Stunts Forum

Stunts - the Game => Car creation with Stressed => Topic started by: CTG on October 22, 2008, 06:09:56 PM

Title: Shape ideas
Post by: CTG on October 22, 2008, 06:09:56 PM
I was playing a bit with Stressed and built a totally imaginary bodywork from zero. Maybe it won't be ever a car but still...  ;)
Title: Re: Shape ideas
Post by: Duplode on October 23, 2008, 05:21:02 AM
This reminds me a bit of the Batmobile from "Batman Begins"... :)

(http://static.howstuffworks.com/gif/batmobile-resize.jpg)
Title: Re: Shape ideas
Post by: zaqrack on October 23, 2008, 07:23:09 AM
No, this is Frankenstein's car :)
Title: Re: Shape ideas
Post by: CTG on October 23, 2008, 10:14:56 AM
No, this is Frankenstein's car :)

That's why I'm not a car designer at Audi. ;D
Title: Re: Shape ideas
Post by: Chulk on October 24, 2008, 12:23:00 AM
This reminds me a bit of the Batmobile from "Batman Begins"... :)

(http://static.howstuffworks.com/gif/batmobile-resize.jpg)
I thought about that too. BTW, the worst Batmobile ever. The best one is the one from Michael Keaton's movies.
Title: Re: Shape ideas
Post by: Krys TOFF on October 24, 2008, 03:28:06 PM
Can somebody design the Lamborghini Reventon (http://www.autoclub.com.au/2007/09/lamborghini-reventon.html) ?

20 cars only will be produced, very rare car. 20 cylinders, marvelous looking car. But not cheap. ;D
Title: Re: Shape ideas
Post by: dstien on October 26, 2008, 03:21:01 PM
Reminds me of something from Carmageddon 1... :)
Title: Re: Shape ideas
Post by: CTG on February 01, 2009, 12:43:14 PM
Today's plan: updated Knight Rider cheat car... ;)
Title: Re: Shape ideas
Post by: Chulk on February 01, 2009, 04:54:30 PM
Nice looks from those blueprints. Hope you can make it real.
Title: Re: Shape ideas
Post by: Overdrijf on February 18, 2009, 12:47:08 AM
I wonder, what would happen if one would design a motorbike?
Title: Re: Shape ideas
Post by: zaqrack on February 18, 2009, 10:18:17 AM
that would be fun to drive between the slalom blocks :)
Title: Re: Shape ideas
Post by: Krys TOFF on February 18, 2009, 10:48:54 AM
I wonder, what would happen if one would design a motorbike?
Problem would be the wheels I think, I don't know if game engine would accept 2 wheels only. Or maybe the trick is to "stuck" 2 front and 2 rear wheels slim wheels to make them look like 1 wheel. Also, I don't think the bike can pend over right and left properly, it will stay straight right.
Maybe it would be better the to design a side car (2 front wheels stuck to form 1, separated rear wheels and no problem is bike don't pend over in turns then.
(http://www.vehicule.ouest-atlantis.com/images/img_7644-side-car.jpg)
Title: Re: Shape ideas
Post by: Overdrijf on February 18, 2009, 11:04:48 AM
I wonder, what would happen if one would design a motorbike?
Problem would be the wheels I think, I don't know if game engine would accept 2 wheels only. Or maybe the trick is to "stuck" 2 front and 2 rear wheels slim wheels to make them look like 1 wheel. Also, I don't think the bike can pend over right and left properly, it will stay straight right.
Maybe it would be better the to design a side car (2 front wheels stuck to form 1, separated rear wheels and no problem is bike don't pend over in turns then.
(http://www.vehicule.ouest-atlantis.com/images/img_7644-side-car.jpg)
It might be worse, it might tip over in the corner because it doesn't pend over and it has such a small base. A 3 wheeler moves just like a normal car, should be doable...
Title: Re: Shape ideas
Post by: Krys TOFF on February 18, 2009, 11:48:14 PM
Or maybe a tricycle like this one :
(http://www.amsterdamer.fr/Files/15250/TRIPORTEUR-TROIS-QUART-320.jpg)

Or a chinese version like this :
(http://www.photoway.com/images/singapour/TDM96_0283-triporteur.jpg)

