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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Jan 07, 2017 6:52 am 
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Joined: Tue Nov 24, 2015 11:27 am
Posts: 7
Might be limited too the beta community patch or one of my configs in the drivers, but there seems to be a transparency issue when using the closer chase cam.
using 1080p & direct 3d on beta patch 037
35 view distance in the config folder & 4x aa on + 4x texture filtering too.

Screenshots of bear foot showing this happening.

http://puu.sh/te8II/b26fd88c04.bmp

http://puu.sh/te8Jj/101accc47f.bmp

http://puu.sh/te8K2/d5efeffc2b.bmp

http://puu.sh/te8Kx/bb06d96900.bmp

Code:
[Graphics]
skyTextureFlag=1
perspectiveFlag=2
airShadowFlag=1
gamePIXX=1920
gamePIXY=1080
gameX1=0
gameY1=0
gameX2=0
gameY2=0
localBusVideo=1
aspectRatio=1
flipVideo=1
textureResolution=1
autoFullScreen=1
preferredDisplay=13
pixelDoubleBlit=0
useZFlag=1
autoQuality=0
autoMinFrameRate=8
flatShadeFlag=0
useDirect3D=1
antialiasFlag=4
ditherFlag=1
blendFlag=1
filterFlag=4
useMMXFlag=0
maxD3DTextures=255
syncRetrace=1
useAGPFlag=2
visibleTiles=35
rendererDLLPath=J:\MTM2 hd patch\trid3d.dll
reflectionFlag=1
useRandomWeather=0
lensFlareFlag=1
headlightFlag=1
truckReflectionFlag=1
backdropFlag=1
waterWakeFlag=1


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Jan 07, 2017 2:20 pm 
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Joined: Mon Oct 27, 2003 7:28 pm
Posts: 608
Hrm. Does it happen with any of the stock trucks as well? I'm not getting that on my system.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Jan 07, 2017 5:40 pm 
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Joined: Tue Nov 24, 2015 11:27 am
Posts: 7
Seems to only do so on the edges of the tires/rims on the stock bearfoot that i tried briefly. (getting late so not doing extensive testing tonight.) did the same in 3dfx for me with nglide so possibly install of the game or amd graphics not playing along well. (has to pan around for the front tires to do it or get an odd angle while close too the rear tires (angled over the truck & on a burb i got it visible on the rear tires.)

gonna try on my laptop tomorrow to see if its simply something related too my install & machine.
i can also try a new install as i do have the installer for the game still + adding in the 0.35 + 0.37 patches again to check it over.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Jan 07, 2017 7:37 pm 
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Posts: 608
Thanks for your help! Someone else encountered the problem earlier, but I haven't seen it on my machine (the only shine-through I've been getting is on Digger's shocks). None of these trucks use any transparencies, I'm thinking it might be intersections of faces being the problem?

Meanwhile, I made far better progress on this today than I thought I would. Mapping is gonna be a blast :?

Attachment:
samsonss_pre1.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Jan 08, 2017 3:21 pm 
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Posts: 608
Much better so far than I expected :mrgreen:

Attachment:
samsonss_pre2.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Jan 08, 2017 8:41 pm 
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Joined: Sun Oct 16, 2005 4:39 pm
Posts: 1822
Location: Winnipeg Manitoba, Canada
Looks good

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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jan 27, 2017 2:18 am 
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Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1426
Location: Lost in Translation
Now that I'm back I'll test this out.

Regarding the transparency: I think that is video card related as some people have the problem some don't. I have the problem as well on the desktop but not on the laptop. This is something that, sadly, is most likely beyond my coding abilities (at least at present time).


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jan 27, 2017 10:09 pm 
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Joined: Sun Oct 16, 2005 4:39 pm
Posts: 1822
Location: Winnipeg Manitoba, Canada
Fila wrote:
Now that I'm back I'll test this out.

Regarding the transparency: I think that is video card related as some people have the problem some don't. I have the problem as well on the desktop but not on the laptop. This is something that, sadly, is most likely beyond my coding abilities (at least at present time).

nVidia vs AMD vs Intel?

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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Jan 27, 2017 10:38 pm 
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Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1426
Location: Lost in Translation
Slayer wrote:
Fila wrote:
Now that I'm back I'll test this out.

