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WIP Cars
06-14-2014, 10:44 PM
Post: #136
RE: WIP Cars
Always a pleasure to see your work man, really nice job! The 911 is also one of my favorite cars.
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07-10-2014, 05:57 AM (This post was last modified: 07-10-2014 06:00 AM by slickx.)
Post: #137
RE: WIP Cars
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Honda S2000 Modeled by Me soon will be implemented in game
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07-10-2014, 11:09 AM
Post: #138
RE: WIP Cars
S2000 hardtop, nice job slickx
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05-25-2015, 07:11 PM
Post: #139
RE: WIP Cars
I haven't seen new cars here in a while!
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09-29-2015, 11:51 AM
Post: #140
RE: WIP Cars
NaN can you build this track?
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its a drift track Parking lot..kind of a test track for drift cars
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09-30-2015, 10:51 AM
Post: #141
RE: WIP Cars
(09-29-2015 11:51 AM)slickx Wrote: In order to view links, you must have to reply to this thread.NaN can you build this track?
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its a drift track Parking lot..kind of a test track for drift cars

Sure, will have a look.
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10-03-2015, 09:23 AM
Post: #142
RE: WIP Cars
Here is a working version:
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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)

[Image: 4DWGHkU.jpg]

I am surprised the racing line code works with such road layout Smile

PS:
Would be cool to have some background/skybox.
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10-12-2015, 04:20 PM
Post: #143
RE: WIP Cars
Hey Nan!! would you try out some of the new Shoes for the cars?
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10-14-2015, 01:57 PM
Post: #144
RE: WIP Cars
Mmh, new wheels are always nice!
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11-08-2015, 07:41 AM (This post was last modified: 11-08-2015 07:44 AM by slickx.)
Post: #145
RE: WIP Cars
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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?
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11-11-2015, 03:24 PM (This post was last modified: 11-11-2015 03:26 PM by NaN.)
Post: #146
RE: WIP Cars
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.
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