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Found 24 results

  1. I am having a hard time extracting a track from blender. I am new to making tracks so if anyone could reach out to me it would be great. You can DM me on instagram at monsterjamsuperfan2020 or my discord is Megafan2020#9571. It would mean a lot
  2. View File El Paso Sun Bowl 2020 (MaxDMan) 2020 El Paso Sun Bowl model. The .blend file comes with three sky boxes, one for day, one for sun set, and one for night. There are also two mountain textures in the .blend, one lighter colored one for day, and a darker one for night. The idea here was to give the option for a day show (deleted light flare from the light poles, day time sky box, and lighter texture mountain backdrop) and a sun setting/night time show (light flares on light poles, sun set sky box or night sky box, and darker colored mountain backdrop). Since all 3 sky boxes and 2 mountain backdrops are in the same .blend, just move over the appropriate ones to surround the stadium and delete the ones you don't need. Simple. Also when exporting, make sure you change the properties of the transparent textures in the .material file. The .png image files that need a transparent code are as follows: AmericanFlagStill.png CrowdThingy3DbackNEW.png CrowdThingy3DNEW.png ElPasoBGMountain.png ElPasoBGMountainNight.png SBlightflare.png TexasFlag.png AmericanFlagStill.png WhiteMetalRailing.png The size and scale of the model may be slightly off since I didn't model a track to help with a size reference so a slight scale change may be necessary. Credits: Me, Klayton Submitter maxdman Submitted 03/25/2020 Category Track Building Items
  3. View File Mt. Pleasant 2016 Model 2016 Mt. Pleasant model made to recreate the 2016 Monster Truck Throwdown show. If you use the textures in the model, be sure to use a transparent property in the .material file for the following .png's: AmericanFlagStill.png BlueConstructionFence.png CrowdThingy3DNEW.png ElliotDustin2016.png FenceTall.png LeavesA.png LeavesB.png MetalScaffolding.png MTT2016Officials.png PeopleTextureTalking.png RoundupSeats.png Tree1.png Tree2.png Tree3.png treeline.png TreeLine2.png TreeLine3.png WhiteFlagStill.png Credits: Klayton, HotShoe, Mark C. Yes you can use this model however you like as long as you give the proper credit where credit is due. Submitter maxdman Submitted 05/03/2020 Category Track Building Items
  4. View File Bridgeport Speedway 2018 Model Bridgeport Speedway 2018 Model. If you use the textures in the blend make sure you set transparent properties in the .material file to the following .pngs: AmericanFlagStill.png CatchFence.png CrowdThingy3DbackNEW.png CrowdThingy3DNEW.png Elliot_old_man_Dustin.png FencewithRailing.png MTT2016Officials.png SBlightfare.png treeline.png TreeLine2.png TreeLine3.png Credits: Me, Klayton, Mark C., HotShoe Before you ask, yes you can use this model for whatever you like as long as proper credit is given where credit is due. Submitter maxdman Submitted 05/03/2020 Category Track Building Items
  5. View File Galot Motorsports Park 2017 Model Got some people asking to upload some models to the scrapyard so this will be the first of me dumping things on my computer. This is the 2017 Galot Motorsports Park model I used for the 2017 Monster Truck Throwdown track so all textures reflect that show. If you keep the textures in this model, make sure you change the transparency of the following textures in the .material file CrowdThingy3DbackNEW.png CrowdThingy3DNEW.png FenceMTT2017 FencewithRailingLong.png fencing.png OrangeConstructionFence.png SBlightflare.png treeline.png TreeLine2.png TreeLine3.png Before you PM me, yes you can use this model. textures, or models within for anything you may want as long as you give proper credit. Credits also to Klayton Submitter maxdman Submitted 04/30/2020 Category Track Building Items
  6. View File Ionia, MI 2017 Model Got some people asking to upload some models to the scrapyard so this will be the first of me dumping things on my computer. This is the 2017 Ionia Free Fair model I used for the 2017 Monster Truck Throwdown track so all textures reflect that show. If you keep the textures in this model, make sure you change the transparency of the following textures in the .material file treeline.png TreeLine2.png TreeLine3.png WhiteFenceWhiteSiding.png MT2017Officials.png IoniaFence.png FenceTall.png Elliot_old_man_Dustin.png CrowdThingy3DNEW.png CrowdThingy3DbackNEW.png Before you PM me, yes you can use this model. textures, or models within for anything you may want as long as you give proper credit. Submitter maxdman Submitted 04/30/2020 Category Track Building Items
  7. View File Gaithersburg Fair Ground Model Someone asked for this so I figured I'd throw it up. All textures should be packed into the .blend file but I also included all textures of the model in the zip file. The ground texture is the texture from the 2019 track so make sure you re texture once you model and bake. New crowd texture on here also so feel free to tinker with that! Submitter maxdman Submitted 04/02/2020 Category Track Building Items
  8. Guys my blender when im exporting a track is not working and is always show a error on the corner of the screen and when everything is maped and in one mesh can some one help me ples!!!!
