Introducing the SS Project

mtm2 and other sensible chat
Post Reply
User avatar
Ford-chan
Member
Posts: 327
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: Introducing the SS Project

Post by Ford-chan »

If Snake Bite had a cousin, hehehe!
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

User avatar
Kmaster
Member
Posts: 1583
Joined: Fri Oct 10, 2003 6:19 pm
Location: Valparaíso, Chile.
Contact:

Re: Introducing the SS Project

Post by Kmaster »

Nice trucks! I also love the increased draw distance of the hd patch. it gives new life to stadium tracks
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

The beginnings of something different. No time frame, just channeling some creative energy.
comet_sketchup.jpg
Trying to make this drivable, essentially. One of a few that I sketched out on paper, then tried some graphics work on in PSP.
Leanne's Lament_MTMG.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

Mapping time!
comet_mtm1.gif
You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

comet_mtm2.jpg
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.
You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

comet_mtm3.jpg
leanne1.jpg
Progress! The difficult parts largely done.
You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

Entertaining myself, at least.
comet_mtm4.jpg
comet_mtm5.png
You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

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
BFXIHD-1l.jpg
You do not have the required permissions to view the files attached to this post.
Matt785
Member
Posts: 51
Joined: Tue Nov 25, 2008 5:46 pm

Re: Introducing the SS Project

Post by Matt785 »

*deleted*
Last edited by Matt785 on Tue Jun 09, 2026 8:21 pm, edited 1 time in total.
Matt785
Member
Posts: 51
Joined: Tue Nov 25, 2008 5:46 pm

Re: Introducing the SS Project

Post by Matt785 »

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
Is this going to be released anytime soon? It looks ready to me.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

Matt785 wrote: Tue Jun 09, 2026 8:20 pm
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
Is this going to be released anytime soon? It looks ready to me.
It's far from done - I couldn't find a good hood graphic to go off of so I shelved it. Sorry.
User avatar
Fila
Member
Posts: 2191
Joined: Mon Jul 02, 2001 2:01 pm
Location: Lost in Translation
Contact:

Re: Introducing the SS Project

Post by Fila »

Omg Cale... the next update is gonna get you back into truck making, baby or no baby.
User avatar
Ford-chan
Member
Posts: 327
Joined: Sun Feb 05, 2017 5:17 am
Location: Australia
Contact:

Re: Introducing the SS Project

Post by Ford-chan »

Crikey! I don't think I'm going to sleep tonight reading that!
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

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.
Screenshot 2026-09-12 142412.png
You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

Or I could just make my life easier in general!
Screenshot 2026-09-27 132658.png
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?
You do not have the required permissions to view the files attached to this post.
User avatar
OG_RuDeE
Member
Posts: 371
Joined: Fri Apr 28, 2023 4:11 pm

Re: Introducing the SS Project

Post by OG_RuDeE »

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.
You do not have the required permissions to view the files attached to this post.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

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.
MTM2_BF1.png
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.
MTM2_WF1.png
You do not have the required permissions to view the files attached to this post.
Post Reply