The Random (WIP) Screenshot Thread

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Lastlap

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MeandMe

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Would this just be a straight 3do & mip swap for N2k3?
Yes, and no, It is just one new 3do and one single mip. (goody.3do and goody.mip) It would be separate from shared though, as it's named goody.3do. I haven't tested it named as blimp.3do yet (NR2003 shared folder name) or know what that would do. (I might try that).

I think because the shared one is a different shaped 3do, having it as the same filename might not make tracks work; sandbox/Nr2003 will know if it’s a different 3do with the same name and make tracks not load. It probably would be best to open up a track, delete the blimp.3do and replace it with goody.3do then save the track, place it in front of a DAT file, of a track your editing, along with the goody.3do and the goody.mip.
 
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Lastlap

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@MeandMe thanks for the info. I've only normally done swap files... be it mips/stp etc for the game.

I've done a 3do swap (out of dat) with a N2k2 file (in N2K3 ) with a hex edit to use a new mip... that's as far as I've gone, lol.
 
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Cynon

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What's the number of points on that compared to the default blimp?

Also, I might be interested in some of these other objects you have gotten.
 
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MeandMe

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What's the number of points on that compared to the default blimp?

Also, I might be interested in some of these other objects you have gotten.

Hi again.

Is there a way of showing the amount of vertices in 3D Sim Ed? Apart from that, I used Mesh Lab because I couldn’t find it. With both blimps in .3ds for the vertices, the polygons are:

Original

blimp.3ds Vertices.jpg

MTM2's

goody.3ds Vertices.jpg

As for the other objects, they’ll be released when they’re ready. :skull:
 

Rollo75

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No.
If the race track was a lot higher off the floor, and those ring things were check points, and there were floating balloon guide posts...

AIRSHIP RACING!
 
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Cynon

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Hi again.

Is there a way of showing the amount of vertices in 3D Sim Ed? Apart from that, I used Mesh Lab because I couldn’t find it. With both blimps in .3ds for the vertices, the polygons are:

Original

View attachment 143649

MTM2's

View attachment 143650

As for the other objects, they’ll be released when they’re ready. :skull:
Save it with autopas (3d script for 3ds Max) if you can, and then run make3do on it, 3dSimEd, while incredibly useful, tends to save every triangle. and will inflate the number of vertices (since it will not check for duplicate vertices when saving). Once you hit 3000 expect the game to crash. I run pretty much everything through autopas, no matter how small or large these days.

But there is a way to view it in 3dSimEd. Data Reports > Model Info. You're looking for the number of vertices (points), not faces.
 
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MeandMe

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Save it with autopas (3d script for 3ds Max) if you can, and then run make3do on it, 3dSimEd, while incredibly useful, tends to save every triangle. and will inflate the number of vertices (since it will not check for duplicate vertices when saving). Once you hit 3000 expect the game to crash. I run pretty much everything through autopas, no matter how small or large these days.

But there is a way to view it in 3dSimEd. Data Reports > Model Info. You're looking for the number of vertices (points), not faces.
Thanks for your reply Cynon.

O.k., I didn’t realize 3D Sim Ed increases the vertices count so much (although I’ve haven’t checked yet), luckily though, MTM2 objects so far all seem to be under 1000 to begin with, which is more than perfect for NR2003, even if I don’t use 3DS Max. It’s a tiny bit annoying I guess. Similarly, on GPL, objects are broken and not formed correctly exporting out of 3D Sim Ed. See: http://srmz.net/index.php?showtopic=14727&hl= But instead you have to export out of 3D Sim Ed as an .Ase to use Ase2-3do. (Again polys/ points formed better etc).

(Could 3D Sim Ed a bit of a rip off? – glad mine was free)

If I really need to, luckily I’ve (only) just learnt this on: https://www.adrd-forums.net/index/threads/3do-file-from-pas-using-makea3do.354/#post-1272 with Mystical, when trying to eventually learn how to do 2D animation.

Would you definitely recommend this for now on?

I might try it for now and see how it goes, I can format the textures with WinMip2, then apply those to a .3ds on 3D Sim Ed, then export as a .3ds (now with texture information), then, after importing in 3DS Max, export as a .PAS file, then run the command on makea3do as described in the link above.

As for points on an object, I now know what you mean, previously on: https://www.adrd-forums.net/index/threads/gravis-city-industrial-zone-7-v1-6.193/#post-474 I seriously actually thought you meant points were um, how many kills they made or something? Or how much trouble they cause? (As you would expect coming from a game like Dues_Ex).

I even thought Dues_Ex was a person who made objects, like Sol Command.

I also now understand what billbording means for 2D objects (previously I thought that meant use one of your billboards if 2D objects not working on: https://stunodracing.net/index.php?resources/crazy-98-objects-for-nr2003.14545/ (Yet to learn that).

Thanks again and keep up your good work. :thumbsup:
 

MeandMe

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If the race track was a lot higher off the floor, and those ring things were check points, and there were floating balloon guide posts...

AIRSHIP RACING!
Nice comment, Rollo, Turns out you’re in luck: Krazy 8 has balloon checkpoints! (Similar to what you said). Bad news, checkpoints from 4x4 Evo not quite working yet (those would belong in Sugar Rush once I update it though).

Krazy 8.jpg

I think Krazy 8 is your kind of track, am I right? 4x4 Evo Tracks are cool but I prefer them converted to MTM2, it’s just more complete to me. Just the graphics needs updating there.
 

Cynon

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1671610368250.png
Experimenting with a rather unique form of "caution light". The chyron on the news changing from it's usual madness to that, while the talking head stays the same, The quote will sound quite sarcastic if it's a fake/stage(d) caution.

This is for the 1.6 release of Gravis City: Zone 7, which will look quite a bit different to every other release of it.
 

Mystical

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O.k., I didn’t realize 3D Sim Ed increases the vertices count so much (although I’ve haven’t checked yet):thumbsup:

Yes this is correct. 3DSimEd3 will increase the poly count of any mesh converted to a 3do. It also has none of the state descriptors like night/day, LODs,, etc so you do lose some functionality. While I did use 3DSimEd3 for some of my early track models and got away with it, it can increase the performance demand of the track and of course combined with more complex mods will be harder for players with lower end rigs to run it.

So my recommendation is if you can make 3dos with make3do from a PAS file exported from 3ds max that will give you the most fucntionality and performance. The 3ds max method also gives you full control over the texture setup as well.
 
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MeandMe

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Moon Update v0.901 CHARLIE

It’s been a while since I released a track, and want to keep in the practice of uploading a track file, as I’ve been busy but still managed to do as much as I could do. Since I am slower than others are, I will just try to keep updating downloads when I can.

I do know the issues of the track and will get to re-uploading as soon as it is ready. As for objects I might have to re-do those; although they do not seem broken due to an increased poly count, but here it is so far.

Here is the latest version; it is only a tiny update with objects

The Moon - 06.jpg
The Moon Night - 07.jpg

I might also upload addon-skies for it as well, and don’t worry I might have a generic sky reflection borrowed off of Zmodeller to use if the car is too shiny. What I need to do is learn cameras, grid for half-pace lap (and standing starts if I am lucky) and pit in, and remove excess files from the DAT file.

You are welcome to comment.
 
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Cynon

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Moon Update v0.901 CHARLIE

It’s been a while since I released a track, and want to keep in the practice of uploading a track file, as I’ve been busy but still managed to do as much as I could do. Since I am slower than others are, I will just try to keep updating downloads when I can.

I do know the issues of the track and will get to re-uploading as soon as it is ready. As for objects I might have to re-do those; although they do not seem broken due to an increased poly count, but here it is so far.

Here is the latest version; it is only a tiny update with objects

View attachment 144452
View attachment 144453

I might also upload addon-skies for it as well, and don’t worry I might have a generic sky reflection borrowed off of Zmodeller to use if the car is too shiny. What I need to do is learn cameras, grid for half-pace lap (and standing starts if I am lucky) and pit in, and remove excess files from the DAT file.

You are welcome to comment.

Would be interesting to see flags planted in the soil, with colors faded away depending on how long ago they were planted there. That and airlocks and stuff around the grandstands.


I have an effect like that on most of the LED billboards and the news screens. If you know anything about what Gravis City is, I think you might understand why I'm being a bit hesitant to show too much about the 1.6 update. I will include a way for it to be more usable for people with epilepsy, and I'm not saying that casually, or as a joke, either.
 
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Lastlap

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New Season, New Changes...

EcODAAI.png


Ford's '23 plate.

@CamoDesigns #details
 
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DaleTona

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Today I've been slowly re-working the S&G Cup2000 templates.

2000 Chevrolet Monte Carlo
00-02 Chevrolet Monte Carlo.png
Starting off with the Chevy, this had the most modifications of any template, with me totally redoing the rear shading and the upper nose, from a 2002 original Cup Monte Carlo, as well as angling the headlights further down. Final touches were the shading around the bottom of the cockpit to make them align better.

2000 Pontiac Grand Prix
96-02 Pontiac Grand Prix.png
This has far less in the modifications department, as most of the work was done at the rear, simplifying the bumper shading, redoing the liscence plate holder shading taken from the Cup98 Grand Prix template, and the rear tail light shading, taken from the same cup98 template. I also adjusted the template to use the taller valence tape option, as well as modified the lower grill to fit the smaller frontal area, and did the same greenhouse shading as on the Monte.

2000 Ford Taurus
00-02 Ford Taurus.png
The Taurus shading has also been reworked, with the nose losing the lip under the headlights and grill, simplifying the rear shading, and the usual greenhouse adjustments. I shortened the grills horizontally which went a long way to reshaping the appearance of the nose, and did some work on the hood lines, as the template warping meant that I had to "zig-zag" them in order for it to look straight on the model, and flattened the frontal edge of the hood lines to make it seem less exaggerated and more accurate.
 

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