Outdated CRD Monster Truck

Discussion in 'Land' started by SealedGecko, May 2, 2016.

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  1. enjoyinorc6742

    enjoyinorc6742
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    if you look at the first post, he doesn't care as long as proper credit is given
     
  2. Deleted member 160369

    Deleted member 160369
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    At the moment, they're separate vehicles.

    In addition to the different shell, each of the trucks also features a specific color scheme for rims and a few mechanical bits, so I've opted for dedicated sets of textures.

    If that can be achieved with skins, I'll try to get it sorted. :)

    I see.

    So, here are the edited parts (the blank textures for the BKT tires are not included in this archive).

    The rear suspension file is based on the optional steerable rear axle, which I made the default (and only) choice.

    EDIT - I think I'd better stop trying to put these Trelleborg wheels on everything... :rolleyes:
     

    Attached Files:

    #22 Deleted member 160369, Jun 30, 2016
    Last edited by a moderator: Jun 30, 2016
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  3. enjoyinorc6742

    enjoyinorc6742
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    someone could trying using the body and wheels from this mod
     
  4. Deleted member 160369

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    Well, the current wheels are pretty good IMO. I wouldn't change them. The Ukraine wheels included in the previous version are also very nice.

    As for the body, I've been experimenting a bit with the D15. Size-wise, the regular cab fits the CRD frame almost perfectly. The standard bed is a bit short but it's fairly easy to stretch.

    All it needs is a bottomless cab with the firewall removed (unless you don't mind a little bit of clipping) and maybe a custom bed with cutouts for the engine and the fuel cell.
     
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  5. enjoyinorc6742

    enjoyinorc6742
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    i don't mind a bit of clipping. you could try using AR12B's D-series mod since it has a cut up bed
     
  6. Deleted member 160369

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    This is what it would look like:

    (No beams yet, just a 5 mins job)
     

    Attached Files:

    • CRD_D15.jpg
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  7. enjoyinorc6742

    enjoyinorc6742
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    that don't look half bad
     
  8. Deleted member 160369

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    And with DrowsySam's custom bed.

    Needs a lot of work - I couldn't model a bottomless bed if my life depended - but looks reasonably compatible.
     

    Attached Files:

    • CRD_D15_bed.jpg
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  9. enjoyinorc6742

    enjoyinorc6742
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    if you release that version, you'll need to ask DrowsySam for permission
     
  10. Deleted member 160369

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    Well, sure - even if it's pretty much a scaled, standard bed.

    Still, there's hardly anything to release here, I just positioned the meshes on top of the chassis, pretty much like the author did with the original body parts, altough those were designed to work together with the CRD chassis from the start.
     
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  11. Deleted member 160369

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    The newest member of the evergrowing family of CRD-based monster trucks, Grinder! :D

    There's a few more compatible skins I'm yet to convert, namely the original, red Metal Mulisha and a bright pink MadUSA.

    Does any of you - besides SealedGecko himself, who I believe isn't following this thread anymore - have contacts with users over Sim-Monsters.com, so we could ask for authorization for all these alternate skins?
     

    Attached Files:

    • grinder.jpg
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  12. St3v3th3d0g

    St3v3th3d0g
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    I guess, please release the d15 monster truck;);)
     
  13. Deleted member 160369

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    I'm working on... something with some vague resemblance of a beam structure. The official JBeam file for the pickup body might be adapted with minor modifications - I probably just need to choose some reliable nodes of the CRD chassis to attach the cab to, and then it might function properly and even feature detachable parts and body panels.

    If it works out as intended, I may redistribute the files. Mind you I'm a total noob in this regard, so chances are the final result will be just terrible... :D

    As of now, the vehicle depicted here is a simple mesh swap.

    Simply replaced the mesh names in each of the Flexbodies sections of the main file...
    Code:
      ["mesh", "[group]:", "nonFlexMaterials"],
      {"rotation":{"x":0, "y":0, "z":0}, "translation":{"x":0, "y":0, "z":0}},
      {"isCollisionMesh":false},
      ["Grinderbody", ["CRDTest_chassis", "CRDTest_4linkmounts","CRDTest_shockmounts"]],
    
      ["mesh", "[group]:", "nonFlexMaterials"],
      {"rotation":{"x":0, "y":0, "z":0}, "translation":{"x":0, "y":0, "z":0}},
      {"isCollisionMesh":false},
      ["Grinderbody_004", ["CRDTest_chassis", "CRDTest_4linkmounts","CRDTest_shockmounts"]],
    
      ["mesh", "[group]:", "nonFlexMaterials"],
      {"rotation":{"x":0, "y":0, "z":0}, "translation":{"x":0, "y":0, "z":0}},
      {"isCollisionMesh":false},
      ["Grinderbody_003", ["CRDTest_chassis", "CRDTest_4linkmounts","CRDTest_shockmounts"]],
    
