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reg126

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  1. I think DAMO means the passenger door getting caved in..LOL Reason is that its based on the damage that happened to a real Rapier that got raced (arlington or aldershot) back in the 70's. The piccy of it being on the back cover of an old 3 litre magazine about issue 17 or 18. The drivers back then were less fussy on prep and with no pillars to wind rope around then the doors needed welding or bolting...and it was more often done on the drivers side than the passenger side. Door damage in heat often misses out the lesser damage layers.. The most likely cause of it being that the hit occurs closer to the centre of mass on the car so is calculated by the game as being a firmer hit than one further away from the centre which is more likely to be an angled hit so is read as being a softer hit. Well thats the theory.
  2. never race online with vertex switched on in options. wether doing that is responsible for the messed images or not I'm not sure ...so i would suggest you set your options file back to how it originally was. You may have altered something else in error. If you really want to try vertex then use mod launcher 2 which allows it to be turned off or on easily . DO NOT USE VERTEX ONLINE unless your specifically asked to...eg for special test sessions in private severs.
  3. Here are the files for my lastest creation.. the Sunbeam Rapier. These old classics packed speed and strength into a medium size car shell so were favoured tools for some in the 70's. You should have seen the preview version so now here it is to try. DEMO DERBY and current physics versions are included. Two test skins are also included so you can have a quick try out without having to paint one up. The skins can be used in either the Bangertestcar mod for the DEMODERBY version or the current physics version within the normal banger folder. A flattened template is included with some notes and the layered version should follow soon. ps wheels by FBF...many thanx. NOW THE SPECIAL BIT. previous bangers used in heat have only used the basic 4 damage areas of front, rear , left and right. THIS CAR has 8 damage areas so gives a bit more variety in appearance as it gets wrecked. Go have some fun with it!!! [attachmentid=21131] RAPIER_MAIN_FILES.zip
  4. Those rostyles look great and would certainly enhance the car a lot.. I would be very grateful for the files FBF so I can use them with this model. cheers reg 126
  5. Not too far off finished now...over half way through doing the mega boring LOD files so should be out by the weekend . The model used the previous minx model as a basis to start from...but has still needed plenty of work with some tricky bits... including mapping behind the fancy rear fins. With some extra damage options built in as well its been a tough task. It may be old , quirky and only mid sized but its got character and its fun.
  6. oops so it was...hard to tell from messed skins when using rear view and cockpit view in stats to check revs and mph etc. The monarch is one of the faster yanks and certainly capable of the performance it was giving. race rules seemed a bit free for all ...and cockpit views of some of the models are not good.
  7. Thought I would take a look at the replay to see what the modded claims were about. Well there is no sign of any modding there at all. The car involved was Haadee's new T-BIRD which if you bother to check out the thread on this forum was sent out with far too much power..hence the excessive perfomance. Hope that clears things up a bit.
  8. In regards to many tracks fences....Including the current Barrow track ...much of the problem with bangers riding the fence is actually down to the car physics not being right. The new demo derby cars dont suffer the same problems at the current Barrow track. Much of the issue is down to grip levels on the cars. Grip is set on both car and track...when the 2 are too high then the back wheels of the car keep pushing as the car strikes the fence and causes the car to tip up to put it in simple terms.
  9. To host using a router you will need to set up port forwarding rules on your router for the game. do a search through this section of the forum as there are several threads on it.
  10. Here's a sneak peak of my latest creation which should be out in a week or so. Due to the fairly curvy bodywork etc its poly count if fairly high to start with so wont be fully exploiting some of the extra damage options that can be built in. It will still have some extra ones not seen on our bangers before [attachmentid=20818] [attachmentid=20819] [attachmentid=20820]
  11. My view on modelling is that if they didnt make at least 500 hundred real life versions..then I wont bother modelling it...so knickers to zodiac mk3 hearses and pc cresta estates and hearses. In regards to 50's 60's and 70's British Built tin..that still leaves hundreds of subjects to model. Anyone is free to model what they fancy ..just saying my view on it. Main thing is having FUN and enjoying it all.
  12. yes but no but yes but.....
  13. Lots of new info involving how cars are set up in physics has recently been learned . Wheel placement in a model has a lot to do with how likely a wheel is to be hit and therefore its chances of damage. Other settings can be adjusted as well to add or remove strength for game balance. The new physics basis is very nearly sorted and this involves using correct width wheels and tyres. This will make it easier to set wheel strengths , wheel placement and improve in game appearance as well as giving cars grips levels appropriate to the cars size and weight. As for the bluebird hatch... looking much better. Higher quality models certainly make the game more enjoyable and more realistic. My own modelling is taking a temporary back seat while the new physics work is going on....ermmm several hundred test cars up till now .However there are one or two projects underway.
  14. When you first tried the car in game before doing lod levels all must have been ok. When doing so all pacecars will be at the highest count. A no damage pacecar 4 model at 1184 polys is way over what is needed anyway. For an undamaged model your pacecar 5 version would be fine for use also as pacecar 4. A proper spec pacecar 4 model containing damage may for example contain say 1200 polys total but at any one time may not be actually displaying any more than say 450 polys at worst.
  15. Are you sure what type of car the other one was..as the poly counts dont look right...was it a banger or a non damaging car for another mod. The figures seem more appropriate for a low res car which is not used in bangers. If the car does contain damage then its not a very high res model to peak out at 3347 for pacecars 1,2 and 3. Those sort of figures can be easily obtained with squarish models. What is going on with pacecar 4 and 5 ???? ..normal practise would be to include damage and figure of 1184 containing damage is reasonable..though highish for a model starting out on 3347 polys.If its an undamaged model then that figure is poor. Pacecar 5 is normally a copy of pacecar 4 and again normally contains damage...though at 465 polys its not likely to. Remapping all damage seperately for 4 and 5 would be time consuming. Pacecar 6 is the very long range insect/blob version ..you wont see much of this anyway..but is lower in polys than we often use in bangers. Most of the poly limits were set back in the old pre broadband days taking into account poorer quality graphics cards and computers and though keeping polys low is a good thing it shouldnt be at a great reduction in quality. Can see no reason for the poly level on the car not working in game. Error may be in exporting...try using max 3 for exporting the files with the mod exporter .
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