Or even a motor one like that :
(http://www.vehicule.ouest-atlantis.com/images/img_8143-triporteur.jpg)
Title: Re: Shape ideas
Post by: dstien on February 19, 2009, 12:11:46 AM
Making a tricycle shouldn't be a problem, just hide the second visual front wheel. AFAIK the physical wheels are placed at fixed positions (unless the positions are hidden among the unknown values in the tuning data), so it will still act like a four wheeled vehicle.
Title: Re: Shape ideas
Post by: Overdrijf on February 20, 2009, 11:34:22 PM
On the other hand, I don't know if your wheels have anything to do with the behaviour of the vehicle. As known from the other tread I'm working on a compact kart like vehicle. So far however I haven't been able to convince it of it really being smaller, it can drive into objects hitting them only with air. The 3D model appears to be cosmetic, it is not the basis of the cars physical behaviour. So you can probably make a model of a bike, if you don't mind looking at a bike that doesn't pend over...
Title: Re: Shape ideas
Post by: Duplode on February 20, 2009, 11:49:35 PM
Yes, that's a known limitation: the physical model is separated from the 3D model, and we don't know where it is. The problem with the wheels is the game will assume the first two polygons on the list (or the first twelve vertices, I don't remember exactly) are the front wheels and will use them for coordinate transformations - and thus you might end up with the nose of your car being steered as you turn the wheel.
Title: Re: Shape ideas
Post by: Krys TOFF on February 21, 2009, 04:12:48 PM
The problem with the wheels is the game will assume the first two polygons on the list (or the first twelve vertices, I don't remember exactly) are the front wheels and will use them for coordinate transformations - and thus you might end up with the nose of your car being steered as you turn the wheel.
Good to make all the front part of a bike shape turn when you turn right or left then. ;)
Title: Re: Shape ideas
Post by: Overdrijf on February 22, 2009, 04:34:49 PM
Would it work if you'dd make a 6-wheeled vehicle? In reality such a vehicle would need to steer with it's front and back wheels, but would it need to in stunts?
Title: Re: Shape ideas
Post by: Duplode on February 22, 2009, 08:09:51 PM
Good to make all the front part of a bike shape turn when you turn right or left then. ;)

Unfortunately that would likely not work. While I haven't dug deep on how the game does the linear transformations that make the wheels change direction (dstien may know more than me in that respect), you probably can't use more than 12 vertexes as "front wheels". Six of them would be the actual front wheel, so you'd have to make the fork, handlebar and other stuff in the front part with six vertexes only, and then you'd have to worry with whether it's possible to make the steering movement convincing...

Would it work if you'dd make a 6-wheeled vehicle? In reality such a vehicle would need to steer with it's front and back wheels, but would it need to in stunts?

As long as only two wheels have to be steered you can add as many others as you wish  :) The classic example is LM002 step tyre attached to its rear, which is described on the *.3SH just like any of the other wheels.
Title: Re: Shape ideas
Post by: Overdrijf on February 22, 2009, 08:17:19 PM
On the other had, who needs wheels anyway? A tank with tracks, that's a challenge. A hoovercraft would be fun too...
Title: Re: Shape ideas
Post by: Duplode on February 22, 2009, 08:54:28 PM
The tank seems very doable actually, assuming you don't have to worry about the actual movement of the tracks... put two very long rear wheel (so they won't steer), decorate them as well as possible and then make the front wheels invisible.
Title: Re: Shape ideas
Post by: Overdrijf on February 22, 2009, 10:25:43 PM
The tank seems very doable actually, assuming you don't have to worry about the actual movement of the tracks... put two very long rear wheel (so they won't steer), decorate them as well as possible and then make the front wheels invisible.
And for a hovercraft you need to use the first 12 vertexes to make a propellor at the back. and then an invisible polygon undernetah the vehicle to make it hover.
Too bad you can't make any parts go underground, otherwise you could make a boat. :)
Title: Re: Shape ideas
Post by: Duplode on February 22, 2009, 11:13:51 PM
Too bad you can't make any parts go underground, otherwise you could make a boat. :)

That in fact hadn't actually been tried. And it is less impossible than it seems  :)

(http://i49.photobucket.com/albums/f283/Duplode/load_069.png)
Title: Re: Shape ideas
Post by: Overdrijf on February 23, 2009, 11:23:19 AM
Too bad you can't make any parts go underground, otherwise you could make a boat. :)

That in fact hadn't actually been tried. And it is less impossible than it seems  :)

(http://i49.photobucket.com/albums/f283/Duplode/load_069.png)

It has been tried, yesterday, by me. And it is important when you jump, that's when the boat has to leave the water, it would be really cool if there was actually something in the water before that point. It could look really stupid on loops and stuff too.
Title: Re: Shape ideas
Post by: Krys TOFF on February 23, 2009, 05:43:31 PM
Quote from: Overdrijf
Would it work if you'dd make a 6-wheeled vehicle?
Hell yeah ! I want to play this famous Tyrrell F1 in Stunts !

(http://img3.imageshack.us/img3/5308/76bel23fk4.jpg)

(http://img183.imageshack.us/img183/3478/tyrrellp34fordef1.jpg)
Title: Re: Shape ideas
Post by: Overdrijf on March 03, 2009, 12:27:32 AM
Yes, that's a known limitation: the physical model is separated from the 3D model, and we don't know where it is. The problem with the wheels is the game will assume the first two polygons on the list (or the first twelve vertices, I don't remember exactly) are the front wheels and will use them for coordinate transformations - and thus you might end up with the nose of your car being steered as you turn the wheel.

