Introducing the SS Project
Re: Introducing the SS Project
If Snake Bite had a cousin, hehehe!
Re: Introducing the SS Project
Nice trucks! I also love the increased draw distance of the hd patch. it gives new life to stadium tracks
Re: Introducing the SS Project
The beginnings of something different. No time frame, just channeling some creative energy.
Trying to make this drivable, essentially. One of a few that I sketched out on paper, then tried some graphics work on in PSP.
Trying to make this drivable, essentially. One of a few that I sketched out on paper, then tried some graphics work on in PSP.
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Re: Introducing the SS Project
Mapping time!
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Re: Introducing the SS Project
Kind of wish I had built this in halves like a regular truck body, but won't look so bad once I get the rest of the mapping done.
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Re: Introducing the SS Project
Progress! The difficult parts largely done.
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Re: Introducing the SS Project
Entertaining myself, at least.
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Re: Introducing the SS Project
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Re: Introducing the SS Project
Entertaining myself now. Bigfoot never ran this scheme on the 1997 F150, but I decided it would look good. So: http://mtm2.com/MTM2/Trucks/trucks.php? ... t+XI+%2798
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Re: Introducing the SS Project
*deleted*
Last edited by Matt785 on Tue Jun 09, 2026 8:21 pm, edited 1 time in total.
Re: Introducing the SS Project
Is this going to be released anytime soon? It looks ready to me.Cale wrote: Sun Nov 19, 2017 8:22 pm Not going to be in the initial pack release, but "phase II" is probably going to be a mini pack of trucks from 1991-1992...at least, it will now that they restored the actual Taurus 3 a few weeks back.
taurusss_pre1.jpg
Re: Introducing the SS Project
It's far from done - I couldn't find a good hood graphic to go off of so I shelved it. Sorry.Matt785 wrote: Tue Jun 09, 2026 8:20 pmIs this going to be released anytime soon? It looks ready to me.Cale wrote: Sun Nov 19, 2017 8:22 pm Not going to be in the initial pack release, but "phase II" is probably going to be a mini pack of trucks from 1991-1992...at least, it will now that they restored the actual Taurus 3 a few weeks back.
taurusss_pre1.jpg
Re: Introducing the SS Project
Omg Cale... the next update is gonna get you back into truck making, baby or no baby.
Re: Introducing the SS Project
Crikey! I don't think I'm going to sleep tonight reading that!
Re: Introducing the SS Project
So, trying to eat the elephant one bite at a time.
Between work and baby (and other things) it's tough to find time to make the changes that I want to the HD trucks. But I do think it's worthwhile, it's just a ton of work. I have some old models for engines and fuel cells that I can repurpose for the trucks with new textures, but the frames and interiors are going to have to be brand new, which is daunting to say the least. And yes, I could make one generic frame and use it across all the trucks...but that wouldn't be fully accurate, so I'm going to have to make new ones. The engine model is below after an hour of trying to upgrade the textures, there's still way more to do but it will wait for another day. Thinking of also starting with the 4x4 Evo driver model for the interior...but he could use some legs...
I think the plan is to start with Bigfoot, because that one chassis then covers something like 7-8 trucks. Then move on to others.
Between work and baby (and other things) it's tough to find time to make the changes that I want to the HD trucks. But I do think it's worthwhile, it's just a ton of work. I have some old models for engines and fuel cells that I can repurpose for the trucks with new textures, but the frames and interiors are going to have to be brand new, which is daunting to say the least. And yes, I could make one generic frame and use it across all the trucks...but that wouldn't be fully accurate, so I'm going to have to make new ones. The engine model is below after an hour of trying to upgrade the textures, there's still way more to do but it will wait for another day. Thinking of also starting with the 4x4 Evo driver model for the interior...but he could use some legs...
I think the plan is to start with Bigfoot, because that one chassis then covers something like 7-8 trucks. Then move on to others.
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Re: Introducing the SS Project
Or I could just make my life easier in general!
The "metal" behind the frame isn't accurate BUT I like the way is looks and it allows me to keep the "solid model" aesthetic I want. Now to work on the interior...
Rudee, can you send over the wheels you already did with the tires using the regular (non-shiny) face type?
The "metal" behind the frame isn't accurate BUT I like the way is looks and it allows me to keep the "solid model" aesthetic I want. Now to work on the interior...
Rudee, can you send over the wheels you already did with the tires using the regular (non-shiny) face type?
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Re: Introducing the SS Project
Hey Cale, yes I can. Can you tell me which model base names you are looking for? I'm out of the house at the moment but I'll fish through them and send them over when I'm back or when I hear from you.
Edit: Here (attached) are a bunch of normal maps for your HDCustoms. Just throw these into the art folder in your HDCustoms1 pod. Without editing the models at all, this will make certain parts matte and keep others shiny. I made the tire tread a little transparent (light shine) so the normals show better, but you could make them fully opaque if you want no shine at all.
As far as I know, the alpha layer manipulating the shinyness works only on 0x29 face type. So, you shouldn't need to edit any models at all, just normal maps. If you want the full pod, let me know.
Also, mount your HDCustoms1.pod above any other trucks to make sure these normal maps take priority.
If you want tires with modified face types instead, here is your HD Truck2 Final stuff edited like that:https://drive.google.com/file/d/15xnc7b ... drive_link
I prefer the normal map method. If you don't want bumpiness, just make flat normal maps (solid purple) and edit transparency where you want shinyness. Opaque = flat / not shiny and transparent = shiny.
Edit: Here (attached) are a bunch of normal maps for your HDCustoms. Just throw these into the art folder in your HDCustoms1 pod. Without editing the models at all, this will make certain parts matte and keep others shiny. I made the tire tread a little transparent (light shine) so the normals show better, but you could make them fully opaque if you want no shine at all.
As far as I know, the alpha layer manipulating the shinyness works only on 0x29 face type. So, you shouldn't need to edit any models at all, just normal maps. If you want the full pod, let me know.
Also, mount your HDCustoms1.pod above any other trucks to make sure these normal maps take priority.
If you want tires with modified face types instead, here is your HD Truck2 Final stuff edited like that:https://drive.google.com/file/d/15xnc7b ... drive_link
I prefer the normal map method. If you don't want bumpiness, just make flat normal maps (solid purple) and edit transparency where you want shinyness. Opaque = flat / not shiny and transparent = shiny.
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Re: Introducing the SS Project
Thank you! I'll give those a shot in the next couple of days. I kind of want to try the normal maps on the new chassis textures to see if I can get any depth to them. As I have time I guess.
Meanwhile, here's what the truck, as it stands, looks like in game. I actually took advantage of what Fila has done to increase color depth and given Bigfoot a lighter blue gradient that makes the colors a little more accurate to the real truck. I like where this is headed so far, and once I figure out an interior I'll start applying it to other trucks.
For reference, here's Wildfoot, another HD truck that benefits greatly from the increased color depth, in the same spot. The shiny shocks/chassis are too much.
Meanwhile, here's what the truck, as it stands, looks like in game. I actually took advantage of what Fila has done to increase color depth and given Bigfoot a lighter blue gradient that makes the colors a little more accurate to the real truck. I like where this is headed so far, and once I figure out an interior I'll start applying it to other trucks.
For reference, here's Wildfoot, another HD truck that benefits greatly from the increased color depth, in the same spot. The shiny shocks/chassis are too much.
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