  9. So ive been using blender 2.49 for over a year now and after the recent windows update (this also happened to my friend djpgamer7) and out of no where now I cant launch my blender It starts the command prompt shows python loaded etc than it goes black and says blender.exe has stopped working ive tried compatibility modes re-installing and resetting nothing will fix it.
  10. All right so its come to my attention that I have completely lost compatibly for old blender on my computer. I'm frustrated. Anyway so being no one helped me out with my issue when I posted in Help & Support basically says screw you, so I guess now until someone either helps me with old blender, or gets me a functional ogre mesh exporter for 2.79 I wont be releasing tracks. Sorry guys
  11. Ok. So I made a few tracks for a friend and they go into game just fine however... This happens. Any help would be greatly appreciated this is a new issue that's been happening and I cant seem to fix it. Where you spawn ^ Whats underground ^ And yes I've tried raising the track up in blender its doesn't do anything.
  12. I know this is a pretty simple concept to those of us who know how to do it, but for all those who dont, this is how to bake a body in blender, granted you have already mapped it
  13. not sure if anyone else asked this question but is there a way to import MTM2 Models to blender? I know Edy has done it before but if anybody else knows how to do this that would be great
  14. With the ever growing desire for tutorials for content creation now, I figured I'd finally start putting together some videos for track making. I will be doing more with time, covering specific topics of track making and the steps within it. Hopefully people can learn from this as well as share other ideas and tricks they've learned over time. You should take note that everything I am showing are (mostly) methods I follow and use all the time. There are other methods to track making and I hope everyone can take the time to experiment with Blender and find a way that is best suited for you. Part 1: Introduction: Check back for future updates and videos!
  15. Title says it all... Can someone please help with that.
  16. So recently, i've been making a chassis and I need some help with importing already made meshes into blender. (Ex. BlazeDriveshaft.mesh.xml). I have installed the importer than can be found on this website and installed python and whatnot. When i go to file-import-OGRE meshes-(select a mesh) then hit open, I get an error saying this: Microsoft Visual C++ Runtime Library Runtime Error! Program C:/Use... R6034 An application has made an attempt to load the C runtime library incorrectly. Please contact the application's support team for more information. Once I hit OK it tells me too check "console" The last few lines are: Traceback (most recent call last): File "C:/Users/Brent/Documents/blender-2.49b-win64-python26/.blender/scripts/ogre_import_new.py", line 445, in fileselection_callback File "C:/Python26/Lib/xml/sax/__init__.py", line 93, in make_parser raise SAXReaderNotAvailable("No parsers found", None) xml.sax._exceptions.SAXReaderNotAvailable: No parsers found Please help! thanks
  17. so decided to start making a truck in blender, i'm having this problem. when I go to export a chassis or something. I get this: how do I fix this? NOTE: I have everthing installed and the correct version of blender.
  18. I was just messing around in blender and I made a decent track and how do I export it to ROR?
  19. Ok so let me start by saying Hi, my names Preston and I'm new here and to track making. Ive always had big dreams of it though, always drawing out tracks in hopes that maye the track crew in Vegas will be like "Oh this kid has some good ideas" lol. Being introduced to ROR however has brought me to the next best thing, Now I can design my tracks AND drive on them. That being said my question is this: Does anybody have a Sam Boyd Stadium Blender file? Ive already made the track (Jumps,cars,etc.) but I need the stadium. preferably with K-rails, and stuff added already but I'll take whatever helps. Thank you so much.
