Outdated CRD Monster Truck

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

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  1. Deleted member 160369

    Deleted member 160369
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    Are you using the latest version?

    A previously released version of this mod didn't have a shell yet.

    Can you please post the flexbodies section of your CRDTest.jbeam file?
     
  2. Dr.pain

    Dr.pain
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    i have last question...how much it weighed chasis with engine? (not with wheels)
     
  3. Deleted member 160369

    Deleted member 160369
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    According to the internal Node/Beam info app, the chassis alone weights 4.063 kgs.

    My custom variant weights a bit more: I've stiffened/edited a few stuctural parts, partially redesigned the steering geometry and added a beamed steering support for the steering wheel, which all contributed to increase the chassis weight up to 4602 kgs (6522 kgs with wheels).

    About the skins: I can't seem to get them to work as selectable paint schemes. The skin itself shows up ingame as a selectable part (of course), but I couldn't get the texture to load as an overlay map, likely because the body mesh lacks a second UV map. Tried to move the whole body section in the materials.cs file into the new skin section (the shell textures aren't supposed to be overlays but rather diffuse maps for the mesh), but that didn't work either, so I'm probably missing something crucial in the process.

    A simple (but maybe a bit unorthodox) solution could be to have multiple "bodies" in the .DAE, and then a specific mapping for each paint scheme in the materials.cs file.

    EDIT - I can confirm the aforementioned workaround allows for multiple shells. I'm currently testing with multiple .DAE files, each containing the same body meshes as the original. Each though was modified to include indipendent names for each paint design so I could have separate materials for each shell. The vehicle spawns naked, then you can pick a body of choice if you like. Now I just need to merge the .DAE files into one... or, better yet, find a proper solution for this... :D
     

    Attached Files:

    • shells.png
    #63 Deleted member 160369, Jul 25, 2016
    Last edited by a moderator: Jul 25, 2016
  4. mumboking

    mumboking
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    Use the skins system but don't use the overlayMap part. It will work without it.
    Using almost identical DAEs is inefficient.
     
    #64 mumboking, Jul 25, 2016
    Last edited: Jul 26, 2016
  5. Braden Muir

    Braden Muir
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    Where do you drop it in zip.?
     
  6. Deleted member 160369

    Deleted member 160369
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    Yep, I know it's highly inefficient, but I couldn't get it to work otherwise.

    I tried copying the existing body section of the materials.cs file into an aptly designed skin section, but the texture didn't load in the end. Guess I did something wrong.

    If you confirm that it's supposed to work, I'll try to get it sorted.

    Thanks! :)
     
  7. mumboking

    mumboking
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    If you'd like, I might be able to take a look at it. Do you have a zip of the truck and it's extra skins I could edit?
    I can't do anything after Thursday though.
     
  8. Deleted member 160369

    Deleted member 160369
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    Thanks a lot! :)

    I'd like to find a solution by myself, improving someone else's mod has been a good way for me to practice a little bit so far.

    Still, if you'd like to give it a try, you can find all the extra skins here. They're in .PNG format, I have the original .DDS files on my main workstation, but I'm still away for work at the moment.

    I also have a few more I'm yet to post here, but I think it will be much easier to add them later once we have the current ones working.
     
  9. Dr.pain

    Dr.pain
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    thanks nice :)
     
  10. mumboking

    mumboking
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    Well. I managed to get the body skins working. Unfortunately, when trying to get the different coloured parts selectable, I kept encountering crashes.o_O
    I've attached a zip containing what you'll need to get the body skins and swappable shells working. Extract it into your "vehicles\CRDTest" folder and read the README.
     

    Attached Files:

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  11. Deleted member 160369

    Deleted member 160369
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    Looks exactly like mine, except I didn't detach the "body" from the main file like you did, which is probably the reason why I couldn't get it to work.

    Thanks a lot!
     
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  12. Braden Muir

    Braden Muir
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    Do you drop it in mods or vehicles?
     
  13. enjoyinorc6742

    enjoyinorc6742
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    take the .zip file and drop it in the mods folder (exactly how you do it with Farming Simulator) the drop in vehicles thing was before 0.5.0
     
  14. Deleted member 160369

    Deleted member 160369
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    Hey, look, it works!

