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Thread: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

  1. #1481
    K20
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by 1crash007 View Post
    neither in the first render the error shows up.. (Blender related)
    added the usual parameters to the material same problem.. I will figure it out.
    Well i know nothing about blender so i cant help you but good luck

  2. #1482
    Dennis-W
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Attempt at new tyres:

    ASUS A8N SLI - AMD Athlon 64 3200+ - ATI radeon - Sapphire x700pro - 512mb Corsair Valueselect RAM

    Released: Jeep Wrangler

  3. 7 users found this post helpful: 1crash007, BLaCK Cloud DiEsel, K20, MICRACER, itokamikazemaster, jakebecwar, masfilip
  4. #1483
    1crash007
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Nice tires.. Dennis-W

    I think RoR had a troll cause now its working now...
    Did i mention i reinstalled all my stuff to get rid of two dying hd's

    Edit: seems like an issue with ror.. i have the blazer unpacked in vehicles folder and packed in the packs folder..
    and it used the material file in the vehicles folder. But when i select the vehicle in RoR it shows the blazer.zip file as source?
    Should i put a bug ticket in for this?
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    Last edited by 1crash007; 08-08-12 at 09:20 PM.

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  6. #1484
    AndrewB
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    If the material file has the same name it may have loaded the one from the packs folder first and ignored the new one.. (or vice versa)
    i7-3770kCPU|32GBRAM|6950 2GBGPU|P8Z77-V LKMOBO|520 Series 180GBSSD|AX750PSU​|

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  8. #1485
    DeGa
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Looks fun?

    BTW, I have troubles with blender - I do a cylinder for the tyres around the track, then add an array modifier, then a curve modifier, so they follow the track.
    Unfortunately, this distorts some of my cylinders in the bends - I would like the geometry of each cylinder to remain unaltered - can anybody help?
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  10. #1486
    Nadeox1
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by DeGa View Post
    Looks fun?

    BTW, I have troubles with blender - I do a cylinder for the tyres around the track, then add an array modifier, then a curve modifier, so they follow the track.
    Unfortunately, this distorts some of my cylinders in the bends - I would like the geometry of each cylinder to remain unaltered - can anybody help?
    What kind of curve are you using? Path Curve or Normal one?
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  11. #1487
    DeGa
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by Nadeox1 View Post
    What kind of curve are you using? Path Curve or Normal one?
    The kind of curve you generate from a mesh - I did the track itself, then took the edge corresponding to inner and outer border, and generated a curve from this with alt+c, so I guess it's a bezier one, though it's not behaving exactly the same way...

  12. #1488
    masa-
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by DeGa View Post
    Looks fun?

    BTW, I have troubles with blender - I do a cylinder for the tyres around the track, then add an array modifier, then a curve modifier, so they follow the track.
    Unfortunately, this distorts some of my cylinders in the bends - I would like the geometry of each cylinder to remain unaltered - can anybody help?
    This comes a little late, but here's possible solution which may be useful next time.

    http://wiki.blender.org/index.php/Do...on/DupliFrames

    Very nice work on the map!

  13. 2 users found this post helpful: DeGa, Nadeox1
  14. #1489
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Is this Good Looking Enough for the Professional Thread?

    Doing another try at urban map making. It's going to be a urban map Ney York style (with tall buildings), lot of objects (static) and a complex Texture Work (i hope to get everything Ao Baked).

    Thanks Al_T for his suggestions






    Additional Notes:
    -The Road is not completely Flat.
    -The Road Textures are 2048x2048 downscaled from even bigger pictures (and AO baked at the border)
    -Lane width is about 4 Meter (standard in about 3,59meters)
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  16. #1490
    JD3020
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Maybe one of these days i'll mess with meshing, but for now here's my race truck and tow rig. Weighing in around 23k kg, fastest i've had em loaded up so far is 80. The fastest i've had the racer is 110 but it gets squirrely with no areo stuff. Can cruise the F1 track at around 90 pretty easily

    Diesel powa and solid axle FTW!

    Click image for larger version. 

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  17. #1491
    Annoying
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by JD3020 View Post
    Maybe one of these days i'll mess with meshing, but for now here's my race truck and tow rig. Weighing in around 23k kg, fastest i've had em loaded up so far is 80. The fastest i've had the racer is 110 but it gets squirrely with no areo stuff. Can cruise the F1 track at around 90 pretty easily

    Diesel powa and solid axle FTW!

    Click image for larger version. 

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    how is this professional, i call shenanigans.
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  18. #1492
    camarofan
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by Annoying View Post
    how is this professional, i call shenanigans.
    I agree..and the temptation for a picture of "Super Troopers" is high..
    And, for the creator, does it deform well? handle great?, utilize most of the sections of a .truck file?(Stabilizers, wings, shocks/shocks2, submesh, ect.)
    If not for most of those, post in the normal Dev Screens..

  19. one user found this post helpful: disloyalpick
  20. #1493
    PrT Audiman
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by Nadeox1 View Post
    Is this Good Looking Enough for the Professional Thread?

    Doing another try at urban map making. It's going to be a urban map Ney York style (with tall buildings), lot of objects (static) and a complex Texture Work (i hope to get everything Ao Baked).

    Thanks Al_T for his suggestions

    http://www.rigsofrods.com/images/imp...19272812-1.png
    http://www.rigsofrods.com/images/imp...19274273-1.png
    http://www.rigsofrods.com/images/imp...19275715-1.png
    http://www.rigsofrods.com/images/imp...19281604-1.png

    Additional Notes:
    -The Road is not completely Flat.
    -The Road Textures are 2048x2048 downscaled from even bigger pictures (and AO baked at the border)
    -Lane width is about 4 Meter (standard in about 3,59meters)
    no offense or anything but you have alot of projects running, or unfinished/unreleased. Don't you think you should try narrowing your list?

    Want custom sounds for your projects? Message me. I don't do mods, only new content

  21. one user found this post helpful: Off-Roader
  22. #1494
    Nadeox1
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by PrT Audiman View Post
    no offense or anything but you have alot of projects running, or unfinished/unreleased. Don't you think you should try narrowing your list?
    I already shortned the list :P
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  23. #1495
    sputnik_1
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Some stuff, hopefully soon finished:
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  25. #1496
    Maku
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by sputnik_1 View Post
    Some stuff, hopefully soon finished:
    Very nice How much weight that crane can handle ?

  26. #1497
    sputnik_1
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by Maku View Post
    Very nice How much weight that crane can handle ?
    Thanks, it can lift approx. 12 tons max. at short boom. Yes, it is a small crane

  27. #1498
    Maku
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by sputnik_1 View Post
    Thanks, it can lift approx. 12 tons max. at short boom. Yes, it is a small crane
    I'll definatley keep my eye on it

  28. 2 users found this post helpful: BLaCK Cloud DiEsel, Flexbody lover
  29. #1499
    Skyhawk
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    finally a vehicle that can go on rails and road



  30. #1500
    OMGWTFBBQ
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    Default Re: Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    Quote Originally Posted by sputnik_1 View Post
    Some stuff, hopefully soon finished:
    DAT STUFF


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