I recon there are two good options:
1 Every car uses the same simple physics model. This one seems unlikely, the lancia does appear to really be shorter than other cars.
2 It has something to do with all those parameters that don't have an explanation on them in car blaster. Some of the series of bars really are shorter for shorter cars. However, that could be more of a result than a cause. I'm going to look in to this one when I can find the time, put it's gonna take some puzzling, since at least some of these series appear to have limitations on how much or on which sides you are allowed to shorten them, plus I've already played arround with them and now my kart is heavier or something like that on one side, landing on two wheels after every jump.
If that's not it, I'll live with it.
Title: Re: Shape ideas
Post by: Duplode on March 03, 2009, 01:31:07 AM
(...) plus I've already played arround with them and now my kart is heavier or something like that on one side, landing on two wheels after every jump.

Cool!  :o Can you recall which addresses you used to achieve that effect? As of now my experiments with the mysterious bytes in CarBlaster only led me to locate bytes that would make the car go forward/backward or rotate in the plane of the ground on its own - rotation on the z axis is definitely new!
Title: Re: Shape ideas
Post by: Chulk on March 03, 2009, 08:18:20 PM
Maybe that can make the car spin longitudinally when jumping with only half of the car on the ramp, and the other half in the air!
Title: Re: Shape ideas
Post by: Overdrijf on March 03, 2009, 08:43:50 PM
(...) plus I've already played arround with them and now my kart is heavier or something like that on one side, landing on two wheels after every jump.

Cool!  :o Can you recall which addresses you used to achieve that effect? As of now my experiments with the mysterious bytes in CarBlaster only led me to locate bytes that would make the car go forward/backward or rotate in the plane of the ground on its own - rotation on the z axis is definitely new!

One of those 3 series, but I don't know which one anymore since I edited them all. I'll get to trying editing them one by one to see what they do, that's probably more constructive. The last and longest series looks like it has something to do with length, but I have no idea about the rest. Might be the second one, the one with the long bars.
Title: F1 2009
Post by: CTG on March 05, 2009, 03:01:42 PM
Still trying... ;)
Title: Re: Shape ideas
Post by: Krys TOFF on March 05, 2009, 03:05:41 PM
Nice. Keep it up. ;)
Title: Re: Shape ideas
Post by: Chulk on March 05, 2009, 05:08:09 PM
Ferrari... Boooohhhhh!
Title: Re: Shape ideas
Post by: CTG on March 05, 2009, 08:50:35 PM
Ferrari... Boooohhhhh!

There will be McLaren paint too... :D
Title: Re: Shape ideas
Post by: Chulk on March 05, 2009, 10:18:53 PM
Oh, OK. Then Weeeeeeehhhhh!!!
Title: Re: Shape ideas
Post by: CTG on March 06, 2009, 01:04:59 AM
Oh, OK. Then Weeeeeeehhhhh!!!

Enjoy... ;D
Title: Re: Shape ideas
Post by: Chulk on March 06, 2009, 03:25:50 AM
Nice!
Title: Re: Shape ideas
Post by: Duplode on March 06, 2009, 05:25:38 AM
Nice, indeed - was hoping to see someone try these. The tall rear wings will look great in-game!  :D

On a similar vein, I did these tests yesterday with the default Indy shape, cross-linking from the "Extreme Competitions" topic...
Title: Re: Shape ideas
Post by: Overdrijf on March 06, 2009, 09:41:02 AM
Lol, nice paintjobs. It's only a matter of time before all stunts cars have flames running along their sides (or perhaps lightning, easier to do with polygons).
Title: Re: Shape ideas
Post by: Krys TOFF on March 17, 2009, 03:09:58 PM
Wonderful. Nice job for the F1 2009 shape CTG. :) :) :)
Title: Re: Shape ideas
Post by: zaqrack on March 20, 2009, 01:51:22 PM
I found an interesting (but really ugly :)) car body for a possible Audi tune-up:
Audi IMSA:
(http://www.audistory.24max.de/old1/picold/imsa7t.jpg)

http://www.audistory.24max.de/old1/eimsa.htm (http://www.audistory.24max.de/old1/eimsa.htm)
Title: Re: Shape ideas
Post by: Overdrijf on May 07, 2009, 06:38:41 PM
I was peeking arroung the stunts files when I noticed that the car from the intro movie actually has 7 paintjobs. Plus it is in fact more detailed than the normal drivable car shapes. Could it be a project they started before someone decided that car should not be done?
Title: Re: Shape ideas
Post by: 1sthotrod on April 04, 2010, 02:54:23 AM
i'ts posybol to make a bike and it vil not tip over
Title: Re: Shape ideas
Post by: BonzaiJoe on April 04, 2010, 12:23:22 PM
Great idea! Bicycle, top speed 40 mph, very flexible handling.
Title: Re: Shape ideas
Post by: BonzaiJoe on April 04, 2010, 12:24:00 PM
Also, when will we have a competition track in Overdrijf's ghost kart?
Title: Re: Shape ideas
Post by: CTG on April 04, 2010, 01:10:22 PM
Also, when will we have a competition track in Overdrijf's ghost kart?

Never? :D
Title: Re: Shape ideas
Post by: Overdrijf on August 13, 2010, 02:25:08 PM
Also, when will we have a competition track in Overdrijf's ghost kart?

