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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Nov 19, 2016 3:46 pm 
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I have been trying for several years to make a Wildfoot that accurately (in my eyes) reflects what that truck looked like. I think I've finally hit it.

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wildfootsspre-3.jpg

Attachment:
wildfootsspre-4.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Nov 19, 2016 4:18 pm 
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very nice! One thing that bugs me about these, more of a personal nitpick, but I'd love to see you add the bars that connect the rear shock towers to the cage (I have no clue what they're called.) it drives me nuts for some reason to see them painted on the chassis but not on the model.

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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Nov 19, 2016 6:55 pm 
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I may yet do that.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Nov 20, 2016 3:09 pm 
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Uploaded Beta 2, including Monster Patrol, Wildfoot, and several other fixes: http://www.mtm2.com/MTM2/Trucks/trucks. ... ack+Beta+2

Please let me know how this runs on your system. I've had stuttering with all 8 trucks on screen that I think may be related to sound (since it abates after a moment), but I can't be sure. I'm testing them with the Community Patch on DirectX, so OpenGL may provide a different result.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Nov 20, 2016 8:35 pm 
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I can't do any testing until Monday the 28th as I am either working or away but I'll try it out once I'm back.


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 Post subject: Re: Introducing the SS Project
PostPosted: Wed Nov 23, 2016 8:05 pm 
Trackologist
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Joined: Wed Jan 03, 2001 2:01 pm
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Location: Nebraska
Ran all of the trucks several times comparing them to one another, the stocks, as well as my own truck Rep Fan crafted for me a number of years ago. No glitches of any kind to report, no stuttering. I like the handling of Bearfoot just slightly better than Wildfoot, but I'm sure there will be others who feel the opposite. Personally, I like Crusher and Firestone the best!

Keep up the good work, man!


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Nov 29, 2016 8:58 pm 
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Needs some KC lights and a new frame texture, but Executioner is just about there.
Attachment:
executionerss-pre2.jpg


Meanwhile, got a good start on this one too. Hoping to get it on the body tomorrow.
Attachment:
overkillss_pre1.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Wed Nov 30, 2016 8:08 pm 
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Yep.


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Dec 13, 2016 7:19 pm 
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The chassis isn't exact to the actual truck, but it's meant to be reminiscent.


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Dec 13, 2016 8:11 pm 
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Looks awesome! Really looking forward to seeing this project completed.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Dec 16, 2016 9:33 pm 
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Not bad for right-off-the-bat, first try map. Some errors in the front end but overall minor stuff. Will put on the correct cab fairing, too.


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Dec 20, 2016 7:51 pm 
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That's more like it!
Attachment:
powerwheelsss_pre2.jpg


Meanwhile, this shouldn't be a tough one to finish, which is why I'm attacking it now :-D
Attachment:
boogeyvanss_pre2.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Dec 29, 2016 9:16 pm 
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So an update, and a request...

Attachment:
boogeyvanss_pre3.jpg


When Boogey Van is done it only leaves me with Bulldozer and Samson for real hardcore model work, the remaining trucks (Black Stallion, Nitemare, and Rampage) are largely repaints and I will address them as such. I'll probably take some time to finalize the particulars of Executioner and Overkill before throwing out one more beta.

I got a new wireless gamepad, so I had some time this afternoon to play the game, with Community Patch 1, and the HD trucks, on my big screen. With 8 trucks on screen the framerate drops significantly, and I'm worried that it's the amount of 256x256 textures I'm using - some trucks have 4 textures for each truck. I don't really want to get into a big remapping project but if that's an issue it may be something I address. The other thing is I'm using DirectX instead of Glide, so maybe its related to that? Or, do I need to start using the low-poly models for trucks in the distance? Any guidance would be helpful, and if anyone could test out all 8 trucks of the current beta at one time, that would be helpful, too. Thanks!


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Dec 31, 2016 2:25 am 
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Ah dang. I forgot to test them. Sorry. I am away now until Jan 25th and I will only be able to test then. I have my laptop with me but the laptop has Win8 (hence I can barely hit 30fps, testing is useless with this computer).

From my experience trying to fix the stuttering through code has been that it's triggered by too many 256x256 textures and not by polygon count but I can only run some proper tests (both DirectX and nGlide) at the end of January.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Dec 31, 2016 10:14 pm 
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PM Customs wrote:
very nice! One thing that bugs me about these, more of a personal nitpick, but I'd love to see you add the bars that connect the rear shock towers to the cage (I have no clue what they're called.) it drives me nuts for some reason to see them painted on the chassis but not on the model.


I'm not positive, but I think what PM Customs might have been inferring by this, was a tube chassis (I think/guess that's what it's called) as an actual 3D model for the trucks? That's my guess. I could be wrong. Though, I've made a few trucks in the past and I thought it automatically adds a few things when it renders the truck in-game, like the wheels and the drive shaft and stuff like that, and the polys that show the fake tube chassis..maybe my memory is sketchy, or maybe these things can be avoided or make it render other things with a truck file, I didn't know everything about truck making, just some.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Jan 01, 2017 12:06 am 
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Not an actual 3d chassis like I use, just the bars from the bed to the roof. Look at the stock Carolina Crusher to see what I was talking about. Hope that clears it up! :) loving the new ones Cale! Can't wait for the next update! Oh, did you by chance get my pm?

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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Jan 01, 2017 8:14 am 
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I did! I'll PM you back.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jan 06, 2017 5:48 pm 
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Just figured out who the problem child is causing the lag...it's Digger. Ugh.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jan 06, 2017 9:17 pm 
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http://www.mtm2.com/MTM2/Trucks/trucks. ... ack+Beta+3

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Comments, complaints, concerns, etc.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jan 06, 2017 9:40 pm 
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Location: Winnipeg Manitoba, Canada
I'm kind of hoping someone makes this into mtm2 truck.
My old car....
https://drive.google.com/drive/folders/ ... 1RDTTRSTWc

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