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@joemama said in Using own textures as materials:

Very useful information, thanks for sharing!

How would u distribute the level with custom textures included in the "TextureCache.zip"?

Will this conflict with the "TextureCache.zip" of the person downloading the level? (i.e. they have different custom levels with diff custom textures)

So after some messing around with it, I finally figured out all you have to do is create a TextureCache folder inside of your non zipped Media folder and place your dds files in there.
You use the same XML code as before and then you don't have to mess with the zipped folders at all.

So to package a level up just create your Media folder. Put your classes, levels, Meshes, Textures, and TextureCache folders and place all of your items as needed.

posted in MudRunner - Modding read more

Here are some storm drains I threw together for a map and ended up not using them.

0_1516912037146_20180125142546_1.jpg

posted in MudRunner - Modding read more

Are you making tunnels to go through or like water drains for obstacles?

posted in MudRunner - Modding read more

I used these settings here in my model XML

<ModelBrand ClipCamera="false" DynamicModel="true">
<PhysicsModel>
<Body
AngularDamping="1.0"
Collisions="Dynamic"
Friction="2.0"
Mass="400.0"
NoSoftContacts="true"
/>
</PhysicsModel>

I moved the object to the other side of the map without issue.
0_1516910468474_20180125135857_1.jpg

I put this code in my classes/models/rock.xml

posted in MudRunner - Modding read more

I haven't ran into the resetting. I'll see if I can duplicate it and see what's going with it.

posted in MudRunner - Modding read more

Should be able to submit it to spintires.nl.

posted in MudRunner - Modding read more

Digital X created a simple box and then worked on implementing it in the editor to see how it works. Which is a good way to see the process.
If you go the 3DS max route I suggest downloading the Alin DirectX exporter. It's the best exporter i've used.

You can also use Blender. I'm not completely familiar with it so somebody else would have to help you with exporting. Any questions with 3DS max or getting your .X and XML's into the editor and game just message.

posted in MudRunner - Modding read more

@pix3lmonkey said in Help creating custom meshes?:

Are there any guides on how to create custom objects (not trucks) for this game? I'd like to create my own rocks and other models to include in my maps. Any guidance would be greatly appreciated.

I wrote up a small tutorial in another thread.

Let me know if you need any other help with it.

https://forums.focus-home.com/topic/3135/using-own-textures-as-materials

posted in MudRunner - Modding read more

@joemama said in Using own textures as materials:

Very useful information, thanks for sharing!

How would u distribute the level with custom textures included in the "TextureCache.zip"?

Will this conflict with the "TextureCache.zip" of the person downloading the level? (i.e. they have different custom levels with diff custom textures)

Sorry been slammed.

What I had before in SpinTires custom maps was a folder i'd call MediaCache_zip or TextureCache_zip
I'd have a little ReadMe.txt in there saying copy these files into the MediaCache.zip or TextureCache.zip depending on the file.

I am trying to see if there is a way to create a texturecache folder without having to deal with the zipped folders but I know the previous way works no problem.

So I would have the regular Media with all of the classes, meshes, and textures.
Then I would have 2 other folders. One MediaCache_zip and the other TextureCache_zip