  20. I used the extrusion tool to rebuild the front of this truck. All looks well in solid mode, but when viewed in texture mode I get a strange gradient/shading effect for each face of this particular area (should be solid green). I've tried clearing and resetting the faces, but nothing seems to get rid of it. It's even there when the faces are not associated with a texture. Any ideas?
  21. I need help with setting up blender and it's plugins to edit Trucks and Tracks
  22. Hello guys i have a couple of projects im working on and i seem to have messed up the textures on the body i am making also the wheels i have made have no texture at all. It would be best if you added me on my skype because that is where i am on the most. thanks. Heres a picture of my body that i messed up https://gyazo.com/d2c23147002a29823ab41764b6e11372
  23. Mapping Tutorial I have my own way of mapping bodies in an efficient but quick way that works well for me so feel free to experiment and figure out what ways work best for you. I'll include some useful tips that painters will be very grateful you include should you choose to have someone else paint it for you. Step 1 Open Blender (I use 2.49b but you should be able to apply this to all versions) then open the model you want to map. I'll be using Andrew Sheets' Nissan Titan body for this tutorial. Step 2 Once you have your model open it should look something like this You may need to scale and/or resize the windows in blender depending on your monitor size. To scale the bottom panel in blender hold CTRL and use your mouse wheel to zoom in or out. Next we need to add another panel so in total we'll have 3. You'll quickly see why this is important in a moment. Right click along the panel's borders and click split and choose how you'd like to split the split the window, I try to keep them evenly sized so I can see what I'm doing easily. Then in the newly split window we have you need to click on the icon in the bottom left of the window and choose UV/Image Editor. Also while we're here make sure you go ahead and click on Image->New and 2048x2048 or any size you wish and that is all you really need for this step. *TIP: It's never a bad idea to save your progress no matter how minor it may be, just press CTRL+W.* Step 3 Now the real fun begins. Right click on your model to select it and press TAB to enter edit mode. As you can see I have already mapped this so if you wish you can use it as a guide along through this tutorial but just for this tutorial we will be redoing it entirely so don't worry too much if you have nothing that shows up in the UV/Image Editor window. I personally find it easiest to separate all of the parts before I do anything else at this point. I recommend using a combination of vert and face selection for this as well as the actual mapping portion when we get to that. To selected verts/edges/faces press B twice for the brush and left click to select, you can deselect by clicking in your mouse wheel and once you're finished a section you can press X to disable brush selection. You can also zoom in or out by using your mouse wheel and to adjust the camera you can hold SHIFT and drag your mouse while clicking the mouse wheel down. *TIP: Shift+Space Bar will put the active window your cursor is over into fullscreen* *TIP: This small cube at the far right of Vert, Edge, and Face select mode is both useful and annoying, you can see the lines visible on the other side of the body which allows you to see and select the other side without rotating the view though I personally prefer to keep this selected so that I can't see those as more often then not I wind up selecting a piece or two from the wrong side and have to fix it later.* *TIP: The numpad if you have one can be used to get exact rotations which is tremendously useful for mapping. You'll really only need 1 (Front), 3 (Side), and 7 (Top)* Step 4 Once you've got your pieces separated in some fashion the actual mapping process can begin. However you decide to split the body is entirely up to you and as long as it works and doesn't give you any issues then there isn't really a wrong way of doing it. *TIP: Press P and then click on Selected to separate the piece you have selected.* Here is the entire body split apart to my liking, please do not move them apart like this as this is simply just to show you what all I have separated. *TIP: Press Z to quickly alternate between textured and wire frame view.* Step 5 Mapping time! Now, there are several ways you can go about mapping depending on what you want to do. Two examples are you can do each side entirely as it's own piece or you can do it with all the separated pieces being their own mapping section. Either way once you've chosen which you'd prefer to do you can begin the actual mapping process. Just to make this a little quicker I'm going to do each side (Fender, Cab, and Bed) as one large piece. There are good things and bad things about both of these ways so what may work for one person may not work for another. First I'll start by joining the side pieces together like so. Then the same thing for the other side. *TIP: CTRL+J is used to join objects together, depending on the model you may want to press W and Remove Doubles in edit mode to remove double verts however this can impact the actual detail of the model to the point where it may need to be edgesplit again to bring back the lost quality* To map the body or anything in blender