Recent Posts

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91
General Discussion / Re: The all-awesome screenshot thread
« Last post by TH8 on February 17, 2018, 07:15:54 AM »
Just my Triple Screen Sim Rig set up with Wreckfest on the 3 screens


92
Modding / Re: Flatout 2 Cars Take 2
« Last post by Halal Meats on February 17, 2018, 06:28:48 AM »
Thanks for the list, that is very useful!
93
Modding / Re: Flatout 2 Cars Take 2
« Last post by sam223 on February 17, 2018, 05:32:37 AM »
The minimum object requirements are;
body (origin at 0,0,0) ("body#car_body" material)
solidbody (origin at center of mass)
brakedisc_fr/fl/rr/rl ("#car_metal_nodeform" material) (origin at center of mass)
collision_top (CollisionModel = true) (origin at center of mass)
collision_bottom (CollisionModel = true) (origin at center of mass)

Make sure you xform reset everything.
All texture must be assigned as .tga in max/blender and located within chassis/art and converted to game format from within /chassis/art.

Optional model details;
Proxy deform zones plus corresponding deform files
Lods
Dummy joints plus addition parts added to corresponding .panl
Damage sectors
Emitters
Collision spheres (CollisionModel = true)
tire_fl/fr/rr/rl ("#car_rim" "#car_tire" materials)
steering_wheel_hi
driver

The minimum game requirements are;
Chassis root file
Camera file
Art folder (containing model/textures)
Deform folder
Menu Folder
Parts folder including all the parts bugear has in /shared (containing at least 1 of every part linked to either chassis or engine(engine parts))
Panel folder (containing a .panl file named after every object on the model).Attach grille to hood etc,control hinges (you need joint dummy on model for these) and drop off here
Career folder (containing chassis assembly from all you parts files)

Optional requirement;
Audio folder containing sound banks and sound reference files
AI folder
light.clgs
94
Vehicles / Re: Vehicles ideas (photothread)
« Last post by Generalrusty78 on February 17, 2018, 03:48:20 AM »
How about a Chevy Monza <img src="http://carphotos.cardomain.com/images/0004/44/76/4064467.jpeg" alt="Image result for chevy monza"/>
95
Modding / Re: Mod Development Screenshots
« Last post by Heddly on February 17, 2018, 02:34:55 AM »
New Subscriber!!!  :)
96
Modding / Re: Flatout 2 Cars Take 2
« Last post by Halal Meats on February 17, 2018, 01:23:03 AM »
Here is an update on my progress so far...

I have the model of the Flatmobile sort-of in without any textures. I'm still finding out what the game needs from the model and what it doesn't. If anyone has a list of what is linked that would be great, I've been having some bad crashes because the game "Could not find parent object X to object Y". bgeometry doesn't seem to pick up missing parts. So I have found that parts of the exhaust are linked and from what I can tell parts of the windows are linked too. Also, the trunklid is mandatory, but I can just hide that in the body.
97
Modding / Re: Mod Development Screenshots
« Last post by JohnBlackhills on February 17, 2018, 01:03:43 AM »
Awesome! Bridge looks perfect.... now when i think about it... how about 2 bridges with ramps and suicide hole in the middle ?  8) ;)
98
Modding / Re: Mod Development Screenshots
« Last post by The Very End on February 17, 2018, 12:13:56 AM »
Looks great :)
99
Other Games / Re: Meanwhile ... Onrush (from the Motorstorm guys) is on his way
« Last post by FeltHat on February 16, 2018, 09:54:07 PM »
u can play wreckfest like right now huh
100
General Discussion / Re: PS4 version of wreckfest
« Last post by Rowdy Burns on February 16, 2018, 09:24:32 PM »
Apparently the console release date so for is... 2018!
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