Author Topic: Dirt oval content  (Read 9503 times)

Torque

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Re: Dirt oval content
« Reply #30 on: December 22, 2015, 04:29:45 AM »
I did some more work on the textures. When the track is "rubbered up" it now reflects sun light. I have tried to get the track to reflect the car but I haven't been able to get it to work. I don't know if it is possible on the soil terrain. If anyone knows how to make the car reflections work let me know.
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Torque

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Re: Dirt oval content
« Reply #31 on: December 22, 2015, 04:31:41 AM »
More pics.
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Fauntleroy16

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Re: Dirt oval content
« Reply #32 on: December 22, 2015, 04:59:51 AM »

bison160

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Re: Dirt oval content
« Reply #33 on: December 22, 2015, 02:32:26 PM »
Very nice guys!

This is a much more accurate version of the phases a track goes through than PiBoSo's knoxville. On Knoxville, the track is light, and the tire marks make it darker.

On your track, it appears to start out with some moisture in it, then the tire marks dry it out, and eventually polish it over and rubber it up.

Also, what track is this? Looks a bit like the track I'm working on....Lernerville. But without any trackside objects, it could be any one of 100's of tracks...lol.
« Last Edit: December 22, 2015, 04:11:57 PM by bison160 »

Torque

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Re: Dirt oval content
« Reply #34 on: December 22, 2015, 07:48:18 PM »
Thanks bison. The track surface only uses three material layers. The deformation does an excellent job of blending them together as the track wears down.

The track is loosely inspired by Albany-Saratoga speedway. I am pretty much just going by the seat of my pants as this is my first track. I plan to add a wall on the front stretch and a few track side objects. Then I will release a beta version.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

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Fauntleroy16

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bison160

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Re: Dirt oval content
« Reply #36 on: January 12, 2016, 08:44:14 AM »
Looking great man!

Torque

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Re: Dirt oval content
« Reply #37 on: January 13, 2016, 03:01:07 PM »
Thanks bison. How is your track coming along? Any luck figuring out why your objects weren't in the right place?


You are welcome to run some laps with us some night. We are on most nights between 8pm-11pm EST. I have been debating renting a teamspeak and dedicated server to leave up 24/7 but it doesn't look like there is enough interest built up yet.
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Torque

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Re: Dirt oval content
« Reply #38 on: January 19, 2016, 04:34:12 AM »
Here are some updated screenshots showing progress on the track. Hopefully I will be releasing a beta version soon.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

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Hawk

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Re: Dirt oval content
« Reply #39 on: January 19, 2016, 04:52:24 AM »
Looking very good mate!  ;D 8)

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LOOPATELI

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Re: Dirt oval content
« Reply #40 on: January 19, 2016, 11:13:55 AM »
Really nice job!!

Torque

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Re: Dirt oval content
« Reply #41 on: January 21, 2016, 03:53:03 AM »
A beta version has been released. Check the track section for the download link.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

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Torque

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Re: Dirt oval content
« Reply #42 on: January 26, 2016, 03:04:16 AM »
Well, work has begun on a street stock. I needed a little break from the track. My plan is to do 3 body styles eventually... a Monte Carlo, Camaro and a Nova.

This is my first real model in blender. I am happy with it so far. The models I used in the track were made In a mechanical design CAD program and exported to blender for simple refinements.

I have put the body into the game with some very crude wheels but I need to work on the suspension geometry and location. It also looks like the scale might be off and I noticed a couple areas where the shading doesn't look right.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

Let us know what you think!


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ditchs14

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Re: Dirt oval content
« Reply #43 on: January 26, 2016, 05:04:41 AM »
oh boy oh boy oh boy!

Phathry25

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Re: Dirt oval content
« Reply #44 on: February 02, 2016, 03:24:28 AM »
Well, work has begun on a street stock. I needed a little break from the track. My plan is to do 3 body styles eventually... a Monte Carlo, Camaro and a Nova.

This is my first real model in blender. I am happy with it so far. The models I used in the track were made In a mechanical design CAD program and exported to blender for simple refinements.

I have put the body into the game with some very crude wheels but I need to work on the suspension geometry and location. It also looks like the scale might be off and I noticed a couple areas where the shading doesn't look right.

Did you find a rough guide for importing a model somewhere?  Trying it blind, but not getting anything to show up in the game.  :(