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AaronLurie

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Everything posted by AaronLurie

  1. Every driver in that lineup has the ability to drive very well, but you felt the need to exclude them. You're interesting.
  2. It's always possible, but not confirmed by this instance.
  3. He was still driving Digger in April, so I would assume we'll still see him this first quarter.
  4. I guess just like the color of the dirt, you are offended by the child oriented side acts. If you can put that behind you (which you probably can't), from what I could tell, all shows in Philly looked great. I went to the Sunday show and it was the greatest arena show I've ever been to. Everyone went all out which resulted in many great crashes. Also to note: Quad wars was replaced with combat quads which was a slightly less rigged version of quad wars with no teams and only individual riders. It had a cool elimination race as the main competition. I don't know if it will be the new quad wars for 2016.
  5. I think this is mine, but even if it isn't Correction The 15.0 at the end is the number of seconds the rotation of all the textures lasts, not how long each individual texture lasts. That is all.
  6. I have a cool profile picture

  7. Save this as TRS2015freestyle.png and replace the original in the Zip file.
  8. I don't think that will be an issue seeing as that is Cory Rummell's Avenger. Jim's looks to be good to go for tonight in Charlotte
  9. Aaron Lurie MJFanatic3 Monster Energy Pro 4 2015 http://sim-monsters.com/index.php?/files/file/1705-monster-energy-pro-4-2015/
  10. You could try to open a new blender window and manually change it to the rigs of rods folder xml converter. Click ok at the bottom of the window that you changed it in. Then, quit out of the export window and hit Ctrl + U and save the user defaults. In theory, that should change it and keep it that way every time you open Blender. Sorry if I doesn't work. It's all I can think of.
  11. File Name: World Finals 16 File Submitter: MJFanatic File Submitted: 30 Jul 2015 File Category: Tracks Alright. So I took up the extreme challenge of recreating World Finals 16. A few things to note so that we don't fill up the reviews with complaints. Yes, I know that the track isn't 100% accurate. I made some mistakes, but it's correct for the most part. Yes, I know that racing has a bunch of shading errors. I've spent over 4 hours between yesterday and today redoing the racing track and there are still errors. But hey, the track functions and we can finally have a new World Finals to play on that isn't World Finals 13. Copy paste is fun. Anyway, since this track is alpha splatted, same rules apply for an fps version as they did for Arlington. So, if you experience low FPS on this track, go into the WF16Racing.material and WF16Freestyle.material file, search for WF16Racing.png and WF16Freestyle.png and in that section of the material file: { receive_shadows on technique { // base pass pass { lighting off texture_unit { // we use the metal plates texture as the base, other textures are blended over it texture 2014MinnyDirt.png scale 0.03 0.09 } } // leaks pass pass { lighting off // blend with former pass scene_blend alpha_blend // only overwrite fragments with the same depth depth_func equal // alpha map for the leaks texture_unit { texture Arlington2015Floor.png // use alpha from this texture alpha_op_ex source1 src_texture src_texture // and colour from last pass colour_op_ex source2 src_texture src_texture } // detail texture texture_unit { texture leak.png // the scale is set to 1:1 because we don't want this texture to be tiled scale 1 1 // alpha blend colour with colour from last pass colour_op_ex blend_diffuse_alpha src_texture src_current } } // lighting pass pass { ambient 1 1 1 diffuse 1.05 1.05 1.05 depth_func equal scene_blend zero src_colour } } } Raise only the red bolded numbers but be sure to always keep the ratio the same (A 6 number gap between the numbers) This will work for anywhere in the material file that you see WF16Racing.png or WF16Freestyle.png. Because there are so many parts to this track, I'm going to name off some people who contributed any part to the track. Klayton Haylog Tharindu Don Danny Mackey Aaron Lurie Devin Doss Julio Vellon Jr Mason Watts Google and many other track makers on this site. Sorry if I forgot anyone. Let me know if I forgot you and I'll add you in the reviews. Well, there you go. World Finals 16 is the first released World Finals in almost 3 years. So enjoy it! Click here to download this file
  12. 11,645 downloads