    Many thanks @mumboking for providing a working scheme for skins! :)

    I'm now packing all of the existing shell designs together (plus a few more) and further fixes to the JBeam structures - like, the steering wheel column spiking out after hard landings and the vehicle veering to the right on the slightest suspension damage.

    Hopefully, I'll also be able to revise the engine tuning by the time all the rest is ready for release.
     

    Attached Files:

    • yay.jpg
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  15. enjoyinorc6742

    enjoyinorc6742
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    if only you could fix the suspension wobble when you try and slide
     
  16. Deleted member 160369

    Deleted member 160369
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    Have you tried my custom parts?

    Wobbling is somewhat reduced.
     
  17. enjoyinorc6742

    enjoyinorc6742
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    i know it was reduced but it'd be for the best if it was eliminated completely......if need be, just borrow some of the jbeams from various mods (the hondune buggy here)
     
  18. Deleted member 160369

    Deleted member 160369
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    So, yay, here it is, my customized version of this mod.

    Includes all my previous modifications (steering wheel, cubemap reflections on the body, structural fixes and overall updates), plus:

    - Further tweaks to the chassis - fixes the steering column spiking out after rough landings. Hopefully. I DON'T TAKE ANY RESPONSIBILITY for steering wheels still piercing your chest as you carelessly land on that row of cars, got it?

    - Further tweaks to wheels and suspension - added a little counterweight in the wheelhubs, wobbling is reduced and stability is improved as a result. Wheels are now constituted by 25 rays for smoother rolling, tweaks to sidewall parameters in order to prevent stretching or, in worst cases, tire deflation and/or nuclear explosions.

    - Some preliminary adjustments to the engine - it's not fully in line with a real life Merlin engine yet, but now it can reach 100km/h without nasty explosions or suspension failures.

    - Removed some unneeded sections and groupings, reorganized/cleaned up most JBeams, removed all the references to "yourmom" (and her controversial spare time activities)... :rolleyes:

    - 8 selectable skins (with matching mechanical bits) + naked version - the naked version is the new default. You can then select a body and a paint scheme of your liking. All the previous skins are available, plus 3 new original designs and a variation of the Metal Mulisha design, in red.

    - All the shell skins now have new and improved rear lights decals.

    - Both versions of Metal Mulisha now have smoked rear lights decals, instead of a plain black texture.

    - Fixed a missing portion of the Metal Mulisha (Blue) skin.

    - Textures are now uncompressed .PNG format to prevent tearing/artifacts.

    - The archive includes the unmarked texture for the tires.

    - Likely something else I can't remember right now... :rolleyes:

    Many, MANY thanks @Nadeox1 and @mumboking for the benevolent support they gave me, I don't think I could have ever managed to implement the interchangeable skins without their valuable help! :)

    That's all, for now. Coming in the next few weeks, a more powerful engine and the aforementioned Jbeam for the shell.

    In the meanwhile, hope you'll all enjoy Metal Mulisha as it was always meant to be (in red!) ;)

    EDIT - Attachment fixed. Sorry! :oops:
     

    Attached Files:

    • red_mulisha.jpg
    #78 Deleted member 160369, Aug 4, 2016
    Last edited by a moderator: Aug 5, 2016
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  19. enjoyinorc6742

    enjoyinorc6742
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    now time for some barstows and moonhawks to meet their demise

    EDIT: seems to not spawn in the vehicle list
    --- Post updated ---
    you forgot to put the file in a folder named vehicles before you released it
     
    #79 enjoyinorc6742, Aug 5, 2016
    Last edited: Aug 5, 2016
  20. Deleted member 160369

    Deleted member 160369
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    Most definitely my fault, I simply zipped the folder as it was, but that's not how it's supposed to be in order for it to work as a mod. Sorry! :rolleyes:

    I'll reupload in a moment! :oops:

    EDIT - Done!
     
    #80 Deleted member 160369, Aug 5, 2016
    Last edited by a moderator: Aug 5, 2016
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