Posts made by Tattoo
posted in MudRunner - Modding read more

@forces, It may be easier to just make 2 trucks, huh, even tho being able to code that is cool as sin. 🙂 Sorry to have put you on a mission, man. lol

posted in MudRunner - Modding read more

@forces said in Force19Mods:

Hulk or his Stocking version with cdt constraints

What is that Forces? I'd like to see that.

posted in MudRunner - Modding read more

@forces, Yeah Forces. That is sweet as sin even if you don't get a long bed for it. But if you do make the fender flares, I hope it's an add on because I think it looks better with out them. I'm not a big fan of the way they look. The mod is looking bad ass tho. 🙂

posted in MudRunner - Modding read more

@forces, hmm, now that's a great idea. Put a slider constraint on the rear frame to slide the axle back for the long bed. Can it be done?

posted in MudRunner - Modding read more

Yeh, a visor would be cool. A toolbox for the bed made from diamond plate, maybe a front push bar and different bumpers, maybe. Spare tire. Maybe some tools or a portable welder or a portable generator. Stuff used on a job site. Maybe a couple different hoods.

I really like what you did with the other Chevy where ya have different bodies with different colors. Great idea.

Sux we can't change wheels like in ST. 😞

posted in MudRunner - Modding read more

@forces, Awesome bro. Can hardly wait until it's release. It will certainly be my favorite. Any chance of you making a long bed version? I like long beds because short beds aren't long enuf to haul the equipment I use for masonry. My truck wasn't a 4x4 tho. Just a standard 3/4 ton with an 8 bolt rim. I miss that truck.

posted in MudRunner - Modding read more

@forces, OMG, Forces !! That's my favorite truck and the last truck I owned but I like long beds. That looks great forces and can hardly wait to see it in game. Sweet!!
I remove the image as you probably know about it.

posted in MudRunner - Modding read more

@mexican_420, Yeah, Forces is the shiznizzle!

posted in MudRunner - Modding read more

@mexican_420, Is that your mod? It looks good man.

posted in MudRunner - Modding read more

@pix3lmonkey, When I played the Badlands II, I didn't have stmod installed and it played fine except when viewing the map where the truck was way high and in the map where I couldn't see the red route line. Other than that, it played fine for me single player.

posted in MudRunner - Modding read more

@chris-nelson,

Is there a section that explains how to add a trailer to the map that isn't attached to a truck? I tried adding a trailer to a map just by itself and it won't work. Thanks

posted in MudRunner - Modding read more

This is what I know about them. There's code in 2 files of a mod for the driveshafts.

classes/trucks/chevrolet_k5_blazer.xml

		</Sounds>
		<Shafts>
			<Shaft SocketPointA="Shaft1a" SocketPointB="Shaft1b" />
			<Shaft SocketPointA="Shaft2a" SocketPointB="Shaft2b" />
		</Shafts>
		<OcclusionVolume

meshes/trucks/chevrolet_k5_blazer.xml

<CombineXMesh>
	<SocketPoints>
		<SocketPoint Name="Shaft1a" Pos="(1.306; 0.303; -0.182)" />
		<SocketPoint Name="Shaft1b" Pos="(0.342; 0.468; -0.194)" />
		<SocketPoint Name="Shaft2a" Pos="(0.234; 0.519; 0.014)" />
		<SocketPoint Name="Shaft2b" Pos="(-1.15; 0.303; 0)" />
	</SocketPoints>
	<Material
		DiffuseMap="trucks/chevrolet_k5_blazer__d.tga"
		NormalMap="trucks/chevrolet_k5_blazer__n_d.tga"
		MeshParts="chassis 0"
		SpecularMap="trucks/chevrolet_k5_blazer__s_d.tga"
	/>
	<Material
		Blending="alpha"
		DiffuseMap="trucks/chevrolet_k5_blazer_glass__d_a.tga"
		MeshParts="glass 0"
		SpecularMap="trucks/chevrolet_k5_blazer_glass__s_d.tga"
	/>
</CombineXMesh>

Here's a max file with the default driveshaft to help align it to your mod.
https://www.mediafire.com/file/z7eccz662t3z61m/Driveshaft.rar/file
Use the bones BoneStart and BoneEnd to move the ends to where you need it.

I remember there was a problem getting them to work when a mod has more than one mesh. Someone got it working but I'm not sure what the fix is or if it's been changed since ST days.

Oh yeah, after you get it aligned to the mod you'll need to copy the coordinates to the .xml's. You'll need to have your display units set to Metric. Goto, Customize, then Unit Setup. In the new window, select Metric, then hit ok. Now you just copy the coordinates over to the .xmls.

posted in MudRunner - Modding read more

@roughrider, Yup, just as I thought. It's called from the .exe.

0_1549088691266_Capture_2.jpg

posted in MudRunner - Modding read more

@roughrider, What's the name of the file again? I'm looking but forget it's name.

edit: I found the texture but I can't a file to go with it so I'm guessing it's hard coded.
The texture name is env_rope_winch__d and there is no _a which stands for alpha. So I don't think it's possible unless there's an .xml that can be changed. Sorry

posted in MudRunner - Modding read more

The new camera is sweet!

Changes in version 1.8.3:

  • Update the current supported version of the game to 11/19/18.
  • Added free camera.
    Activate / deactivate Camera - ALT-C, F9
    Keys:
    Move Forward - NUM8
    Move Backward - NUM2
    Move Left - NUM4
    Move Right - NUM6
    Move Up - NUM9
    Move Down - NUM3
    Move Fast - NUM0
    Move Slow - NUM1
posted in MudRunner - Modding read more

I made this video for Forces, as you'll hear, but figured I'd share it with everyone as well. I hope it helps. The video lags a bit because my system is older and I need to clean it out but it's gets the point out still.

Youtube Video

posted in MudRunner - Modding read more

@chris-nelson,
Hey Chris, do you recall a code to keep grass from coming thru a static model? I got a couple concrete things and grass comes up thru them. Looks stupid. Thanks

posted in MudRunner - Modding read more

@8up-local, That's cool. I've never seen one of them.

posted in MudRunner - Modding read more

@forces, Hey Focres, FYI, when going into your workshop, I see this. There is no image for the 2012 Toyota HJ79 - Surge. Dunno if you knew it or not.

alt text

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