with the new bump mapped dirt & mud textures: I just need to patch up a few things on the track, and I should have the 0.4 version released later tonight. Edit - the Rigs of Rods 0.4+ compatible version has been posted to the Downloads section.
  3. I did make a version of this track for RoR 0.4, with improved ground textures, to make use of the new bump mapping features built into the new version of RoR. Unfortunately, as Hot Shoe mentioned, I've been having problems with the crushable junk cars crashing the game for some unknown reason in 0.4. I'm working on figuring out a solution, and once I do, it will be released.
  4. View File Indianapolis, IN 1985 (USA Motorsports) This is a replica of the 1985 USA Motorsports "Motor Spectacular" event at the Hoosier Dome, in Indianapolis, Indiana. The zip contains two versions of the track: the standard version, with crushable junk cars, and a version for online play, with solid junk car props. The monster truck lineup for this event included: -Lil' Bearfoot (Fred Shafer) -Taurus (Jack Willman) Credits: Stadium Model - DiggerFan Crushable Junk Cars - DiggerFan Solid Junk Cars - Slickster (converted from MTM2) "Parked" Vehicle Props - Hot Shoe Construction Vehicle Props - Malibu350 & TRI (converted from MTM2) Flag Banners - DiggerFan Dirt/Mud Textures - RockCrwlr Crowd Textures - RockCrwlr Empty Seat Textures - RockCrwlr, recoloured by DiggerFan Press Box Textures - Casey Graves Other Stadium Textures - DiggerFan If I forgot anyone, please notify me as soon as possible. Also, thanks to Hot Shoe, Blizzard, Mark Iron & CIDRA Racer for testing this track. Submitter DiggerFan Submitted 01/30/2016 Category Tracks
  5. The monsters in the pits at the Hoosier Dome... ...Also, if you look closely, there's a sneak preview of another old school truck project I'm working on.
  6. The 1985 USA Motorsports Indianapolis track is now finished and released:
  7. Version 1.0.0

    902 downloads

    This is a replica of the 1985 USA Motorsports "Motor Spectacular" event at the Hoosier Dome, in Indianapolis, Indiana. The zip contains two versions of the track: the standard version, with crushable junk cars, and a version for online play, with solid junk car props. The monster truck lineup for this event included: -Lil' Bearfoot (Fred Shafer) -Taurus (Jack Willman) Credits: Stadium Model - DiggerFan Crushable Junk Cars - DiggerFan Solid Junk Cars - Slickster (converted from MTM2) "Parked" Vehicle Props - Hot Shoe Construction Vehicle Props - Malibu350 & TRI (converted from MTM2) Flag Banners - DiggerFan Dirt/Mud Textures - RockCrwlr Crowd Textures - RockCrwlr Empty Seat Textures - RockCrwlr, recoloured by DiggerFan Press Box Textures - Casey Graves Other Stadium Textures - DiggerFan If I forgot anyone, please notify me as soon as possible. Also, thanks to Hot Shoe, Blizzard, Mark Iron & CIDRA Racer for testing this track.
  8. I've been working with the paint/material on Virginia Giant, to try to give the blue base paint "metal flake" reflective properties, similar to the paint on the actual truck.
  9. Hot Shoe's Travis McCarthy Center track has a pulling sled on it.
  10. It's a bit early, but... Merry Christmas!
  11. View File 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. Submitter DiggerFan Submitted 12/24/2015 Category V4 Replica
  12. Version 1.0.0

    2,481 downloads

    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.
  13. Another old school monster truck project I've been working on...
  14. 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:
  15. I thought a video might show the in-game performance a bit better:
  16. I've been doing some more work on the crushable junk cars, for some of the old school tracks I'm working on.
  17. With the talk of a new Alien truck, I can't help but be reminded of this... https://youtu.be/v7GcbrfbiVQ?t=7m23s
  18. Those shots I posted are from version 0.39.
  19. 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).
  20. 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.
  21. 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
  22. More testing of the new node-beam I've been working on for the old school trucks.
  23. 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.
  24. 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:
×
×
  • Create New...