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 Post subject: Re: Introducing the SS Project
PostPosted: Thu Aug 27, 2020 7:30 pm 
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Should be fixable! Can you say what truck(s) were in the race when you got the error? My guess is it's either the red Snake Bite, one of the Diggers, Predator, or Equalizer, as all of those have custom lights, and I may well have screwed something up.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Aug 28, 2020 7:31 pm 
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Figured out why Digger 12 wasn't working, I was missing an .ACT file. Trying something out and then I should be able to send out an update soon.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Aug 28, 2020 7:56 pm 
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Scratch that! That didn't work. More investigating to do.

One question I have is that I remapped the trucks to 64x64 textures for the chassis, etc., which should be an OK texture size in game, but now the game is barking at me that those files are a bad texture size...which makes no sense to me. Did I miss something?

EDIT: I AM AN IDIOT - I need to put those textures in the pod too aha!

EDIT THE SECOND: I think I have the Digger problem fixed AND the textures working, if anyone wants to try shoot me a message here with your email, the ZIP file is too big for the truck uploader.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Aug 28, 2020 11:47 pm 
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Location: Geelong, Victoria, Australia.
I've done some test driving, so far the only truck I've found that has the tendency to make the game crash with the night weather settings on is the HD Bear Foot, every other truck seems to be working just fine, but then there are other times where the HD Bear Foot would be loaded onto the track and the game won't crash at all, so it's kinda hard to tell whatever or not the other trucks are having issues as well, it's all completely random at times, but after a few tests, it's safe to say right now that the HD Bear Foot is the main culprit in the night time tracks crashing.

And by the way, The HD Bear Foot has one tail/brake light not working.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Aug 29, 2020 12:21 pm 
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Thanks - that was a huge help. Turns out I had somehow put the secondary axlebar offsets in the middle of the light portion of the TRK file, so it didn't read anything after that. I will correct it and send out a new version.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Aug 30, 2020 12:45 am 
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Location: Geelong, Victoria, Australia.
Awesome!!! Happy to have helped out.


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 Post subject: Re: Introducing the SS Project
PostPosted: Sat Sep 05, 2020 2:29 pm 
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http://www.mtm2.com/MTM2/Trucks/trucks. ... %29+Update

Let me know if there are any issues, but this should work far better than the last go round.


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Sep 11, 2020 8:31 pm 
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Now that the main pack is done, time to have some fun.

Attachment:
ridess_pre.jpg

Attachment:
mmss_pre.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Sep 13, 2020 1:39 am 
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Location: Geelong, Victoria, Australia.
Oh yes! I love the idea of custom HD trucks, much better than the art style of TRI's stock trucks. I'm keen to see more.


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 Post subject: Re: Introducing the SS Project
PostPosted: Wed Oct 07, 2020 7:20 pm 
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So I just answered my own question about TRUCK2.pod: In CPOD, you can disable all the stock trucks by double-clicking the status section in the lower right. Which means you can keep the pod mounted and the game will start, but only the HD trucks will show! I wonder if I should go back and remove the HD from all the truck names then?


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Oct 11, 2020 8:53 pm 
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Joined: Wed Jul 15, 2020 9:42 pm
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Well, if a person was to want to pick some HD but had some non HD ones that for some reason they liked better.
At least with the old ones not disabled, and the names clearly stating HD, they would know which was which.

Me personally, yea i would just disable the non HD, and use only the HD trucks, in which case i no longer need to know which was which.


Now, if only i could "PROPERLY" replace the truck audio
key word being properly
You can stick a standard wav file in, the game will play it, but it wont play it right
It has to be in some, probably long dead MS proprietary, RAW headerless format


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Nov 17, 2020 2:11 am 
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Cale wrote:
Thanks - that was a huge help. Turns out I had somehow put the secondary axlebar offsets in the middle of the light portion of the TRK file, so it didn't read anything after that. I will correct it and send out a new version.


That bloody 2.1 axle :p


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 Post subject: Re: Introducing the SS Project
PostPosted: Fri Sep 03, 2021 10:39 am 
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Update! Spent the morning fixing one of my big issues with the trucks - the "wireframe" effect on the insides of the body due to mapping to the edges of a 64x64 texture. Tedious job that took a couple of hours but worth it.

The next thing I did was figured out how to get only the HD trucks to show up! I had to both rename the trucks to the MTM2 stock .TRK files, as well as disable the stock .TRKs in TRUCK2.POD. How should I roll this out then - just have the instructions in the readme to use CPOD and disable the stock trucks, or still go further to merge the 2 pods? Right now I'm mounting TruckHD above Truck2 with no issues. Leave it up to your preferences...


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Sep 05, 2021 2:22 pm 
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Final Release! Time to make some other trucks as standalone addons.

http://www.mtm2.com/MTM2/Trucks/trucks. ... al+Release

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HDPack9_21.jpg


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 Post subject: Re: Introducing the SS Project
PostPosted: Sun Sep 05, 2021 10:14 pm 
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If it's alright with you I'm gonna have that screen shot printed and framed.
Not only are the trucks better looking than I thought the game could even render but your shot perfectly captured the game itself.

Thank you.


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 Post subject: Re: Introducing the SS Project
PostPosted: Mon Sep 06, 2021 7:40 am 
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Malibu350 wrote:
If it's alright with you I'm gonna have that screen shot printed and framed.
Not only are the trucks better looking than I thought the game could even render but your shot perfectly captured the game itself.

Thank you.

Can I get a copy too?

Thanks for the compliment - I've been driving your Evo Junkyard conversion more than just about any other track recently. Fits well with the trucks and is a more fun drive than Scrapyard Run.


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Aug 02, 2022 7:36 pm 
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Having some fun...


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Aug 02, 2022 7:38 pm 
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And a couple more...


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 Post subject: Re: Introducing the SS Project
PostPosted: Wed Aug 03, 2022 12:42 am 
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Location: Geelong, Victoria, Australia.
Yeah mate!!! Sweet rides! Any chance of release? They'll sure go along nicely with the SS replicas as well!


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 Post subject: Re: Introducing the SS Project
PostPosted: Tue Aug 16, 2022 8:02 pm 
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Pretty happy with how this one came out on the first pass...

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