Introducing the SS Project

mtm2 and other sensible chat
Post Reply
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 »

I've been meaning to take a look at adjusting that shiny layer. I do agree with what Kmaster pointed out that on some trucks it looks too much but some trucks do look good with it. Just haven't seen it as a priority due to so many other things going on.
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

LeannesLamentCP3.png
Both Leanne's Lament and Anita Go Fast were built using truck (car?) length 256x256 textures using PSP 2018's vector graphics, so they resized easily enough to 512x512 to test out the PNG stuff. Seems to work well and I'm happy with the result. Redoing my full HD pack in this way would be a lot of work - specifically, I'd need to completely redo the existing textures to get them to resize properly. I played around with Upscayl a bit today and it just doesn't work for the existing low-res raster stuff. So I won't be redoing the graphics on those trucks, though I am working on chassis upgrades. It's a lot, and I just don't have the time (or motivation) like I used to.

Anyhow, I've put an upgraded version of Leanne's Lament out there and I'll try to get AGF out there as well in a few days - part of the upgrade is changing the chassis and shocks to "not shiny" and I have other things that need to get done tonight. LL can be found at: mtm2.com/~trucks/T2026/leanneslamentforcp3bycale.zip

And here's AGF's current status, so you can see the benefit there, too:
Monster Truck Madness 2 10_4_2026 6_36_17 PM (1).png
You do not have the required permissions to view the files attached to this post.
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 »

That looks really nice!!!
User avatar
OG_RuDeE
Member
Posts: 371
Joined: Fri Apr 28, 2023 4:11 pm

Re: Introducing the SS Project

Post by OG_RuDeE »

Yep, checked it out this morning in game, looking good.

Vectorizing all of your HD trucks by hand would be a ton of work! Tried a couple vertorizers online just to test. Here's a couple results from https://vectorizer.ai/

Very cartoony, but infinitely scalable! :lol:
Screenshot 2026-10-05 075427.png
Screenshot 2026-10-05 075520.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 »

OG_RuDeE wrote: Mon Oct 05, 2026 10:00 am Yep, checked it out this morning in game, looking good.

Vectorizing all of your HD trucks by hand would be a ton of work! Tried a couple vertorizers online just to test. Here's a couple results from https://vectorizer.ai/

Very cartoony, but infinitely scalable! :lol:

Screenshot 2026-10-05 075427.pngScreenshot 2026-10-05 075520.png
Yeah, vectorization doesn't really work for trucks like Grave Digger, it really needs to be an edited photo of the actual truck, or at least parts of it.

Here's a bit of a look behind the curtain at how I made most of the HD trucks. Bear in mind that there's still about 5 layers above what's shown in the shot. Here, the forest and gradient graphics are vector, but the logos are not, mainly because things like the old Wilderness wordmark are hard to come by and trying to make a vector image of that would be prohibitively time consuming. I pull wireframes from mapping in BinEdit and then build the graphics around them. Most of the body parts are mapped as carefully as possible to match up with the adjacent parts, so the hood lines up with the front fender with the cab with the bedside with the tailgate etc. I then cut this image back up into the 256x256 files. It's a process but the results are great. This is why any updates to the HD trucks will not touch the body graphics, only the chassis (and maybe some interior stuff, which I've been on and off working on - getting a good driver model is tedious!).
Screenshot 2026-10-05 193901.png
Anyhow, the Comm Patch 3 of Anita Go Fast is on the Trucks page now. (mtm2.com/~trucks/T2026/anitagofastforcp3bycale.zip) I should make more of those trucks - I have a whole sketchbook of poorly drawn gassers with female names to pull from, just a matter of being inspired to do the next one.
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 »

Screenshot 2026-10-12 204936.png
And here's why my modeling technique makes things so tedious. It's not a great way of doing it, but it is my own.

This is what I'm aiming for, ultimately...
madamegenevieve_forum.jpg
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 »

That's gonna be fun!
User avatar
Cale
Member
Posts: 696
Joined: Mon Oct 27, 2003 7:28 pm

Re: Introducing the SS Project

Post by Cale »

Getting there...
Screenshot 2026-10-13 200928.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 »

Time to map
Screenshot 2026-10-19 203848.png
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 »

❤️
Post Reply