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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jul 08, 2016 12:34 am 
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To be fair the beta is doing nothing but keeping the same game but making it look better...


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jul 08, 2016 10:01 am 
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Joined: Fri Oct 10, 2003 6:19 pm
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Location: Valparaíso, Chile.
The goal of Cale's proyect is not that, it is stated very clearly on the original post. Perhaps you should start a proyect like that, I bet many people would be willing to help.


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Jul 12, 2016 6:45 pm 
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Passenger side work on Bear Foot...

Image

...and a peek behind the curtain. That logo is rebuilt as a vector image so it can be scaled easily and remain crisp. Not the bear, however...too much detail in that, so I did what I can remembering it'll be only 60 pixels high, ultimately.

Image

Honestly, this was never my favorite Bear Foot scheme.


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Jul 12, 2016 10:42 pm 
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Joined: Sun Oct 16, 2005 4:39 pm
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Location: Winnipeg Manitoba, Canada
Whats your favorite version?

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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Jul 14, 2016 7:46 pm 
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http://monstertruckracing.com/tribute/g ... foot62.htm


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 Post subject: Re: Introducing the SS Project
PostPosted: Mon Jul 18, 2016 7:33 pm 
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Coming together quicker than I'd hoped!

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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Sep 23, 2016 7:28 pm 
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Been quietly trying to make progress on this. It's tedious to cycle through faces to do mapping, but so it goes.

Image

Image

Image


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Sep 25, 2016 8:39 pm 
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Joined: Thu Sep 04, 2003 1:48 pm
Posts: 678
Ooh, the top-secret Bear Foot: Restricted Edition!

(In case a change of settings renders my joke unfunny, the previous set of screen shots currently shows up with just a gray "do not enter" symbol.)


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Sep 25, 2016 8:40 pm 
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Joined: Mon Jul 02, 2001 2:01 pm
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Location: Lost in Translation
Yeah, images don't work :D


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 Post subject: Re: Introducing the SS Project
PostPosted: Mon Sep 26, 2016 7:22 pm 
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The problem is Google shut down Picasa and then launched Google Photos with no direct linking. Jerks.

https://goo.gl/photos/wRXWwfYRaPy5dguq8
https://goo.gl/photos/UQbJKAY3JojXrb15A
https://goo.gl/photos/9kQ7f7Ai699P98SW6


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Sep 27, 2016 3:29 am 
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Joined: Mon Jul 02, 2001 2:01 pm
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Location: Lost in Translation
You can host pictures using this forum btw.


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 Post subject: Re: Introducing the SS Project
PostPosted: Mon Oct 10, 2016 9:39 am 
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Just going to keep updating an album on Google Photos: https://goo.gl/photos/7XrXwKitWTN7XmeK9

Bear Foot is done. I'm off work this week so I'm going to try to tie up loose ends and at least get these 6 trucks out as a beta, a chance of more since Rampage and Monster Patrol are kinda easy from this point.


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 Post subject: Re: Introducing the SS Project
PostPosted: Wed Oct 12, 2016 9:53 pm 
Trackologist
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Joined: Wed Jan 03, 2001 2:01 pm
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Location: Nebraska
Man, that's simply awesome. What you guys have done to this game is beyond impressive. Outstanding work, Cale!


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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Oct 13, 2016 2:22 pm 
Trackologist
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Joined: Wed Jan 03, 2001 2:01 pm
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Location: Nebraska
Ok Cale - it's been nearly 15 hours since my last post; those trucks done yet? lol


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Oct 14, 2016 12:21 am 
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I know. At this rate I'm gonna find a way to change the game's rendering engine by the time he is done :p

Note*: That's significant because if when that happens the game will be more compatible with newer hardware and means faster frames and able to have higher resolution textures and more detail on objects.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Oct 14, 2016 10:22 am 
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Well, since you guys asked so *ahem* nicely...

http://www.mtm2.com/MTM2/Trucks/trucks. ... Truck+Pack

Image

Please read the ReadMe. These are still beta and there's some minor graphical issues, but have some fun and let me know what you think.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Oct 14, 2016 8:18 pm 
Trackologist
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Joined: Wed Jan 03, 2001 2:01 pm
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Location: Nebraska
Awesome! Seriously though, I can't truly express how much I admire what you guys have done/are doing for this game. Great stuff! I'll check out the trucks tonight!


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Oct 15, 2016 11:50 pm 
Trackologist
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Joined: Wed Jan 03, 2001 2:01 pm
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Location: Nebraska
Hey Cale - the trucks look GREAT, man. They definitely seem to handle a little different too, however, that's just my initial impression. I'd need to road test them on various tracks comparing them to the originals to be sure. I did notice that when you go to chase near there appears to be what I believe is known as "shine through". Specifically, you can see the shocks through the hood, from the rear, and also through the truck bed as you pan around the truck. Doesn't seem to be an issue in chase far. Not sure if its worth looking into, but I figured I'd let you know.

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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Oct 16, 2016 12:45 am 
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Cope, did you run that in Direct3D or with nGlide? nGlide has some see-through issues but Direct3D shouldn't.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Oct 16, 2016 6:06 am 
Trackologist
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Joined: Wed Jan 03, 2001 2:01 pm
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Location: Nebraska
D3D - don't use nglide. I'll be finishing up my install today, so I'll have another look. Can't imagine that my sporadic online issues from a corrupt OS (potentially) caused that problem, but what do I know? ;)


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