Introducing the SS Project

mtm2 and other sensible chat
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Cale
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Re: Introducing the SS Project

Post by Cale »

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Fila
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Re: Introducing the SS Project

Post by Fila »

I like it. Can't wait to get back and continue my work on the patch and have the new trucks in a nice functional resolution.
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Cale
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Re: Introducing the SS Project

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613 verts. Very happy, going to give this one a test tomorrow and then on to finishing Crusher.

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Cale
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Re: Introducing the SS Project

Post by Cale »

With Reflections...
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...and without
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Very happy with how "stock" this looks!
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Cale
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Re: Introducing the SS Project

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It beginsssss....
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I have a hood modeled, will need to map...
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Cale
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Re: Introducing the SS Project

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Cale
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Re: Introducing the SS Project

Post by Cale »

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Coming along...
ONaN
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Re: Introducing the SS Project

Post by ONaN »

http://www.mtm2.com/MTM2/Trucks/P2008/ram1500byonan.jpg

here's a kickarse dodge model with 3d grille created by [MOD]NiteMares, Cale.
If you feel like stripping out frame if you don't like 3d frames go ahead.

http://www.mtm2.com/MTM2/Trucks/P2008/ram1500byonan.jpg

P.S. [MOD]NiteMares asked me to post this in case you want permission :)
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Cale
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Re: Introducing the SS Project

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Thanks ONaN! I'll take a look at it to see if I can use it...it's a few years ahead of the era I'm doing, but I may be able to do something with it.
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Cale
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Re: Introducing the SS Project

Post by Cale »

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Need to tweak the front wheel wells and add lights, but I'm super proud of this one.
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Cale
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Re: Introducing the SS Project

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I'm not totally done with Snake Bite yet (need to add lights, texture the bumper) but wanted to give it an in game check up...looks pretty good IMO.

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Cale
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Re: Introducing the SS Project

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Can someone tell me why this is crashing my game? It goes 10 feet then is shot to the middle of nowhere, then when you start a race with a truck that does work, the tires don't roll. I've had a lot of odd bugs with this game, but never something like this. http://www.mtm2.com/MTM2/Trucks/dl.php?dl=6352
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Fila
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Re: Introducing the SS Project

Post by Fila »

The closest error I can think of is this one:

http://mtm2.com/~mtmg/allerrors/index.html

Check out the track flooding and any of the possible explanations. But that's all I've got. I've tried it and it does the same thing of ending up in the middle of water nowhere. However what I have not been able to replicate is your consequent problem with tires not rolling. Whatever truck I selected after that worked just fine.
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Cale
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Re: Introducing the SS Project

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Found the issue! BinEdit's Truck Editor defaults to a comically high number if you click elsewhere when pasting a value from a different line. So I had one scrape point located in an area the game wouldn't recognize, and it just shot the truck to nowhere. Were's good now. :mrgreen:

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Fila
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Re: Introducing the SS Project

Post by Fila »

Btw, it's taking me forever to do the UI but eventually when I am done and I release the first full community patch, would you be OK with adding these trucks as part of the patch? (though first I would like to do some testing before I do that and see how the game reacts with 8 trucks and the new draw distances etc).
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Cale
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Re: Introducing the SS Project

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Absolutely! Your patches have been why I'm putting an effort into getting them done. I'm trying to focus on the 12 original MTM1 trucks to have them at least done for October, which would be the 20th anniversary of the release of the first game. Then the 4 non-wrestle trucks from MTM2 after that. The Dodges (Bear Foot and Rampage) are next on my list.
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Cale
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Re: Introducing the SS Project

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...and away we go.
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NiteMares2k16
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Re: Introducing the SS Project

Post by NiteMares2k16 »

Nooo man you gotta use mine lol, pleeeease? I would be like...offended if you didn't use my dodge model :) I've been playing this game too long not to be a part of it :(

I made the basic model, but Onan added like the grill and stuff and art to make it presentable, because I didn't know how to do that lol..I was too young for that back when I made it, but I knew CAD;
dodgeram1500final.jpg
hehhehh, if you would work your magic from this heap these are the files I use, but I would rather you get your files from Onan because these are like...useless because they only contain the model and no art, and the grill isn't there; so literally what you see in the picture on the left is what you get, but you can open the truck in binedit with these files, it's what I used..
the following is just a zip containing the files for the truck model / act / raw:
You do not have the required permissions to view the files attached to this post.
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Cale
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Re: Introducing the SS Project

Post by Cale »

NiteMares, it's excellent work! However, my reason for not using it is simply that I'm making the game with a 1996-1998 truck roster, so it would be anachronistic.

If in the future I decide to update things with a modern twist, I will definitely come back around for it!
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NiteMares2k16
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Re: Introducing the SS Project

Post by NiteMares2k16 »

Whatever you say chief, but in my opinion we're updating the whole game to a "modern twist" lol with these new resolutions and widescreen and such, bringing the game up-to-date, so why not bring the trucks up-to-date too? We may as well apply a "modern twist" to all the trucks while we're at it with this beta, like having all the fords in the game be like 2015 or 2016 F-150's, or all the Dodge's be like 2015 or 2016's, and Chevy's be the same 2015 or 2016 as well..as for the unique ones such as Snake Bite, Stinger, Hollywood Hogan, etc, well..dunno about them, maybe just fix the corners of the trucks maybe make them look more futuristic? Up to you really. I dunno, you can like me or hate me lol, but I've been playing this game since 1998, just doesn't make much since to be making a new update to the game to make it better to bring it up-to-date and then say "we're gonna keep the same trucks the game already has, but they're just gonna look a little better." That's my opinion though. Hell man give the game new trucks don't keep them old! :)
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