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posted in MudRunner - General Discussion read more

@alpscruiser awesome dude! that trailer is pretty cool!

posted in MudRunner read more

@unster It's neither unnecessarily complicated or taxing on the computer if used correctly and can improve the games graphics and performance beyond what MR is currently capable of.

When I first found out about it, I was also skeptical and didn't think it was worth setting up, but gave it a go anyways and have now been using ReShade/SweetFX for about 4 or 5 years on almost every game I own.

posted in MudRunner - General Discussion read more

@alpscruiser said in Moments in the Mud:

Attachting the Trailer

What mod is this? The trailer looks awesome!

posted in MudRunner - General Discussion read more

@sodoma Map looks amazing sir! Got some great immersive environments there!

posted in MudRunner read more

@unster said in Community Update 13/03/19:

My solution is to switch the color settings on my monitor when playing a russian map.

and @Jayson

The best work around I have found is to use ReShade and set up 2 different tone map or colour presets for the russian and american wild maps respectively. Its really easy to set up and switch presets. If you dig deep into what other shaders are available it can really change the way the game feels and looks. If you add all of the shaders to ReShade, the game will take a while to start, so the best way to avoid this is to just have the shaders you use in the shaders folder, thus reducing startup times.

The shaders I use are Tone Map, Vibrance and HDR, which are all have very low if not fractional impacts on performace. Another one I would recommend is DeBand, which works really well, but is a resource spunge so only worth using if you have a bit of a beast of a comp.

posted in MudRunner - Modding read more

In the trucks XML file, you will need to locate the following line of code:

                    <Cockpit
			_template="Default"
			ControlsDiffuse="g(69; 66; 55)"
			ControlsPos="(0.425; 1.16; 0.42)"
			ViewPos="(-0.215; 1.964; 0.45)"
			WindshieldDiffuseTexture="xxxx"
		     />

The 'ControlsPos' line dictates where the dashboard is. If you check the truck template XML in the "_templates" folder contained in the Media.zip archive in the Mudrunner root directory, there may be a size line of code you can use to change the size of the dash board. It is possible, but I haven't needed to check my self so aren't 100% sure.

posted in MudRunner - Modding read more

@chris-nelson You could try the “SizeMultiAtDay=” code for controlling the size lighting flares on the models. I use it for trucks and it appears to work as expected and I have noticed that this line is present in model XML's.

I don't know if this is what you were looking for, I didn't notice it being mentioned so probably worth a try anyway.

Purely Speculative - The CreateSuperLight="true" line could be to do with when you drive under the light source at night and it darkens everything outside of the light. I'm not able to test this theory, but thats the first thing that came to mind.

posted in MudRunner - Modding read more

I'm not sure if I understand your issue, but I think this might help; If the light flares move independently from the truck, the 'Parent Frame' of the flare is not set correctly.

I have found in the past that even when the parent frame is correct the flares don't always behave how they are supposed to, which normally suggests an issue with the model and how it was set up initially for the game.


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