Never? :D

Uhh yeah, hi there again, I kind of lost track of the whole stunts community after I released that beta. Guess I'm not the kind of person that can do one thing for a long ammount of time. In fact our whole team sort of disappeared at the same time. I feel like a bit of stunts again though, in about a week (or two) I won't have a lot of better things to do, so I guess I should be finishing that project once and for all. Perhaps I could even drop in at the competition, something tells me my skills are rusty...

Nice to see there have been quite a lot of cars created since though, they look good.
Title: Re: Shape ideas
Post by: Overdrijf on August 20, 2010, 08:40:31 AM
Quote from: Overdrijf
Would it work if you'dd make a 6-wheeled vehicle?
Hell yeah ! I want to play this famous Tyrrell F1 in Stunts !

(http://img3.imageshack.us/img3/5308/76bel23fk4.jpg)

(http://img183.imageshack.us/img183/3478/tyrrellp34fordef1.jpg)

Look what I found. :D

(By the way, the dasboard fo my own kart is starting to come along nicely, release should be soon.)
Title: Re: Shape ideas
Post by: CTG on August 20, 2010, 02:50:36 PM
cool
Title: Re: Shape ideas
Post by: Overdrijf on August 20, 2010, 06:54:27 PM
Quote
(By the way, the dasboard fo my own kart is starting to come along nicely, release should be soon.)
Okay, that was a bit faster than I expected...
Title: Re: Shape ideas
Post by: Overdrijf on August 23, 2010, 06:46:46 PM
Lol, I just ran out of vertices while modelling. I didn't know it had a hard boundary, but apparently you can only use 256 points.
Title: Re: Shape ideas
Post by: dstien on August 23, 2010, 08:07:31 PM
I didn't know it had a hard boundary, but apparently you can only use 256 points.
Yup, only a single byte is reserved for the vertex counter per shape. Same goes for the polygon and paint job counters. So on the bright side, you can theoretically make up to 256 paint jobs. :D
Title: Re: Shape ideas
Post by: Overdrijf on August 23, 2010, 09:36:16 PM
I didn't know it had a hard boundary, but apparently you can only use 256 points.
Yup, only a single byte is reserved for the vertex counter per shape. Same goes for the polygon and paint job counters. So on the bright side, you can theoretically make up to 256 paint jobs. :D
That leaves me 150, I already have turtle-green, night watch-yellow, A-team-black, Saint Nicholas-red, Stig-white and Barbie-pink... ;)
Although I'm not sure I'll ever use that second one, I'm affraid it might break down again...
Title: Re: Shape ideas
Post by: Duplode on September 01, 2010, 02:42:23 AM
Rough early-stage model of a BMW Series 8, done before I got lazy somewhere around mid-April...

(http://i49.photobucket.com/albums/f283/Duplode/8early.png)
Title: Re: Shape ideas
Post by: CTG on November 11, 2011, 03:53:03 PM
Where's your BMW, Dup? :D
Title: Re: Shape ideas
Post by: Grijze Pilion on June 06, 2012, 01:29:25 PM
(http://www.vehicule.ouest-atlantis.com/images/img_7644-side-car.jpg)

Nah, i would prefer the '20's car in the background. Think about it - and imagine the 1920's jazz band song;

"Driving-in-my-caaaar...... At 95 miles!
 Then we go to DEFAULT; juh-ump over the concretes!
 And i lose my wiiiind-shieeld in-a-loop."

(Sorry for the failed attempt to create interest.)
Title: Re: Shape ideas
Post by: CTG on October 11, 2012, 01:15:08 PM
What will happen if I try to make a vehicle which is larger than one square in the game? Getting only partial display?
Title: Re: Shape ideas
Post by: Duplode on October 11, 2012, 05:03:42 PM
I'd bet on full display with strange display bugs  :D
Title: Re: Shape ideas
Post by: CTG on October 13, 2012, 01:17:36 AM
I'd bet on full display with strange display bugs  :D

Is it worth to change the truck to AN-225? ;D
Title: Re: Shape ideas
Post by: CTG on October 15, 2012, 03:31:20 PM
I'd bet on full display with strange display bugs  :D

Is it worth to change the truck to AN-225? ;D

What's the upper limit for a single tile (as a vehicle)? 512 units?

Corvette is a bit more than 100 units long, that means 1 unit is about 5-6 cm. To make a realistic size airplane... ouch...

AN-225: ~1600 units
Boeing 767: ~1000 units
Boeing 737: ~600 units

If 512 is the limit, only a smaller Avro or Embraer would fit in the game. Cessna doesn't play. ;D
Title: Re: Shape ideas
Post by: Duplode on October 15, 2012, 05:03:49 PM
What's the upper limit for a single tile (as a vehicle)? 512 units?

Corvette is a bit more than 100 units long, that means 1 unit is about 5-6 cm. To make a realistic size airplane... ouch...

1 tile = 1024 units = 205ft ~= 62.5m. I guess you can make a reasonable airplane, graphically at least (as for the physics - we can let the game engine take care of that  :D).
Title: Re: Shape ideas
Post by: CTG on October 15, 2012, 06:36:56 PM
What's the upper limit for a single tile (as a vehicle)? 512 units?