    Alright. So I took up the extreme challenge of recreating World Finals 16. A few things to note so that we don't fill up the reviews with complaints. Yes, I know that the track isn't 100% accurate. I made some mistakes, but it's correct for the most part. Yes, I know that racing has a bunch of shading errors. I've spent over 4 hours between yesterday and today redoing the racing track and there are still errors. But hey, the track functions and we can finally have a new World Finals to play on that isn't World Finals 13. Copy paste is fun. Anyway, since this track is alpha splatted, same rules apply for an fps version as they did for Arlington. So, if you experience low FPS on this track, go into the WF16Racing.material and WF16Freestyle.material file, search for WF16Racing.png and WF16Freestyle.png and in that section of the material file: { receive_shadows on technique { // base pass pass { lighting off texture_unit { // we use the metal plates texture as the base, other textures are blended over it texture 2014MinnyDirt.png scale 0.03 0.09 } } // leaks pass pass { lighting off // blend with former pass scene_blend alpha_blend // only overwrite fragments with the same depth depth_func equal // alpha map for the leaks texture_unit { texture Arlington2015Floor.png // use alpha from this texture alpha_op_ex source1 src_texture src_texture // and colour from last pass colour_op_ex source2 src_texture src_texture } // detail texture texture_unit { texture leak.png // the scale is set to 1:1 because we don't want this texture to be tiled scale 1 1 // alpha blend colour with colour from last pass colour_op_ex blend_diffuse_alpha src_texture src_current } } // lighting pass pass { ambient 1 1 1 diffuse 1.05 1.05 1.05 depth_func equal scene_blend zero src_colour } } } Raise only the red bolded numbers but be sure to always keep the ratio the same (A 6 number gap between the numbers) This will work for anywhere in the material file that you see WF16Racing.png or WF16Freestyle.png. Because there are so many parts to this track, I'm going to name off some people who contributed any part to the track. Klayton Haylog Tharindu Don Danny Mackey Aaron Lurie Devin Doss Julio Vellon Jr Mason Watts Google and many other track makers on this site. Sorry if I forgot anyone. Let me know if I forgot you and I'll add you in the reviews. Well, there you go. World Finals 16 is the first released World Finals in almost 3 years. So enjoy it!
  13. Alright. So I took up the extreme challenge of recreating World Finals 16. A few things to note so that we don't fill up show your projects with complaints. Yes, I know that the track isn't 100% accurate. I made some mistakes, but it's correct for the most part. Yes, I know that racing has a bunch of shading errors. I've spent over 4 hours between yesterday and today redoing the racing track and there are still errors. But hey, the track functions and we can finally have a new World Finals to play on that isn't World Finals 13. So, here it is. Enjoy. It will be up for download shortly.
  14. Oh yeah, and John Dough made the inflatables.
  15. File Name: Arlington 2015 File Submitter: MJFanatic File Submitted: 12 Jul 2015 File Category: Tracks This is one of my best tracks so far. I used Alpha Splatting on this track to make it cooler, and I think it came out pretty good. Because this is alpha splatting, I can't just resize a texture and make a material file. So, if you experience low FPS on this track, go into the Arlington2015.material and Arlington2015FS.material file, search for CBSdirt.png and in that section of the material file: { receive_shadows on technique { // base pass pass { lighting off texture_unit { // we use the metal plates texture as the base, other textures are blended over it texture CBSdirt.png scale 0.07 0.13 } } // leaks pass pass { lighting off // blend with former pass scene_blend alpha_blend // only overwrite fragments with the same depth depth_func equal // alpha map for the leaks texture_unit { texture Arlington2015Floor.png // use alpha from this texture alpha_op_ex source1 src_texture src_texture // and colour from last pass colour_op_ex source2 src_texture src_texture } // detail texture texture_unit { texture leak.png // the scale is set to 1:1 because we don't want this texture to be tiled scale 1 1 // alpha blend colour with colour from last pass colour_op_ex blend_diffuse_alpha src_texture src_current } } // lighting pass pass { ambient 1 1 1 diffuse 1.05 1.05 1.05 depth_func equal scene_blend zero src_colour } } } Raise only the red bolded numbers but be sure to always keep the ratio the same (A 6 number gap between the numbers) This will work for anywhere in the material file that you see CBSdirt.png or CBSdirt2.png. Credits: Klayton Haylog: Alpha Splatting idea, Dirt texture, Car models and textures, Stadium textures, Stadium model, Other various textures Danny Mackey: LED Ribbon Board Texture and Help on Alpha Splatting Johan Seminario: Edited the Monster Jam logos on the tarp Me: Track model and paint Sorry if I forgot anyone. Enjoy! Click here to download this file
  16. 1,632 downloads

    This is one of my best tracks so far. I used Alpha Splatting on this track to make it cooler, and I think it came out pretty good. Because this is alpha splatting, I can't just resize a texture and make a material file. So, if you experience low FPS on this track, go into the Arlington2015.material and Arlington2015FS.material file, search for CBSdirt.png and in that section of the material file: { receive_shadows on technique { // base pass pass { lighting off texture_unit { // we use the metal plates texture as the base, other textures are blended over it texture CBSdirt.png scale 0.07 0.13 } } // leaks pass pass { lighting off // blend with former pass scene_blend alpha_blend // only overwrite fragments with the same depth depth_func equal // alpha map for the leaks texture_unit { texture Arlington2015Floor.png // use alpha from this texture alpha_op_ex source1 src_texture src_texture // and colour from last pass colour_op_ex source2 src_texture src_texture } // detail texture texture_unit { texture leak.png // the scale is set to 1:1 because we don't want this texture to be tiled scale 1 1 // alpha blend colour with colour from last pass colour_op_ex blend_diffuse_alpha src_texture src_current } } // lighting pass pass { ambient 1 1 1 diffuse 1.05 1.05 1.05 depth_func equal scene_blend zero src_colour } } } Raise only the red bolded numbers but be sure to always keep the ratio the same (A 6 number gap between the numbers) This will work for anywhere in the material file that you see CBSdirt.png or CBSdirt2.png. Credits: Klayton Haylog: Alpha Splatting idea, Dirt texture, Car models and textures, Stadium textures, Stadium model, Other various textures Danny Mackey: LED Ribbon Board Texture and Help on Alpha Splatting Johan Seminario: Edited the Monster Jam logos on the tarp Me: Track model and paint Sorry if I forgot anyone. Enjoy!
  17. Well, after a lot of effort I put into this track. I present to you, Arlington 2015. This is my first time trying Alpha Splatting so it won't be spot on the first time, but it looks pretty ok.
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