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Fatcat's Fanart

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helomyname
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Post by helomyname »

Y'all complaining about the rear wheels are forgetting how wide that thing was in the original. Personally i thought the wheels weren't sticking out enough in FatCat's initial draft.
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'80s Time Warp
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Post by '80s Time Warp »

The rear track being wider would be fine, if the wheels don't protrude from their wheel-wells/mud-flaps by almost half of the tire width. Otherwise it defies the point of having them.
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CzechDeath
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Post by CzechDeath »

I surely hope you did not make the front wheels and the rear wheels separately... because trucks use always the same one type of disk for front and rear wheels, front wheels use it like this:

[==o==]

and rear wheels use two of them inverted and bolted to each other by their crown like this:

][==o==][ which is alson the reason for double tires...

I'm mentioning that because lots of people making modles of trucks miss this detail... and make the weels separately which is not only more work, but it is also incorrect... or atleast if you are aiming for existing type of disks or atleast proxyexisting...

Even tho you probably made it properly... just checking =D
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FatCat
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Post by FatCat »

I did not know this, so THATS why the back wheels looked so deep in the all reference photos! I usually only add massive details to one side of a rim to optimize the polycount. I'll make it proper.
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TwIsTeDMiNd
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Post by TwIsTeDMiNd »

Good job FatCat, truck looks great and is perfect. I liiike it!
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FatCat
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Post by FatCat »



The giant hole under the cabin needs to be filled with parts.
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'80s Time Warp
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Post by '80s Time Warp »

Coming along very nicely :)
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FatCat
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Post by FatCat »



I am not having a good time getting this to even just work, look at how my diffuse texture stubbornly refuses to load even after 5 hours trying to fix it.


It's not even a fill.
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helomyname
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Post by helomyname »

I'll be honest, I really like how that's looking so far!
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FatCat
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Post by FatCat »




You wont believe what the issue was...

My diffuse texture resolution was 1 pixel off in width from being a perfect square.

It took me 5 hours to realise this...

OOPS.
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FatCat
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Post by FatCat »

Not too sure if i should continue this thread in the modding thread, because it's still artsy but it's getting a little mod-y.
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FatCat
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Post by FatCat »

Really wish i had a clone so i could work on these mods and the art i owe people. 8/

leave a comment below, i like comments.
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hazardic
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Post by hazardic »

amazing abby! hope it will be finished someday. btw i believe you lack motivation to continue modding for cr?
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'80s Time Warp
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Post by '80s Time Warp »

Coming along nicely. Glad you got around the issue of the texture not loading.

Keep it up :)
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FatCat
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Post by FatCat »



Can you use one of these in C:R yet?
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AlexTSK
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Post by AlexTSK »

Yes you can, it just doesnt behave like a proper trailer yet.
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Trent
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Post by Trent »

There's CDamageParameters such as Set_TrailerHitch, Add_TrailerLegs_Up, Add_TrailerLegs_Down listed in the EXE, along with mention of a [trailers] section in vehicle_setup.cfg and trailers go in the Vehicles/Trailers folder. So, I'd guess trailers can work in the game right now if you know how to set them up. I've got no idea how you set up them up, though, the game has crashed every time I've tried.
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shane
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Post by shane »

FatCat wrote:


You wont believe what the issue was...

My diffuse texture resolution was 1 pixel off in width from being a perfect square.


It took me 5 hours to realise this...


OOPS.

That's looking fantastic! Good work!
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'80s Time Warp
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Post by '80s Time Warp »

There's CDamageParameters such as Set_TrailerHitch, Add_TrailerLegs_Up, Add_TrailerLegs_Down listed in the EXE, along with mention of a [trailers] section in vehicle_setup.cfg and trailers go in the Vehicles/Trailers folder. So, I'd guess trailers can work in the game right now if you know how to set them up. I've got no idea how you set up them up, though, the game has crashed every time I've tried.
An excellent discovery. Hopefully We may see an example of how to set them up in the next big update, and I can finally give the '72 Moth Truck it's Trailer :)
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FatCat
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Post by FatCat »



It looks a little better now.
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flykas
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Post by flykas »

Nice unddercariage, not very realisticly correct, but nice and detailed. Is it possible to make realistic leaf suspension animation in C:R?

Also, will this be RWD ? Would be interesting, or is it not possible yet ?
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AlexTSK
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Post by AlexTSK »

flykas wrote:Nice unddercariage, not very realisticly correct, but nice and detailed. Is it possible to make realistic leaf suspension animation in C:R?

Also, will this be RWD ? Would be interesting, or is it not possible yet ?

Leaf springs have to be faked at the moment. Most of the cars are rear wheel drive already but only visually. The 4 wheel drive system seems to be hard coded so theres not much we can do about that.
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TwIsTeDMiNd
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Post by TwIsTeDMiNd »

this looks amazing FatCat! Finally, you are starting to do detailed undercariage for your cars, they will look so much better, good work.
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AlexTSK
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Post by AlexTSK »

twisted wrote:this looks amazing FatCat! Finally, you are starting to do detailed undercariage for your cars, they will look so much better, good work.
Now he just has to make the suspension work ;)
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FatCat
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Post by FatCat »

I learned to let go of subdivision for everything. It was raising the polycount like crazy.


This is roughly how it should look from the back at the same angle as the C:R cam

It needs an engine, after that, i believe it will be ready to export, set up & release.
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FatCat
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Post by FatCat »




The side exhausts were underwhelming, so i improved them.
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hazardic
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Post by hazardic »

just.. wow
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'80s Time Warp
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Post by '80s Time Warp »

Nice work there FatCat. Those pipes are certainly worthy of the Doof Wagon from Fury Road. Keep it up :)
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TwIsTeDMiNd
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Post by TwIsTeDMiNd »

wholly fuck yes!! I'm in love more and more with the design, you nailed everything perfectly. Only details missing is motor, front differential, suspensions (if leaf suspension cannot be faked) and beautiful textures. hope there will be detachables N' the crushing code settings will be up to snuff too. keep up the good work, looking forward to the final result...one of my favorite car from C2.

Edit: Just a question, how do you fuel up the side tanks? :D
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AlexTSK
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Post by AlexTSK »

Just a suggestion, make the driveshaft much beefier, its as thin as the metal holding the mirrors on :)

Small edit: Personally the side pipes aren't my cup of tea but if you're sticking with em, for a little bit more realism try make them come out closer to the cab. Right now they look like they are coming out of the middle of the engine block.

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FatCat
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Post by FatCat »




The engine will be in the middle, rather than under the cab (but a bit beefier than this thing)

Driveshaft has been beefed up.
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FatCat
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Post by FatCat »



Hehe, look, i put a protective cloth over Abba!

Feels like it's a secret car, doesn't it? :O
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lemonrev
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Post by lemonrev »

The Cloth looks good, and it makes it more interesting to guess what is under there :)
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FatCat
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Post by FatCat »

Maybe stainless could tease us with a tracked car under cloth too! and say they're "keeping something under wraps" =D
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FatCat
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Post by FatCat »




It's actually really fun to do these simulations.
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