Corvette is a bit more than 100 units long, that means 1 unit is about 5-6 cm. To make a realistic size airplane... ouch...

1 tile = 1024 units = 205ft ~= 62.5m. I guess you can make a reasonable airplane, graphically at least (as for the physics - we can let the game engine take care of that  :D).

Thanks, it sounds a lot better! My first "raw" model looks like a Boeing 767 with winglets, but the size is... well... only 25 m.
Title: Re: Shape ideas
Post by: CTG on October 15, 2012, 11:39:43 PM
There are several things you don't want to see in the rearview mirror. One of them is a landing airplane...  ;D
Title: Re: Shape ideas
Post by: BonzaiJoe on October 16, 2012, 12:25:56 AM
Finally there will be use for the 'height' factor in Car Blaster. Nice design! Competition car 2013?
Title: Re: Shape ideas
Post by: CTG on October 16, 2012, 12:31:40 AM
Competition car 2013?

No way. Imagine these wings in a tunnel... :D
Title: Re: Shape ideas
Post by: zaqrack on October 16, 2012, 03:17:53 AM
There are several things you don't want to see in the rearview mirror. One of them is a landing airplane...  ;D

this is cool :)
If we make it realistic: Great acceleration, OK brakes, close to impossible to turn... :)

A full-size passenger airplane is probably not feasible, but a private jet should not be a question :)
Title: Re: Shape ideas
Post by: Chulk on October 16, 2012, 06:04:19 AM
What about Knight Rider, CTG?
Title: Re: Shape ideas
Post by: CTG on October 16, 2012, 09:39:35 AM
A full-size passenger airplane is probably not feasible, but a private jet should not be a question :)
1 tile = 1024 units = 205ft ~= 62.5m. I guess you can make a reasonable airplane, graphically at least (as for the physics - we can let the game engine take care of that  :D).

62.5 m is more than an average passenger airplane. Scaling down by 30% would make even A380 and AN-225 available. Of course not for competitions, but fun drive.

Secret plan: a fleet of various airplanes (AN-225, Boeing 747, Airbus A380, Concorde, Boeing 767, IL-76, Avro RJ100, AN-2)

If we make it realistic: Great acceleration, OK brakes, close to impossible to turn... :)

Engine development is not my cup of tea, I always found it a bit annoying. Maybe I should learn more about it.

What about Knight Rider, CTG?

Not now.
Title: Re: Shape ideas
Post by: CTG on October 16, 2012, 11:48:22 PM
Scaling down by 30% would make even A380 and AN-225 available

(http://www.flightglobal.com/airspace/media/galleries/images/37759/500x400/the-adb-an225-appears-to-fill-the-dhl-ramp-at.jpg)

No engines so far - it has too many... ;D
Title: Re: Shape ideas
Post by: Duplode on October 17, 2012, 04:26:11 PM
Engine development is not my cup of tea, I always found it a bit annoying. Maybe I should learn more about it.

Tuning can be quite fun, actually. IMO the main problem is that CarBlaster, useful as it is, has a painful interface.
Title: Re: Shape ideas
Post by: CTG on October 18, 2012, 12:01:14 PM
No engines so far - it has too many... ;D

6 engines = 72 new points, only 64 are free. I have to spare 8 more, it will kill the whole design.

(And still no connecting element between wings and engines, or body and wheels. This bird is just too big and has an extreme shape.)
Title: Re: Shape ideas
Post by: dstien on October 18, 2012, 02:40:01 PM
Engine development is not my cup of tea, I always found it a bit annoying. Maybe I should learn more about it.

Tuning can be quite fun, actually. IMO the main problem is that CarBlaster, useful as it is, has a painful interface.
I have some 3-4 year old uncommitted code for a tuning interface in Stressed. Let's see if it still compiles... ???
Title: Re: Shape ideas
Post by: CTG on October 18, 2012, 09:48:23 PM
No engines so far - it has too many... ;D

6 engines = 72 new points, only 64 are free. I have to spare 8 more, it will kill the whole design.

(And still no connecting element between wings and engines, or body and wheels. This bird is just too big and has an extreme shape.)

How idiot I am! Wheels can be also used as "engines".
Title: Re: Shape ideas
Post by: Duplode on October 19, 2012, 04:01:47 AM
I have some 3-4 year old uncommitted code for a tuning interface in Stressed. Let's see if it still compiles... ???

That sounds cool! (I was midway through persuading myself to try writing a new CarBlaster; and, I must confess, one of my favourite excuses for procrastinating that was "it would be a waste to write something which wouldn't become part of Stressed." :D)

BTW, I was going to mention I hadn't managed to compile Stressed last time I tried, but r67 has solved that.

How idiot I am! Wheels can be also used as "engines".

Ingenious! Things will get quite tricky if you want to change the colour of your engines, but that may well be a small price to pay.
Title: Re: Shape ideas
Post by: CTG on October 19, 2012, 09:54:05 AM
How idiot I am! Wheels can be also used as "engines".

Things will get quite tricky if you want to change the colour of your engines, but that may well be a small price to pay.


Since there's only a single AN-225 in the world, color set for engines won't be a big deal. :)

The only problem causing headache at the moment is the usage of blank white bodywork. If I make it as white as in real, the details of the shape will be lost in the game (it looks like a huge white mass). But the lightest grey - color 79 - is still too dark...
Title: Re: Shape ideas
Post by: CTG on October 21, 2012, 09:59:34 PM
Boeing 747-8F with Cargolux paint

Title: Re: Shape ideas
Post by: CTG on October 22, 2012, 02:31:17 AM
Spy photos  ;)
Title: Re: Shape ideas
Post by: Duplode on October 22, 2012, 05:06:04 AM
Idea: what about substituting one of these planes for the truck at the start?  :D

Amazing screenshots, I can't get tired of looking at them!
Title: Re: Shape ideas
Post by: CTG on October 23, 2012, 11:13:52 PM
With proper background...  :D
Title: Re: Shape ideas
Post by: zaqrack on October 24, 2012, 05:38:40 AM
how???? :-O

by the way I am quite confident, we could set up the "car" parameters for the plane to actually fly. For a non-unlimited period of time and only after a proper takeoff, of course :D

Ever done a helicopter trick with a B-747? :)
Title: Re: Shape ideas
Post by: zaqrack on October 24, 2012, 05:41:41 AM
and I would like to see 9/11 replayed in Stunts. Well, we only have 3-story buildings, but that does not matter :)
Title: Re: Shape ideas
Post by: CTG on October 24, 2012, 07:59:33 AM
how???? :-O

Importing a custom PNG (City.pvs horizon file).

by the way I am quite confident, we could set up the "car" parameters for the plane to actually fly. For a non-unlimited period of time and only after a proper takeoff, of course :D

It sounds impossible for me, but I guess Duplode can suggest something.

Ever done a helicopter trick with a B-747? :)

If you change the 3D file of Acura to B-747 in the ZCT 55 replay... It would be fun.

and I would like to see 9/11 replayed in Stunts. Well, we only have 3-story buildings, but that does not matter :)

Buildings can be modified in Stressed. If you think it over, almost everything can be customized in this game (vehicles, background, design of road elements, buildings; even the main title of the game - in my Stressed hacked Stunts, the car going around the DSI logo is JTK's microbus ;D).
Title: Re: Shape ideas
Post by: CTG on October 24, 2012, 09:06:52 AM
by the way I am quite confident, we could set up the "car" parameters for the plane to actually fly

Kind of cheat, but looks like flying: hidden wheels, Y parameter of 3D shape polygons increased by 500. Even turning in air would be realistic if we use banked corners. ;D
Title: Re: Shape ideas
Post by: CTG on October 24, 2012, 09:16:23 AM
I'd bet on full display with strange display bugs  :D

I've tried it by modifying the size of B-747 to the real value (+30%; ~1250 units). Number of display errors increased a bit (nose and wings disappear quite often), but I guess most of them can be fixed (my amateur solution: two-sided polygons...).
Title: Re: Shape ideas
Post by: CTG on October 26, 2012, 12:08:12 AM
Guess who is next...
Title: Re: Shape ideas
Post by: Duplode on October 26, 2012, 05:11:34 AM
by the way I am quite confident, we could set up the "car" parameters for the plane to actually fly. For a non-unlimited period of time and only after a proper takeoff, of course :D

It sounds impossible for me, but I guess Duplode can suggest something.

As far as controllable flight goes, I don't see an obvious way. Increasing the physical length of the "car", as defined by the wheel coordinates, leads to longer airtime after a jump. It is hard, however, to use it in a convincing way, as beyond ~4x times the typical car length the physics get screwed up - instant crashes at the start line, etc.

P.S.: Floating 3D shape + banked corners is a very clever idea for faking screenshots though  ;D

P.P.S.: One silly thing I vaguely recall was manipulation of the surface data in GAME.RES leading to a bouncing track (i.e. spontaneous magic carpets of arbitrary height).   
Title: Re: Shape ideas
Post by: CTG on October 29, 2012, 04:35:38 PM
Interest is a weird thing. One day you want to build as many airplanes as you can - on the next day you rather start to modify the track element's design (kind of useless, but cool result ;D)...
Title: Re: Shape ideas
Post by: Chulk on October 29, 2012, 08:55:13 PM
Interest is a weird thing. One day you want to build as many airplanes as you can - on the next day you rather start to modify the track element's design (kind of useless, but cool result ;D)...
I'll insist. What about having ice, paved road and dirt all look the same (using the same color for the 3 of them) and then race on track without knowing the surfaces coming next (not using track editor to check, or it would not be fun)
Title: Re: Shape ideas
Post by: CTG on October 29, 2012, 09:04:27 PM
Interest is a weird thing. One day you want to build as many airplanes as you can - on the next day you rather start to modify the track element's design (kind of useless, but cool result ;D)...
I'll insist. What about having ice, paved road and dirt all look the same (using the same color for the 3 of them) and then race on track without knowing the surfaces coming next (not using track editor to check, or it would not be fun)

Easy to solve. :)
Title: Re: Shape ideas
Post by: CTG on October 29, 2012, 09:19:45 PM
Avro RJ85 on the football pitch...  :D
Title: Re: Shape ideas
Post by: dstien on October 30, 2012, 11:23:44 AM
Nice work, CTG. I like that bridge. :D
Title: Re: Shape ideas
Post by: CTG on October 30, 2012, 07:13:06 PM
Mriya minus 223.  :D
Title: Re: Shape ideas
Post by: CTG on October 31, 2012, 08:20:54 AM
Btw it seems the smaller is better in Stunts 3D shapes. AN-2 body works almost without problems.
Title: Re: Shape ideas
Post by: CTG on November 03, 2012, 11:34:59 PM
Zeppelin design: easy, but sucks...
Title: Re: Shape ideas
Post by: CTG on November 06, 2012, 06:51:51 AM
BKV feeling...  :D

(for non-Hungarians: BKV is the public transport company of Budapest, having too much old vehicles, like Ikarus 260)

(http://img10.indafoto.hu/6/9/23289_1a944d032cfa82fd3fccb56ba18fb914/9954457_c0f6be06dc1e9bf8315b1b1ff36bdc36_m.jpg)
Title: Re: Shape ideas
Post by: zaqrack on November 06, 2012, 07:03:37 AM
I am sure Dinmor would love this one :)
Title: Re: Shape ideas
Post by: CTG on November 06, 2012, 09:34:22 AM
Too bad, I have not enough polygons left to make a ticket inspector. :D

Btw I think this one will be the slowest Stunts vehicle ever. Top speed is around 120 km/h (~75 mph), acceleration (0-100 km/h) must be about 25-30 s.  ;D
Title: Re: Shape ideas
Post by: Duplode on November 09, 2012, 01:06:02 AM
Btw I think this one will be the slowest Stunts vehicle ever. Top speed is around 120 km/h (~75 mph), acceleration (0-100 km/h) must be about 25-30 s.  ;D

Slower than this one?  :D
(Attached is a .RES file intended for JTK's van that was lying in my Stunts folder - last modification date is 2010-10-24. I think that the tuning data roughly matches the specs JTK posted in one of the threads; I probably have made it a little bit faster for sanity reasons, though.)
Title: Re: Shape ideas
Post by: CTG on November 12, 2012, 01:54:42 PM
Somebody should make a bike for Zak (from lines instead of polygons).
Title: Re: Shape ideas
Post by: CTG on November 13, 2012, 12:41:19 AM
That one is difficult, quite far from ready...
Title: Re: Shape ideas
Post by: CTG on November 13, 2012, 02:39:27 PM
Logical question: when will they be released?

- Ikarus beta version is ready, somebody should test it before publishing (and I have to fix some display errors - also appeared in YouTube video)
- Subaru Impreza still needs a decent dashboard.
- Porsche Spyder is currently under developement (RES tuning: tonight, dashboard: in 2-3 days)
- Two other cars are still in my mind, let them be surprise. Little hint: both of them are damned fast. I mean REALLY-REALLY fast.  ;D
- Lada VAZ 2105 will be finished right after these
- Indy's F1 2009 upgrade will be actualized for 2013
- Melange... lacking motivation, since Rotoi is also silent about it. Shame on us! :D
- Airplane set is only a 3D shape collection so far, finishing them is only a long-term plan (cars seem to be more interesting at the moment)
Title: Re: Shape ideas
Post by: CTG on November 14, 2012, 12:34:49 AM
What about Knight Rider, CTG?

Karr's revenge is coming soon. ;)
Title: Re: Shape ideas
Post by: CTG on November 14, 2012, 08:44:02 PM
One day, one shape: scary acceleration, incredibly awful cornering.
Title: Re: Shape ideas
Post by: CTG on November 29, 2012, 08:18:38 AM
Lada Niva is a more difficult task than expected. Keeping the height rules, it looks like an old Fiat Panda.

Panda:
(http://upload.wikimedia.org/wikipedia/commons/thumb/7/7d/Fiat_panda_1_h_sst.jpg/250px-Fiat_panda_1_h_sst.jpg)

Niva:
(http://totalcar.index.hu/images/testbemutato/niva/niva1.jpg)
Title: Re: Shape ideas
Post by: zaqrack on November 29, 2012, 01:52:36 PM
now with these two pictures next to eachother the similarity is shocking.  :o
Title: Re: Shape ideas
Post by: Grijze Pilion on December 03, 2012, 05:55:18 PM
Avro RJ85 on the football pitch...  :D

I'd love to see that one :)
Title: Re: Shape ideas
Post by: CTG on December 04, 2012, 01:09:59 PM
Plan for 2013: 'Best of Communism' car pack.