press U and then click on Project From View however if we do this from the current angle in the window it will not look pretty at all so this is where the trick with the numpad comes in and if you don't have one you should be able to use the on screen keyboard that comes with your computers operating system. Be sure to zoom in as well for this as we can always adjust the size of the mapping later in the UV/Image Editor and I prefer to scale things down as opposed to up. Press 3 and zoom in a little then press U->Project From View and it should look something like this. Just slightly bigger than our blank image on the right, now for the other side DO NOT ZOOM on the MODEL WINDOW (left) or it will throw off the scale and it can be an annoying thing to fix so once you find a comfortable zoom level to use for mapping a particular item I recommend leaving it there while you finish mapping with the same method. You can use the numpad keys to rotate the camera around (2, 4, 6, and 😎 which I find to be very useful. Also be sure to select each piece once you've rotated to that viewing side otherwise you may wind up remapping the previous item and you will have to go back to fix that. I also HIGHLY recommend that instead of leaving items on the blank image you position them around it and try to keep track of where they are. If you are having an issue and it's just downright annoying you can always try using unwrap or unwrap from smart projections both of which can be extremely useful for very curvy models. *TIP: It's always a good idea to save, press CTRL+W to automatically save. Just click okay on the pop-up but please note this will overwrite the .blend of what you currently have open so you may want to create a backup just to be safe.* Step 6 Mapping certain things like the headlights on this body for example can prove to be a bit of a challenge so you may need to experiment with a viewing angle that covers as much of the item as possible. Don't be afraid to zoom in for these otherwise it may be difficult to see what exactly you're doing. Sometimes you have to get a little creative to make things easier but you'll more than likely be thankful that you took the extra time to do this as lining things up just from paint can be an extremely time consuming process if the mapping isn't the greatest. Step 7 Select everything (CTRL+A) and join it all together (CTRL+J) Even trying to keep track of things I still wound up with a potential problem area, I'm actually glad this happened because it really makes it clear what you're trying to avoid running into by spacing everything out around the blank image. Now we can place everything on the blank image in whatever configuration you wish. I try to make it easy for painters to follow that may not have access to blender. I like to start with the bigger pieces and then fit in the smaller pieces wherever I have room without scaling them down too much. You can move things around in the UV/Image Editor just like we did in blender earlier when separating our pieces. Press B twice for the brush select tool, left click to select, click the mouse wheel to deselect. Should you need to scale anything down I highly recommend you do identical pieces together so they are the same size as this will save you or your painter from a headache later on. Once you have the pieces selected just press S to scale it down by scrolling the mouse wheel. You want all of your pieces WITHIN the blank black image, anything that is too close to the edges or simply not on it will have problems being textured or not be textured at all. *TIP: Press G to move objects around.* Finish placing all of your pieces, whatever orientation you choose is entirely up to you as everyone has their own personal preference but make sure to not that if someone painting it rotates it to make it more convenient for them that they rotate it back otherwise it will have some obvious issues. *TIP: This little magnet is incredibly useful, you can either click it to activate or press SHIFT+TAB, it will snap to the nearest verts if you hold CTRL while moving an item which can make lining things up perfectly incredibly simple and easy.* Step 8 You're pretty much done mapping now and It's best to bake the body or object at this stage which you can learn how to do here. Make sure once you've finished the bake you save the image or you will have to do that part over again. I would suggest exporting the wire frame for you and anyone else to overlay in their painting program of choice so they know exactly where everything is. To do this go to the UV/Image Editor window and click on UVs->Scripts->Save UV Face Layout... and it should be sized the same as your blank image. Simply click export and you now have a wire frame to go with your mapping. The UV wire frame you exported will by in .tga format, you can leave it as that or convert it something else if you wish. If all went well you should have a pretty good idea of how mapping in blender works. Hopefully you were able to learn something new from this tutorial or find some information that will prove useful. If anyone has any questions, feel free to ask as I or another member will more than likely be able to help. Also just to make sure it's noted clearly, a very large part of this entire mapping tutorial that is mostly geared towards bodies can really be applied to anything in blender with some minor tweaks.
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