Author Topic: Mod Development Screenshots  (Read 151431 times)

The Very End

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Usually I create .max files with simple box or cylinder shapes placed as 0/0/0 coordinates and then save the .max file in the object folder and names this file the same as the scne file I want to reference. Then in the track .max file I xrefs these placeholders. Max files (I have to guess sizes tho). At export and runtime these xrefs will be altered to point to the .scene files. It is not great, but it is better than nothing :)
« Last Edit: May 13, 2018, 04:33:14 PM by The Very End »

Dalags

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Thanks for the reply, that's the same as what I'm doing. Gets annoying for having to guess the size of things, but yeah better than nothing! :)

The Very End

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So, here is a clip of the 4 new layouts for BB's Fig 8. Someone mentioned that I have been doing "too safe" stuff recently, well, here is my answer. Make sure to watch it to the end.

Purple44

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WOW!


End, can I add these fig8 tracks to my Fig8 trackpack mod? Please!  :D
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

The Very End

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When done you can simply drag them out of TVTP. If you remind me after release I can pack the scne files and textures for you in one zip file as well :)
They are independent of the actual derby track from BB, so there are not many files and dependencies at all.
« Last Edit: May 14, 2018, 12:55:28 PM by The Very End »

Purple44

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When done you can simply drag them out of TVTP. If you remind me after release I can pack the scne files and textures for you in one zip file as well :)

Dragging track files from your Very TrackPack folder not problem.  :)


Thanks End for letting me add these fun modifications to the derby Fig8 track to my Fig8 mod!   :D :D
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

sam223

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Productive weekend, now gotta map and texture it.


Dell U2515H 25",  i5-4690k @4.0ghz, 8gb ram, MSI GTX 1060 6GB, 120gb SSD, 1tb HHD, win 7, G25/Ps3 pad
Online Bangers:Wreckfest - https://goo.gl/AjDHU2

Zebulon55

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When done you can simply drag them out of TVTP. If you remind me after release I can pack the scne files and textures for you in one zip file as well :)

Dragging track files from your Very TrackPack folder not problem.  :)


Thanks End for letting me add these fun modifications to the derby Fig8 track to my Fig8 mod!   :D :D

That swinging pick/hammer is very similar to what I was originally thinking of for the cops & robbers arena. (What eventually became the two big tossers). LOL
Dell Inspiron 17 7720 with Nvidia GT650 graphics. Keyboard control.

Lame, I know.

The Very End

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Here is a driver POV (points of view) of the Derby Banked Eight Lethal layout. Probably going to release this little fun thing tonight at some point. Just a heads up, yes - the arrows at one of the ramp points the wrong way and you will spawn under ramp sometimes. Good thing is that you can simply drive to the end of it and you will be put at the road again. I cannot create new AI paths to prevent this, as whatever I do I get coordinates error on export(you have to place the AI lines at certain world x/y/z coordinates), hence why we have to use the AI paths from original fig 8. Hopefully you lot won't reset too much ;) 
« Last Edit: May 16, 2018, 10:14:59 AM by The Very End »

Purple44

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I came across this trying set up an A to B test track. For the details go here:

Wip - Wreckfest A to B track test
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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I got A to B type track working. Here the video:  :D



Details here:
Wip - Wreckfest A to B track test
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel