[ARCHIVED] CRD Monster Truck Development Thread

Discussion in 'Beam-Monsters' started by Deleted member 160369, Dec 4, 2016.

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  1. Deleted member 160369

    Deleted member 160369
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    It would fit without the hubs. I need them in place if I don't want to redesign the steering geometry (the outer junction node would pop out).
     
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  2. enjoyinorc6742

    enjoyinorc6742
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    there is one thing i heard from one of the sim monster guys, the axles are a bit too wide. too much hassle to redo them IMHO. will you do an new version of the CRD using completely new props (a seperate CRD using different models than what we have)?
     
  3. Deleted member 160369

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    Maybe, I love doing monster truck stuff!

    It's probably more trouble than it's worth though. I don't know. :)
     
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  4. enjoyinorc6742

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    you are doing a cohen from the ground up, and you say it's not worth the hassle of updating the props for the CRDTest. if you don't want to do it, then don't
     
  5. Deleted member 160369

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    Updating the props isn't really a problem, although time consuming: each prop needs its own material, proper positioning, ecc... I may do it once the technical layer is solid enough.

    Replacing functional parts such as the axles, on the other hand, likely implies a thorough redesign of most JBeams. Can be done, too, but I'd rather bring what we currently have to a satisfying level of accomplishment first. :)
     
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  6. gameboy3800

    gameboy3800
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    i get a lot of people asking where they can get grave digger. should include it in the next public version.
     
  7. Deleted member 160369

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    I'm updating it as development goes by.

    I'm not including it in the main mod as the low-poly mesh available doesn't reflect the overall quality of the other assets. Besides, Grave Diggers will come with Cohen. Or, a better, hi-poly version of XXIII/XXVII could be added to the CRD mod if I manage to modify the spaceframe properly.

    :)
     
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  8. gameboy3800

    gameboy3800
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    i actually dont notice the low poly mesh that much. if anything i think zombie is in the biggest need for a retexture.
     
  9. Deleted member 160369

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    Well, even after smoothing, the headlights cluster are pretty much octagon-shaped... Not even close to @ROCKGODBOSS's sublime body mesh. It's also lacking a windshield and the fiberglass lining, although those could be rectified rather easily. It was good as a stop-gap solution, but I'm not sure it's worth further updates.

    As for Zombie, textures look OK to me... :confused:
     
  10. gameboy3800

    gameboy3800
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    i don't notice the lights being oddly shaped or anything like that. if anything i'm impressed that they're working red lights just like the real thing. and nobody has ever complained about grave diggers looks in any of my videos. for some reason i remember zombie having a bad texture, particularly with the face. but i don't see any issues now. did you recently fix that?
     
  11. HumanTarget

    HumanTarget
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    "You calling me ugly?"
     
  12. enjoyinorc6742

    enjoyinorc6742
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    so could we test RC2 now? it's been almost a week since the last up to date test version and you've done quite a bit
     
  13. AaronL

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    Patience. Please.
     
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  14. enjoyinorc6742

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    he said it's close to public release now and this IS the development group, and what about me and the discord thing (can't get on)?
     
  15. Deleted member 160369

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    Yup. I'm polishing things up and packing up a redistributable version.
     
  16. christianzee2002

    christianzee2002
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    do u have a time you are gunna release it
     
  17. enjoyinorc6742

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    Patience, it will come in time (was hoping to test before i go back to school tomorrow)
     
  18. Deleted member 160369

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    Will be uploaded as soon as the RII lights are both done. :)
     
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  19. HumanTarget

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    No school for me tomorrow :) Snow day!!!
     
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  20. enjoyinorc6742

    enjoyinorc6742
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    i wish.
     
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