      ["mesh", "[group]:", "nonFlexMaterials"],
      {"rotation":{"x":0, "y":0, "z":0}, "translation":{"x":0, "y":0, "z":0}},
      {"isCollisionMesh":false},
      ["Grinderbody_002", ["CRDTest_chassis", "CRDTest_4linkmounts","CRDTest_shockmounts"]],
    
      ["mesh", "[group]:", "nonFlexMaterials"],
      {"rotation":{"x":0, "y":0, "z":0}, "translation":{"x":0, "y":0, "z":0}},
      {"isCollisionMesh":false},
      ["Grinderbody_001", ["CRDTest_chassis", "CRDTest_4linkmounts","CRDTest_shockmounts"]],
    ... with the ones constituting the body of the D15 (pickup_body, pickup_fascia, etc...)

    Without beams... It works. Barely. There's quite a few mismatches between the body and the chassis right now - like, stuff clipping everywhere, tubes popping out where they shouldn't... Most of these could be solved with a modified mesh to take the new chassis into account.

    As is, the body deforms a bit like an actual fiberglass body. Or more like a sheet of paper... :rolleyes:

    If you really need a monster truck based on the D15, this one might be a more suitable proposition... :D

    EDIT - Now with... something that looks like a 4ws system! :rolleyes:

    Please, I need help!
     

    Attached Files:

    • D15_4ws.jpg
    #33 Deleted member 160369, Jul 2, 2016
    Last edited by a moderator: Jul 2, 2016
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  14. St3v3th3d0g

    St3v3th3d0g
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    doesn't work
     
  15. Deleted member 160369

    Deleted member 160369
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    You also need official "pickup.DAE" (or anything containing similar meshes, such as DrowsySam's) together with the other vehicle files. :)
     
  16. St3v3th3d0g

    St3v3th3d0g
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    no I mean the edited parts thing
     
  17. Deleted member 160369

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    Figured.

    If you do that, you'll also need the pickup mesh file (pickup.DAE) in the same folder as the other files in order for the body of the D15 to show on top of the CRD chassis.

    You'll also need to place the meshes correctly via coordinates.

    Anyway, that's no way a proper solution. A proper JBeam for the body is a bit harder to make, but yields better results... :)

    Trying to do something about it right now, the outcome is fairly tragic though... :D
     
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  18. SealedGecko

    SealedGecko
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    Everything on Sim-Monsters is usable/releasable if proper credits are given if it doesn't specify.
     
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  19. Deleted member 160369

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    Awesome! Thanks for pitching in!

    So, here we go. First things first, I've packed a few replacement textures for:

    - Rims
    - Shocks
    - Driveshaft
    - Air Filter
    - Engine straps
    - Fuel Cell
    - Batteries

    They're all color swaps based on SealedGecko's original textures for Metal Mulisha, modified to match the different color schemes of the alternate shells.

    To install them either:

    - Replace the texture files in the original folder/archive and edit materials.cs accordingly. You'll need to clear the cache/remove the cached files for this mod for changes to be visible in game.
    - Have separate folders/archives for each truck, with indipendent texture sets for each vehicle. Edit materials.cs accordingly.

    If you have downloaded my modified parts pack, the last entry in the materials.cs file will look like this:

    Code:
    singleton Material(CRDTest_MMBody)
    {
      mapTo = "MMBody";
      diffuseColor[0] = "1 1 1 0.1";
      diffuseMap[0] = "MetalMulisha_d.dds";
      dynamicCubemap = true;
      doubleSided = "1";
    };
    
    Simply edit the path/filename for the diffuse map you want to use.

    (Shell textures are provided in .PNG format to avoid artifacts due to compression)

    Hurricane Force



    Original skin by: MJFanatic@Sim-Monsters

    Edits by me:

    - Resized and adapted for BeamNG
    - Added missing headlights decal
    - Replaced taillights decal
    - Lettering on the tailgate
    - Replaced the Ford logo in the front

    Works best with:

    - Grey parts
    - Orange parts

    Grinder



    Original skin by: Noah Chiasson@Sim-Monsters

    Edits by me:

    - Resized and adapted for BeamNG
    - Replaced taillights decal
    - Replaced the Ford logo in the front

    Works best with:

    - Grey parts
    - Yellow parts

    Barcel Runners

    Original skin by: Edy@Sim-Monsters



    Edits by me:

    - Resized and adapted for BeamNG
    - Replaced taillights decal
    - Replaced the Ford logo in the front

    Works best with:

    - Red parts

    ___________________________________

    I've also uploaded a modified main file (CRDTest.jbeam) for a naked version (no shell, just the chassis), reminiscent of a previous release of this mod. Includes all my modifications, such as the steering wheel.



    Backup your original files!

    Works best with:

    - Grey parts

    :)
     

    Attached Files:

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  20. Dr.pain

    Dr.pain
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    Aug 15, 2013
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    mod is very great :) but I would add on height
     
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