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 Post subject: Madness 2.1 Project Phase 1 nearing completion
PostPosted: Thu Aug 26, 2004 7:07 pm 
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Location: Pipestone, MN
Stock replacement trucks finished...

http://www.iw.net/~alpine13/2.1project/index.html

feedback welcome


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 Post subject:
PostPosted: Thu Aug 26, 2004 7:46 pm 
Glow Ball
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Does the paint look dulled because those pics are in the shadow of the bridge? Or, heaven forbid, you flipped the faces to fiberglass and then merged the verts?

Crazy tires, too.

Other than that, lookin' good so far.


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 Post subject:
PostPosted: Thu Aug 26, 2004 9:13 pm 
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Alp, those trucks are the perfect candidates for the new rounder MTM 2 tire as seen on OutRageous! (OK, shameless self plug :))

Image

Otherwise, those look cartoony but cool if thats the look you're going for. I guess part of the point is to make them equal...right? IMHO...they could use 2 things: bars going from the shock towers to the top of the rear of the cab (rollcage support on real trucks, looks a bit awkward without it), and some colored frames for the trucks with colored frames (Grave Digger has green, Black Stallion has blueish purple, etc.).

Would you be interested in other truck bodies of recent popular trucks on those chassis? Or perhaps some updated paint schemes on those trucks? Maybe replace some ugly wrestletrucks that some of us would rather forget? [;)]

Like I said, otherwise, its 8) 8) 8) 8) out of 4!


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 Post subject:
PostPosted: Fri Aug 27, 2004 1:48 am 
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Oh oh, they've definitely had the back-to-back face vertices merged. I can pick that shadowy paint effect a mile away. Zero-length normals :(

I haven't anything to add - between this and the main, issues of the paint, reactions to the tyres, and the question of the vertex count have already been covered... other than to say, great to see this stuff coming together Alp 8)

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 Post subject:
PostPosted: Fri Aug 27, 2004 12:23 pm 
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if you want better reactions on the trucks, turn AA and AF all the way up, and turn on all the graphics options for mtm2, THEN take the shots :) . i do love how you made the tires more 3d and added visible engines to the vehicles.

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 Post subject:
PostPosted: Fri Aug 27, 2004 3:22 pm 
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Quote:
if you want better reactions on the trucks, turn AA and AF all the way up, and turn on all the graphics options for mtm2, THEN take the shots



If the truck exceeds 999 vertices, then you can't turn all the graphics options on...Truck reflections = ON will crash the game on such a truck, and these look like they exceed that count.

P.S...What's "AA" and "AF"?

(error corrected...thx Phin).

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 Post subject:
PostPosted: Fri Aug 27, 2004 4:06 pm 
Glow Ball
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> 999 pixels

Verticies :-)


AA = <strike>alcoholics anon...</strike> Anti aliasing.

AF = After Friday.


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 Post subject:
PostPosted: Fri Aug 27, 2004 4:59 pm 
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Thx for the correction....wake up dogge!


I suspected that was what AA meant, but I have no such option in my game, nor is it a graphics card option with my Voodoo-5 card. oh well...

AF is still a mystery to me... (add frames? anti-fuzziness? always foolish?) [;)]

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 Post subject:
PostPosted: Sat Aug 28, 2004 11:50 am 
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AF - Anisotropic Filtering. forces far textures to stay sharp instead of blurring.

Anti-Aliasing makes edges of objects straighten out.

but if you do image sharpening, make sure you dont set it too high, or else those edges will go back to pixely.

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 Post subject: Phase 1 finishing moves, starting Phase 2
PostPosted: Sun Aug 29, 2004 12:27 pm 
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Thanks for all the suggestables.
Here's my suggestions to the truck guy...

Truck parts will need sorting and organizing for storage. This means, the trucks will be taken apart, bodies, chassis, wheels, axles, and all parts shipped to a storage facility online. (Actually, for something of this magnitude, I could handle that on my own personal http server.) Anyway, as testing begins and changes are noted as necessary, this facility will come in handy. Then, as services are offered, those editors will be granted access and will be able to download the parts to work on. There is also an upload deal built in so they can ship parts to have added and to be made available.

[ Finally, I think of a site to work on...]

So for those who want colored frames, they're coming.

The bodies will be available for correcting the merged verts incident, so that's on the 'to-do' list as well.

