Introducing the SS Project

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Cale
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Re: Introducing the SS Project

Post by Cale »

Should be fixable! Can you say what truck(s) were in the race when you got the error? My guess is it's either the red Snake Bite, one of the Diggers, Predator, or Equalizer, as all of those have custom lights, and I may well have screwed something up.
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Cale
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Re: Introducing the SS Project

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Figured out why Digger 12 wasn't working, I was missing an .ACT file. Trying something out and then I should be able to send out an update soon.
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Cale
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Re: Introducing the SS Project

Post by Cale »

Scratch that! That didn't work. More investigating to do.

One question I have is that I remapped the trucks to 64x64 textures for the chassis, etc., which should be an OK texture size in game, but now the game is barking at me that those files are a bad texture size...which makes no sense to me. Did I miss something?

EDIT: I AM AN IDIOT - I need to put those textures in the pod too aha!

EDIT THE SECOND: I think I have the Digger problem fixed AND the textures working, if anyone wants to try shoot me a message here with your email, the ZIP file is too big for the truck uploader.
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SparkTB11
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Re: Introducing the SS Project

Post by SparkTB11 »

I've done some test driving, so far the only truck I've found that has the tendency to make the game crash with the night weather settings on is the HD Bear Foot, every other truck seems to be working just fine, but then there are other times where the HD Bear Foot would be loaded onto the track and the game won't crash at all, so it's kinda hard to tell whatever or not the other trucks are having issues as well, it's all completely random at times, but after a few tests, it's safe to say right now that the HD Bear Foot is the main culprit in the night time tracks crashing.

And by the way, The HD Bear Foot has one tail/brake light not working.
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Cale
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Re: Introducing the SS Project

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Thanks - that was a huge help. Turns out I had somehow put the secondary axlebar offsets in the middle of the light portion of the TRK file, so it didn't read anything after that. I will correct it and send out a new version.
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SparkTB11
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Re: Introducing the SS Project

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Awesome!!! Happy to have helped out.
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Cale
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Re: Introducing the SS Project

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http://www.mtm2.com/MTM2/Trucks/trucks. ... %29+Update

Let me know if there are any issues, but this should work far better than the last go round.
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Cale
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Re: Introducing the SS Project

Post by Cale »

Now that the main pack is done, time to have some fun.
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SparkTB11
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Re: Introducing the SS Project

Post by SparkTB11 »

Oh yes! I love the idea of custom HD trucks, much better than the art style of TRI's stock trucks. I'm keen to see more.
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Cale
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Re: Introducing the SS Project

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So I just answered my own question about TRUCK2.pod: In CPOD, you can disable all the stock trucks by double-clicking the status section in the lower right. Which means you can keep the pod mounted and the game will start, but only the HD trucks will show! I wonder if I should go back and remove the HD from all the truck names then?
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Re: Introducing the SS Project

Post by wiesshund »

Well, if a person was to want to pick some HD but had some non HD ones that for some reason they liked better.
At least with the old ones not disabled, and the names clearly stating HD, they would know which was which.

Me personally, yea i would just disable the non HD, and use only the HD trucks, in which case i no longer need to know which was which.


Now, if only i could "PROPERLY" replace the truck audio
key word being properly
You can stick a standard wav file in, the game will play it, but it wont play it right
It has to be in some, probably long dead MS proprietary, RAW headerless format
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Fila
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Re: Introducing the SS Project

Post by Fila »

Cale wrote:Thanks - that was a huge help. Turns out I had somehow put the secondary axlebar offsets in the middle of the light portion of the TRK file, so it didn't read anything after that. I will correct it and send out a new version.
That bloody 2.1 axle :p
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Cale
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Re: Introducing the SS Project

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Update! Spent the morning fixing one of my big issues with the trucks - the "wireframe" effect on the insides of the body due to mapping to the edges of a 64x64 texture. Tedious job that took a couple of hours but worth it.

The next thing I did was figured out how to get only the HD trucks to show up! I had to both rename the trucks to the MTM2 stock .TRK files, as well as disable the stock .TRKs in TRUCK2.POD. How should I roll this out then - just have the instructions in the readme to use CPOD and disable the stock trucks, or still go further to merge the 2 pods? Right now I'm mounting TruckHD above Truck2 with no issues. Leave it up to your preferences...
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Cale
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Re: Introducing the SS Project

Post by Cale »

Final Release! Time to make some other trucks as standalone addons.

http://www.mtm2.com/MTM2/Trucks/trucks. ... al+Release
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Malibu350
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Re: Introducing the SS Project

Post by Malibu350 »

If it's alright with you I'm gonna have that screen shot printed and framed.
Not only are the trucks better looking than I thought the game could even render but your shot perfectly captured the game itself.

Thank you.
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Cale
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Re: Introducing the SS Project

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Malibu350 wrote:If it's alright with you I'm gonna have that screen shot printed and framed.
Not only are the trucks better looking than I thought the game could even render but your shot perfectly captured the game itself.

Thank you.
Can I get a copy too?

Thanks for the compliment - I've been driving your Evo Junkyard conversion more than just about any other track recently. Fits well with the trucks and is a more fun drive than Scrapyard Run.
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Cale
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Re: Introducing the SS Project

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Having some fun...
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Cale
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Re: Introducing the SS Project

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And a couple more...
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SparkTB11
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Re: Introducing the SS Project

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Yeah mate!!! Sweet rides! Any chance of release? They'll sure go along nicely with the SS replicas as well!
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Cale
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Re: Introducing the SS Project

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Pretty happy with how this one came out on the first pass...
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