Released The Heavy prop shop

Discussion in 'Mods and Skins' started by BaronRedStorm, Aug 7, 2014.

  1. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Hi this is just the default barrier but modified so it is super heavy it is my first official mod Hope you all enjoy :)
    There is 1 known issue so far if a car hits it super fast it may cause instability remember if you want the original props run the updater
    anyway enjoy
    I am happy to say these are now officially working :D
    Just plop the file's in the zip into the vehicles folder
    Features
    1075kg Barrels
    15000kg Barrier
    1800kg Tire stacks
    500kg Cones
    10000kg Flip ramp
    15024kg Road signs
    That is the end of props in the game enjoy these heavy versions of the props :)
     

    Attached Files:

    #1 BaronRedStorm, Aug 7, 2014
    Last edited: Aug 8, 2014
  2. IBsenoj

    IBsenoj
    Expand Collapse

    Joined:
    Sep 28, 2013
    Messages:
    818
    Re: 15000kg barrier

    Congrats on your first mod!! Maybe next you could make some heavy barrels! :)
     
  3. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Re: 15000kg barrier

    Thanks :) i am gonna make some more heavy props for the fun of it hope everyone enjoys this
     
  4. IBsenoj

    IBsenoj
    Expand Collapse

    Joined:
    Sep 28, 2013
    Messages:
    818
    Re: 15000kg barrier

    Ok cool!

    Here's a tip: When you make the other props, just put them into this forum and change the title. That way people can find your mods all in one thread and it would make it more organized! :)
     
  5. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Re: 15000kg barrier

    Ok thanks for the tip
     
  6. IBsenoj

    IBsenoj
    Expand Collapse

    Joined:
    Sep 28, 2013
    Messages:
    818
    Re: 15000kg barrier

    Yeah kinda! Just edit this thread when you have a new one, and change the title accordingly. That way there won't be multiple threads.
     
  7. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Re: 15000kg barrier

    Ok thanks

    - - - Updated - - -

    Or i could name this the heavy prop shop
     
  8. IBsenoj

    IBsenoj
    Expand Collapse

    Joined:
    Sep 28, 2013
    Messages:
    818
    Re: 15000kg barrier

    Haha! I love that! Sounds awesome.
     
  9. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Re: 15000kg barrier

    Ok i am changing the name to the heavy prop shop
     
  10. IBsenoj

    IBsenoj
    Expand Collapse

    Joined:
    Sep 28, 2013
    Messages:
    818
    Re: 15000kg barrier

    Ok cool.
     
  11. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Re: The Heavy prop shop (only 1 prop at the moment)

    New barrel screenshots top page

    - - - Updated - - -

    New 1800kg tire stacks :)

    New 500kg Cones :D
     
    #11 BaronRedStorm, Aug 7, 2014
    Last edited: Aug 7, 2014
  12. Aboroath

    Aboroath
    Expand Collapse

    Joined:
    Aug 25, 2013
    Messages:
    3,804
    Congrats man. Starting slow and easy and in steps is logical and most of all FUN.:cool:
     
  13. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    It definatly is :cool:
     
  14. SHOme1289

    SHOme1289
    Expand Collapse

    Joined:
    Nov 6, 2013
    Messages:
    1,286
    Awesome idea!! These are n/b based, correct? Looking forward to more of these n/b mods, like Drowsy's N/B Ramp and Cannon. Cars and vehicle are great, but static objects like these would definitely add a lot more immersion into the game. Trees and bushes, anyone? And great name for this thread :)
     
  15. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    I believe they are n/b based i have no idea i was fiddling with the jbeam and changed node weights and decided to make heavy props :D
     
  16. SHOme1289

    SHOme1289
    Expand Collapse

    Joined:
    Nov 6, 2013
    Messages:
    1,286
    Then I believe that you believe correctly, if you modified the Jbeam , they most certainly are N/B based:) good job, this is probably the best way to get to know the jbeam system, by tweaking small bits (check out my sig Covet Mod, doing similar light tweaking to achieve desired results...on hold for now, waiting for Multi-DAE support)
     
  17. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Ok I will check out your covet when i finish with the props

    - - - Updated - - -

    New 10000 kkg flipramp check top post for snapshots :D

    - - - Updated - - -

    I really like the look of your new covet

    - - - Updated - - -

    Sorry for a delay i was eating i am going to start the signs :)

    - - - Updated - - -

    New 15024kg Road signs check them out (Warning may have lots of clipping issue's)
     
  18. CrazeGaming

    CrazeGaming
    Expand Collapse

    Joined:
    Sep 3, 2013
    Messages:
    81
    Looks really cool. Hope you keep going with these as these could cause a lot of destruction to cars. :p
     
  19. BaronRedStorm

    BaronRedStorm
    Expand Collapse

    Joined:
    Jul 12, 2014
    Messages:
    817
    Thanks :) allready finished with the props i am thinking of a heavy car shop thread but first i am seeing if i can figure out how to make cars heavier and adjust engine powers so they can move

    - - - Updated - - -

    Woah engine torque takes a long time to figure out maybe i try tomorrow
     
  20. SHOme1289

    SHOme1289
    Expand Collapse

    Joined:
    Nov 6, 2013
    Messages:
    1,286
    Here is a pic of the torque curve for (my modified) Covet (outlined in RED)

    It is basically a list of RPM, separated by a comma, a space, then a torque value (in NM).

    You can see how I bumped up the NM of the Covet engine, not ridiculous, but a more realistic torque curve. Kinda like a diesel engine. Just adjust these values. That's how you can modify the car's power.

    Image:
    torque.png

    EDIT Like a diesel engine, with a LOT of top end :p

    You can see that my RPM values jump around...
    The easiest and most "organized: way to create the torque curve is to use evenly spaced RPM numbers...
    500
    1000
    1500
    2000
    2500...etc etc.

    Or you can use smaller intervals, like every 500 or even 100 rpms (that will create a long list, but should translate in-game to a smooth torque curve).

    And the best way to make the cars heavier, but balanced, is to find nodes near the center of the car, and the lower, the better (such as nodes near the transmission tunnel/floor boards under the front seats, etc).

    I can go on and on, since I have been messing around for a few months now, but here is a link to the tutorial that helped me in the beginning...once you follow this tutorial and play around with it for a few days/weeks, you get more and more brave to start tackling more advanced values/sections of the jbeam.

    HERE is the tutorial. It's pretty good, not "over-the-top" in depth, but a great place to start. Keep on keepin' on!!
     
    #20 SHOme1289, Aug 7, 2014
    Last edited: Aug 7, 2014
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice