Search found 44 matches

by Gotolei
Sat Sep 19, 2020 8:13 pm
Forum: Help & Troubleshooting
Topic: How do I bake multiple textures into one?
Replies: 2
Views: 34

Re: How do I bake multiple textures into one?

Dunno if "baking" them together would be truly necessary. Basically you should only need to copy the texture of the wheels onto the texture file of the body using pretty much any semi-competent image editor. If the mapping of the body has enough unused space you can just slot in the wheel wherever i...
by Gotolei
Wed Jun 03, 2020 5:09 am
Forum: Suggestions
Topic: Makeitgood: Visual feedback on movement, Snapping
Replies: 3
Views: 606

Re: Makeitgood: Visual feedback on movement, Snapping

Sure, but that's kind of a one-way street unfortunately. I actually used that exact method to place the animations in the nhood2 "mod" I did, but once it's been changed to an animation then (iirc) the object in the fob will just fail to re-import to jig's plugin altogether. That and I don't recall w...
by Gotolei
Fri May 22, 2020 12:19 am
Forum: Suggestions
Topic: Makeitgood: Visual feedback on movement, Snapping
Replies: 3
Views: 606

Makeitgood: Visual feedback on movement, Snapping

While the modern editor controls are a huge step up from what we had before, it's still been irking me somewhat that precise movements, rotations etc are nearly impossible to do (or even less so than before, as with old mig you could rotate snap to 90° increments). https://i.imgur.com/scCDeTxm.png h...
by Gotolei
Sun Mar 15, 2020 8:49 pm
Forum: Bug Reports
Topic: Conveyor belts have stronger effect on me
Replies: 12
Views: 5304

Re: Conveyor belts have stronger effect on me

Just did a bit of testing myself on force fields between RVGL and v1.2, and the two of them seem to be mostly consistent with each other, or at least a lot more similar than Stingox's videos are showing. v1.2 on left, RVGL on right https://www.youtube.com/watch?v=2B40AgH33uE Is it the same for v1.2 ...
by Gotolei
Tue Feb 04, 2020 6:41 am
Forum: Tools, Creations & Resources
Topic: School's Out!
Replies: 14
Views: 4765

Re: School's Out!

Nice track in general, as everyone's been saying, but I noticed something after trying out the reverse version. I didn't notice this quite as much in the forward version because the reverse start doesn't break up the cars as quickly, but might there be any plans in the future for the AI nodes to hav...
by Gotolei
Thu Jan 23, 2020 11:22 pm
Forum: Work in Progress
Topic: School's Out! - WIP Track
Replies: 25
Views: 7815

Re: School's Out! - WIP Track

[Not mentioned in this thread yet, but it's been released on RVZ now ] There's actually a tradeoff between things wrt the shockwave: if the shadow mesh matches up with the base mesh, then the shadows get pulled around just the same and the shockwave effect doesn't have any artifacts. At places like ...
by Gotolei
Thu Jan 16, 2020 7:34 am
Forum: Suggestions
Topic: Use flap.m if it exists
Replies: 1
Views: 1670

Use flap.m if it exists

Title. The model seems to be loaded properly in makeitgood. But from what I can make of the xbox source, once the objects actually initialize, the mapping is overwritten by a switch statement where the mapping for ghost town 1 is the default case.

https://imgur.com/a/lFKDt1I
by Gotolei
Thu Jan 16, 2020 3:30 am
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 4905

Re: [RVGL Release] 19.1230a

I'm curious about the scope of what animations and animation triggers could eventually be capable of. On discord, it was mentioned that sound effects, lights and sparks are all planned. It was also considered that triggers could activate specific keyframes of an animation. Are any other things plann...
by Gotolei
Tue Dec 31, 2019 5:03 pm
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.1230a
Replies: 14
Views: 4905

Re: [RVGL Release] 19.1230a

Did some testing on nhood2. It seems like certain objects don't want to use their correct texture sheet if an animation exists in the world? (On stock nhood2, the same objects also use incorrect texture sheets in makeitgood, but are fine in normal play) nhood2_doors.zip https://i.imgur.com/9mZ3myc.p...
by Gotolei
Thu Dec 05, 2019 12:19 am
Forum: Competitions & Online Racing
Topic: Best Lookin' Box Competition
Replies: 11
Views: 3982

Re: Best Lookin' Box Competition

new deadline who dis https://i.imgur.com/UNEr0H4.jpg One of the boxes that inspired this competition in the first place, originally hailing from the land of only the purest racing and the most stunning displays of racecraft: https://i.imgur.com/8cRumog.png https://i.imgur.com/9zqDIQu.png Name: The T...
by Gotolei
Wed Oct 16, 2019 5:41 pm
Forum: Help & Troubleshooting
Topic: Custom Track Properties: Velocity
Replies: 6
Views: 2867

Re: Custom Track Properties: Velocity

Just did a bunch of testing on this, modifying the existing conveyors from muse2. Given a coordinate system of X/Y/Z, X and Z are always relative to the world (they pull in the same direction regardless of the conveyor's direction itself, be it sideways, frontways, flipped turnways etc). If the conv...
by Gotolei
Sun Sep 22, 2019 7:33 pm
Forum: Bug Reports
Topic: [RVGL 19.0907a] Strobe Lights on Toy World 1
Replies: 2
Views: 1468

Re: [RVGL 19.0907a] Strobe Lights on Toy World 1

I've had this happen a couple of times over the years as well. Seems streamable ate one of the clips I had, but video of the end of another instance. I think it's come up on the discord a few times as well, but both times I've had it happen it: - was offline, single-player - both on TW1 (once on nor...
by Gotolei
Wed Aug 07, 2019 4:56 am
Forum: General
Topic: [USERSTYLE] Bolt style for the forum (base)
Replies: 10
Views: 4802

Re: [USERSTYLE] Bolt style for the forum (base)

Might be worth a try to leave the "details" out altogether and go with simple colors and gradients to see how it looks. When rvz died and took rvl's stylesheet down with it back in 2015 I threw together like 20 lines of css as a stopgap and it turned out pretty well if I say so myself: https://i.img...
by Gotolei
Wed Jul 31, 2019 4:18 pm
Forum: RVGL & Re-Volt v1.2
Topic: [RVGL Release] 19.0430a
Replies: 7
Views: 20462

Re: [RVGL Release] 19.0430a

Question not about this specific release, but RVGL in general: does the linux version work with only fluidsynth 1, or can it be made to use fluidsynth 2 without any issues?
Running into this on my newish manjaro install:
► screenshot
by Gotolei
Thu Jun 06, 2019 5:32 am
Forum: Help & Troubleshooting
Topic: train.m Object
Replies: 3
Views: 3943

Re: train.m Object

Assuming it's the same as the leaked source that's been floating around, it looks to me like it's handled by this: // move train CopyVec(&obj->body.Centre.Pos, &obj->body.Centre.OldPos); obj->body.Centre.Pos.v[Z] -= TimeStep * 200.0f; if (obj->body.Centre.Pos.v[Z] < -11500) obj->body.Centre.Pos.v[Z]...
by Gotolei
Sun May 12, 2019 9:00 pm
Forum: Suggestions
Topic: Custom .prm files?
Replies: 8
Views: 12947

Re: Custom .prm files?

Custom prms in what context? What are you trying to add, and how are you expecting it to be loaded? If you mean for tracks, you can put prm files in the track's base folder (optionally paired with ncps) to have them available as instances to be placed in makeitgood, or in a /custom folder with the s...
by Gotolei
Thu Mar 14, 2019 9:28 pm
Forum: Tools, Creations & Resources
Topic: Wheel/Rim Textures Thread
Replies: 2
Views: 5147

Re: Wheel/Rim Textures Thread

Dumping my own that I've made over the years. All of them (other than those from Speed Dreams) are clickable, the link of which leads to the vector file for them. "Vector file" meaning they're directly recolorable with a vector editor such as Inkscape. Averil, RC San remake, RC Phink remake https://...
by Gotolei
Thu Mar 14, 2019 8:59 pm
Forum: Tools, Creations & Resources
Topic: Wheel/Rim Textures Thread
Replies: 2
Views: 5147

Wheel/Rim Textures Thread

Wheels are one of the most important parts of a car, yet also one of the hardest to make properly. This thread is for creators to post/share so other creators can find them more easily. (I'm setting up this new thread on TRH because RVL doesn't have much life left in it, but the similar thread over ...
by Gotolei
Thu Jan 31, 2019 2:17 am
Forum: Time Trials
Topic: Time Trials: Toys in the Hood 1
Replies: 35
Views: 18206

Re: Toys in the Hood 1

This is mainly so my one TT time on the forums isn't some ghastly-slow time pulled from a joke post from like four years ago (it still isn't great but this really isn't my thing either).
► Show Spoiler
by Gotolei
Fri Jan 18, 2019 3:27 am
Forum: Help & Troubleshooting
Topic: AI Nodes fork paths
Replies: 4
Views: 4407

Re: AI Nodes fork paths

As far as I understand, the forks in the stock tracks still do have the AI preferring to take one path over the other. However, the preferred path may or may not be easy for AI to get to (eg the inner escalator on muse2 rather than the outer one), so a number of them end up close to the other route ...
by Gotolei
Mon Jan 07, 2019 12:35 am
Forum: Bug Reports
Topic: [SOLVED] [RVGL] Glitchy Antenna Tips
Replies: 3
Views: 4124

Re: Glitchy Antenna Tips

I actually remember making sure the joke hats had radial symmetry for this reason.

Here's what I still have of that car, it's not exactly the same but it's mostly still there. Still the same behavior. aerialt-custom.prm
by Gotolei
Wed Jan 02, 2019 4:34 am
Forum: Work in Progress
Topic: StuntGP - someone? something? (SGPRV)
Replies: 14
Views: 9982

Re: StuntGP - someone? something? (SGPRV)

@martin: I've heard of StuntGP, but never played it. It's a really interesting breakthrough... The biggest obstacle I see would be the car antennas. @ Huki : Any chance we might see a fix for the twitchy antenna tips in the near future? What's the issue exactly? I suggest opening a thread in bug re...
by Gotolei
Fri Oct 19, 2018 7:38 am
Forum: RVGL & Re-Volt v1.2
Topic: RVGL on Android
Replies: 95
Views: 68786

Re: RVGL on Android

Santiii727 wrote:
Fri Oct 19, 2018 4:23 am
RIP music apps with all rvgl sounds
Try adding an empty file named .nomedia to rvgl's folder. That should tell music players, gallery apps etc to ignore it.
by Gotolei
Thu Sep 13, 2018 1:34 am
Forum: Suggestions
Topic: Camera pitch/roll using AI nodes
Replies: 3
Views: 1318

Re: Camera pitch/roll using AI nodes

I guess another possible way to go about it would be having something similar to the orientation force field, but for the camera. Probably as a trigger box, where the other camera manipulators are? Wouldn't do much good for existing tracks, though.
by Gotolei
Tue Sep 11, 2018 7:39 pm
Forum: Suggestions
Topic: Camera pitch/roll using AI nodes
Replies: 3
Views: 1318

Camera pitch/roll using AI nodes

One of the limiting factors this game seems to have is the camera is designed for flat tracks only. Any incline, any drop, and it still keeps pointing straight forward. This is especially a problem on steeper inclines, since somewhere in the game's logic it seemingly decides to pull the camera in to...