The wheel models are undergoing re-textureing. I'm affraid I will have to insist that I do this myself so I can be sure that any sacrifices or compromises that are made are well worth it.

It also just occurred to me after installing my old StarCraft truck, that we can include custom sound files. I think I can just grab Arm's count down and slice it up so he says '2.1 -truckname-'

Well, anyone who knows me well, realizes I could brainstorm ideas all day so I'll just finish by saying that we'll be moving into phase 2 and I am still waiting for people to say "I wanna do." I just talked to the truckman and suggested he take a load of and let someone add their special touches. I'll nag him on this issue repeatedly so we can put this back in the catagory of 'community project.'


To sum up:
Phase 1: Creating a working prototype model of the stock replacement trucks. -complete
Phase 2: Implimenting additional requested or necessary changes. -begun
Phase 3: Testing and trouble shooting. -pending

Oh yeah, ideas are still being developed on a regular basis, so keep your thinking cap strapped on tight and let's hear anything that comes to mind. So far, there's a decent chance that this 2.x options program will be a reality. It's made by someone who has already created a pod list supported mounting program so that part I'm certain about. The additional options package will probably evolve as time goes on, but for starters, we'll try to get the latest fixall pod integrated as standard, and a checklist for various .ini tweaks.

Most important idea: Cheat prevention. If someone can point me in the direction of a place to find out how to cheat, I'll be better equipped to attack this problem. If not, I'll have to impliment even harsher methods of prevention, and that will make everything else even that much more unstable.

I would tell you some of the details here but then I wouldn't want the cheaters to get a head start on overcomming the cheat defenses before they're even discussed.


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 Post subject:
PostPosted: Sun Aug 29, 2004 4:05 pm 
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how about making accurate shadow ray-tracing?

on trucks: make the shadow take the shape of the truck, instead of just the default box with 4 boxes attached to it. this was done somehow in evo, so cant it be done in mtm2?

on tracks: theres ways that using lighting in tracks can make shadows. but these shadows are really just blobs of blurry shadow from objects above. couldnt there be a ray-tracing program addon to mtm2 that would work?

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 Post subject:
PostPosted: Sun Aug 29, 2004 6:06 pm 
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Alp, like I said, I would like to take a couple of trucks and fix 'em up. Possibly add in my own stuff. If everything is going to be standardized (frames, tires, etc.), then I'd like to a. update trucks to current paintjobs and b. add in new trucks with the formula.


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 Post subject:
PostPosted: Sun Aug 29, 2004 7:05 pm 
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the shadow effect was correctly noted by d2s but has been rectified... and i'm in process of makin the trucks that had colored frames have color...and as far as your "cartoony lokin" wheels those are actually 3d unlike your rounder lookin painted on tread , ty...
ONaN


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 Post subject:
PostPosted: Mon Aug 30, 2004 12:08 pm 
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Gonna Be a nice project

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 Post subject:
PostPosted: Mon Aug 30, 2004 8:00 pm 
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ONaN wrote:
...and as far as your "cartoony lokin" wheels those are actually 3d unlike your rounder lookin painted on tread , ty...
ONaN


They may be 3D, but they are far from accurate. The treads are too sparse and too far apart, and due to the limitations of vertices, have godawful shadows. What can be done well with textures doesnt need to be done with model detail. I'll stick with the 'non-cartoony' wheels.


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 Post subject:
PostPosted: Tue Aug 31, 2004 2:02 am 
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Slickster wrote:
ONaN wrote:
...and as far as your "cartoony lokin" wheels those are actually 3d unlike your rounder lookin painted on tread , ty...
ONaN


They may be 3D, but they are far from accurate. The treads are too sparse and too far apart, and due to the limitations of vertices, have godawful shadows. What can be done well with textures doesnt need to be done with model detail. I'll stick with the 'non-cartoony' wheels.

PWN3D ;)

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 Post subject:
PostPosted: Tue Aug 31, 2004 2:21 pm 
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Location: 10 Million Miles Ahead of you at the finish!
Lots of Hard Work In This Project

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 Post subject: Cale contact me
PostPosted: Thu Sep 02, 2004 11:33 am 
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Location: Pipestone, MN
I've been hoping to get your expertise involved. MSN: groundzero_13@hotmail.com ICQ 4704917
alpinedigital@yahoo.com,
AIM AlpfromGZ


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