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WIP Cars - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11) +--- Thread: WIP Cars (/showthread.php?tid=1697) |
RE: WIP Cars - brian_ch - 06-14-2014 Always a pleasure to see your work man, really nice job! The 911 is also one of my favorite cars. RE: WIP Cars - slickx - 07-10-2014 Honda S2000 Modeled by Me soon will be implemented in game RE: WIP Cars - NaN - 07-10-2014 S2000 hardtop, nice job slickx RE: WIP Cars - RJARRRPCGP - 05-25-2015 I haven't seen new cars here in a while! RE: WIP Cars - slickx - 09-29-2015 NaN can you build this track? http://we.tl/qNU57WBOfA its a drift track Parking lot..kind of a test track for drift cars RE: WIP Cars - NaN - 09-30-2015 (09-29-2015, 11:51 AM)slickx Wrote: NaN can you build this track? Sure, will have a look. RE: WIP Cars - NaN - 10-03-2015 Here is a working version: http://www.file-upload.net/download-10949005/parkinglot.zip.html Code: http://www.file-upload.net/download-10949005/parkinglot.zip.html Steps: Import parkinglot.joe Assign parkinglot.png to parkinglot.joe mesh (meshes without textures are not exported) Export objects.jpk Import the new objects.jpk Assign parkinglot.joe to mimap, collidable, surface-01 groups Export again (list.txt only) Import track.txt Adjust start position boxes Export track.txt Add about.txt containing track name (else it will be ignored by track loader) I am surprised the racing line code works with such road layout PS: Would be cool to have some background/skybox. RE: WIP Cars - slickx - 10-12-2015 Hey Nan!! would you try out some of the new Shoes for the cars? http://we.tl/R9CbKl2tfl RE: WIP Cars - NaN - 10-14-2015 Mmh, new wheels are always nice! RE: WIP Cars - slickx - 11-08-2015 New Baby in the game.Still tweaking the drifting setup. How can i get a torque curve generator or something to help me get the right curve? RE: WIP Cars - NaN - 11-11-2015 I think someone wrote a tool, but can't find it atm. Personally I've used blender (should work with any other 3d app though). Create a plane with torque curve image as texture. Scale it to match torque units. Use a polyline to trace the torque curve. Read out polyline vertices coordinates. |