Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bison160

Pages: [1] 2 3 ... 7
Cars / Re: Dirt Latemodel
« on: July 12, 2018, 03:59:20 AM »
Little update on this project.

First tracks have been scanned. 2 for now, 3rd one coming soon. Couple shots of the scans and the 3d surface laid over the scan.

Still a lot of 3d work to do. I hope we get some progress on needed WRS features so it can be used. If not, I will be forced to use RF2.

General Discussion / Re: Crowdfunding...
« on: July 12, 2018, 03:48:30 AM »
All of your projects should be on Steam for sure, crowdfunded or not. If for nothing else than the easy access for millions of gamers as well as people being able to add new content whether paid or free.

As far as crowdfunding for ability to add more content, I'm not sure its necessary until each project is release ready. Having a complete and working game will bring in a lot more modes and content which will in turn sell more games and generate more income.

Paints / Re: Dirt/mud on cars
« on: July 27, 2017, 04:05:35 PM »
I assume that is just painted on? It looks decent, but that is one of the features I'd like to see for dirt is mud accumulating on the cars depending on the variables of how wet the dirt is, and how close you are behind people.

Suggestions and wishlist / Re: Suggestions for dirt racing
« on: June 28, 2017, 05:08:17 PM »
I also have been working on a list as I go and will get it typed up eventually.

The major problem I see as of now with the way the track deformation currently works (along with the things noted) is that the dirt that is eroded just disappears. Instead of it just going away, it needs to be able to be "moved" There also needs to be a variable, connected to the moisture content of the dirt. Wet dirt will get thrown in bigger clumps, while the dryer it gets, the less it moves, and in smaller particles. to the point where hard.

Actually, as long as we have more variables in types of dirt to work with, we can easily create our own "drying lines" with different layers. As the wet dirt gets worn away, you reveal a dryer  more compact layer of dirt.  Don't really see the need for actual "drying line"

Cars / Re: Dirt Latemodel
« on: May 22, 2017, 04:30:09 PM »
Couple more

Cars / Dirt Latemodel
« on: May 22, 2017, 04:29:24 PM »
I have began the process of creating a dirt latemodel mod. I will probably put it in WRS and see how things go, but I fear it is a long ways away from release. I will not release publicly until there are several things done from PiBoSo. That has been my only hesitation in putting any time into the mod for WRS is to get a lot of time invested, and then those features never come. I have decided however that I will go ahead and start work on getting the car and tracks into WRS because some close friends and I have simulators that we can set up and run against each other in a LAN setting.

Although this may never be publicly released, I figured I would still share my development progress with you guys here. If PiBoSo does at some point work on proper features needed for a dirt sim, then I will release it at some point. It will include at least 1 latemodel chassis, and around 5-10 tracks. Everything will be laser scanned to ensure complete accuracy.

I was able to get some time with a brand new Rocket XR1 chassis last week and have started modeling based on the scan. Here are a few pictures of the scan.

General Discussion / Re: Aaugh!
« on: March 10, 2017, 12:47:44 AM »
And on the sprint car side of things, Lucas Oil ASCS Sprint cars are more wide spread with a national series and regional series throughout the country. I'm sure they went to WoO just because it's been around forever and they have a top tier Latemodel and Sprint Car series.

General Discussion / Re: Aaugh!
« on: March 10, 2017, 12:44:18 AM »
That's fine, I was planning on going after licensing with Lucas Oil Dirt Latemodel Series anyways! ;P

Tracks / * WRS / MXB: investigation of a heightmap rendering error
« on: February 24, 2017, 08:08:32 PM »
* WRS / MXB: investigation of a heightmap rendering error

Noticed this in the development updates. Could you please expand PIBOSO? I have noticed some HM's coming into the game a little strange. Not what is expected. Especially the way it rounds off slopes. Wondering if this might fix the issue.

Bug Reports / Re: Crashing while racing Winged 410 Sprints
« on: January 26, 2017, 03:54:09 AM »
I use the Clubsport pedals just fine. Although I am running them through the Fanatec Wheel Base as well. I do have a G27 I could try hooking up sometime to see if I can replicate the issue. Unless PiBoSo already has this on his known buglist.

Racing / Re: WE ARE ONLINE!!!!
« on: January 23, 2017, 05:41:18 PM »
I was in for about an hour or so and there were 7 or 8 at that time. Enough to make it pretty hectic out

General Discussion / Re: Winged Sprint Car Paints
« on: January 18, 2017, 07:50:12 AM »
If you would like, I can do up some better tire textures to include with.

General Discussion / Re: Winged Sprint Car Paints
« on: January 18, 2017, 12:31:35 AM »
Nice work dude. Would love to have that Clausen skin!

Tracks / Re: Silver Dollar w/ deformation
« on: January 04, 2017, 05:03:35 AM »
Go Pathry go!!!

Tracks / Re: TSF Raceway v0.6
« on: December 12, 2016, 02:32:22 PM »
Holy crap, you guys ran some serious laps to black the whole thing out!!! LOL I haven't updated this in quite some time. In fact, I wasn't even sure that it still worked in the newer builds. I will work on getting an updated version with the deformation slowed down a bit.

Pages: [1] 2 3 ... 7