Regarding the transparency: I think that is video card related as some people have the problem some don't. I have the problem as well on the desktop but not on the laptop. This is something that, sadly, is most likely beyond my coding abilities (at least at present time).

nVidia vs AMD vs Intel?


Pretty much. Also it seems that different nVidia models (usually generations apart) interpret the transparency differently as well.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Jan 28, 2017 10:07 am 
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Joined: Mon Oct 27, 2003 7:28 pm
Posts: 608
Thank you guys for all your help! Finally got somewhere on Samson, need to figure out how to do the arm chains/cuffs and then I'm golden.

...until I do Bulldozer :?

Attachment:
samsonss_pre3.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Feb 02, 2017 8:15 pm 
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Posts: 608
Just chassis work and some details left.


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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Feb 02, 2017 9:20 pm 
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Location: Winnipeg Manitoba, Canada
The fists look more orange than I remember.

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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Feb 09, 2017 2:19 pm 
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Joined: Mon Oct 27, 2003 7:28 pm
Posts: 608
Snow day here in New England means I get a chance to start messing with the Bull (but no horns yet!)


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 Post subject: Re: Introducing the SS Project
PostPosted: Mon Feb 13, 2017 9:23 pm 
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Attachment:
bulldozerss_pre2.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Feb 16, 2017 9:10 pm 
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Posts: 608
Grab the bull by the horns
The old adage goes
Nobody tells you where to go from heeeeeeeeeeeeeeeeeeeeeeere
Attachment:
bulldozerss_pre3.jpg

Ok, so there's no horns yet, but they're coming.

It's going to be SO NICE to do Black Stallion and Nitemare, really basic repaints, after this, and then it's details on all the trucks.

Oh, yeah, Rampage is mostly done, too:
Attachment:
rampagess_pre1.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Feb 23, 2017 8:39 pm 
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Joined: Mon Jul 02, 2001 2:01 pm
Posts: 1426
Location: Lost in Translation
I know I keep saying I'll test them out but been having some major work issues and just haven't gotten the chance yet.


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 Post subject: Re: Introducing the SS Project
PostPosted: Mon Feb 27, 2017 8:00 pm 
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Posts: 608
No sweat, Fila. Plenty of time, going to do some refining on things (and one more truck to start on) before the next release.

Speaking of! Still a bunch of loose ends on both of these, but it's big progress. Just Nitemare left on the list!


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 Post subject: Re: Introducing the SS Project
PostPosted: Mon Feb 27, 2017 10:10 pm 
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Joined: Wed Jan 03, 2001 2:01 pm
Posts: 1027
Location: Nebraska
Wow - Stallion looks great! I mean, they all do, but I like the more detailed version of Stallion.


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Mar 14, 2017 6:53 pm 
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Joined: Mon Oct 27, 2003 7:28 pm
Posts: 608
We had a blizzard here in Massachusetts today, so I took the time to work on the remaining trucks. Nitemare is the last truck on the list, It's down pretty much to details now. The checklist is as follows:

  1. Chassis textures for Black Stallion, Nitemare, and Bulldozer
  2. Fix Bulldozer chassis (needs a face added)
  3. Texture Bulldozer's rear cab
  4. Fix Black Stallion KC lights
  5. Replace Bigfoot's headers with zoomies on the bulk of the trucks
  6. Fix Digger's shocks/use them for Nitemare
  7. Minor paint tweaks where necessary

I managed to find a decent shot of Samson's hood to use. I'm still not sold on the base color but that's a quick fix. Here's some updates...

Attachment:
blackstallionss_pre2.jpg

Attachment:
samsonss_pre5.jpg

Attachment:
nitemaress_pre1.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Mar 24, 2017 4:08 pm 
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Joined: Fri Jun 03, 2016 9:09 pm
Posts: 170
I'll test them for you in Sunday night's tourney, March 26th..we start between 9 & 9:30 p.m., so that's when I'll check here for a pack of trucks to download, just tell me what to download cause don't really know what I'm looking for..some kind of a file to download? Link me a file to download and I'll use it for the tourney Sunday night, a file that's up to date I'll use it :)


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