Ready: Ikarus 260

Shape is ready: Lada 2105, Lada Niva

Blueprint already downloaded: Skoda 120

Other applicants: Trabant 601 (obligatory! ;D), Barkas (van), Zaporozhets 968, Kamaz (truck), Polski Fiat 126 and many others... ;D
Title: Lada Niva
Post by: CTG on December 09, 2012, 07:45:58 PM
I hope it's more like a Niva than a Panda... :D
Title: Re: Shape ideas
Post by: Friker on December 09, 2012, 10:05:31 PM
I want to see Skoda 120 made for racing ("skoda 120 s" was the name) according to owner the only skoda 120 s in Slovakia left: http://www.youtube.com/watch?v=k0meWme2F0M vrrm vrrrrm! http://www.youtube.com/watch?v=DE6fl_wRmfI :)

or "default" skoda 120 tuned for rally racing? http://www.youtube.com/watch?v=SkkaC7hujwQ (150 km/h at the finish line)
Title: Re: Shape ideas
Post by: CTG on December 10, 2012, 10:18:18 AM
I want to see Skoda 120 made for racing ("skoda 120 s" was the name) according to owner the only skoda 120 s in Slovakia left: http://www.youtube.com/watch?v=k0meWme2F0M vrrm vrrrrm! http://www.youtube.com/watch?v=DE6fl_wRmfI :)

or "default" skoda 120 tuned for rally racing? http://www.youtube.com/watch?v=SkkaC7hujwQ (150 km/h at the finish line)

It will be a "default" Skoda 120, but as far as I remember it's real top speed was almost 180 km/h (or at least my uncle - owning Skoda 120 in the late 80's and early 90's - declared ~170 km/h personal speed record). Btw it's one of my favorite cars from the communist era (the other one is VAZ 2105, a.k.a. "Cube Lada").

However, if the dashboard + 3D shape is ready, tuning is only a piece of cake, thanks to Duplode's detailed description at Stunts Wiki.
Title: Re: Shape ideas
Post by: CTG on December 13, 2012, 03:15:22 PM
Skoda 120 shape is more or less ready (pictures: soon).
Title: Re: Shape ideas
Post by: Friker on December 13, 2012, 08:23:20 PM
Skoda 120 shape is more or less ready (pictures: soon).

Yahooo Yuppieeeeee Yeeaah :)
Title: Re: Shape ideas
Post by: CTG on December 13, 2012, 11:32:39 PM
Skoda 120 shape is more or less ready (pictures: soon).

Yahooo Yuppieeeeee Yeeaah :)


I'm not really satisfied with it (the blueprint was quite wrong), so it's only a raw version.

I just realized that it's not a Skoda 120. ;D
Title: Re: Shape ideas
Post by: Friker on December 14, 2012, 01:36:31 AM
Skoda 120 shape is more or less ready (pictures: soon).

Yahooo Yuppieeeeee Yeeaah :)


I'm not really satisfied with it (the blueprint was quite wrong), so it's only a raw version.

I just realized that it's not a Skoda 120. ;D

it reminds me of Favorit model. :)
Title: Re: Shape ideas
Post by: CTG on December 14, 2012, 08:20:22 AM
Skoda 120 shape is more or less ready (pictures: soon).

Yahooo Yuppieeeeee Yeeaah :)


I'm not really satisfied with it (the blueprint was quite wrong), so it's only a raw version.

I just realized that it's not a Skoda 120. ;D

it reminds me of Favorit model. :)

Then it's really awful. ;D

What I wanted to build:

(http://m.cdn.blog.hu/ma/matchboxzsolt/image/Skoda_120L/skoda120_02.jpg)

What you see in that is:

(http://www.motorstown.com/images/skoda-favorit-135l-06.jpg)
Title: Re: Shape ideas
Post by: CTG on December 14, 2012, 08:24:19 AM
However, the game view seems to be a bit better (but still far from a good one).
Title: Re: Shape ideas
Post by: CTG on December 15, 2012, 10:39:47 AM
Useless data: the best engine for Skoda 120L is 58 hp "strong"! :o

Duplode: how do you calculate the 'estimated performance' for wiki articles? (probably you published the formula somewhere but it's easier to ask).
Title: Re: Shape ideas
Post by: Friker on December 15, 2012, 11:11:07 AM
Useless data: the best engine for Skoda 120L is 58 hp "strong"! :o

Duplode: how do you calculate the 'estimated performance' for wiki articles? (probably you published the formula somewhere but it's easier to ask).

Also the max speed 180 km/h is about 110 mph -> barely enough to jump 1 tile.
Title: Re: Shape ideas
Post by: CTG on December 15, 2012, 12:24:46 PM
barely enough to jump 1 tile.

Unless it is too heavy or has too big air resistance. But it's not that case, since Skoda 120 is only ~20 smu (~900 kg).
Title: Re: Shape ideas
Post by: Duplode on December 16, 2012, 02:45:53 PM
Duplode: how do you calculate the 'estimated performance' for wiki articles? (probably you published the formula somewhere but it's easier to ask).

If you mean the "Max horsepower (est.)" field: my original intention was to calculate the peak power from the actual CarBlaster data, but that got lost somewhere along the way; most values currently on the Wiki are merely copied from the car description text (Skyline is likely the only exception, given that the relevant calculations were used in the tuning process). Maybe it would be a good idea to update them to the "real" values, as the performance stats are based on actual tests and not on what it says on the tin. Anyway, here is how you I would do the calculations...

The key equation here, without units, is:

power = torque * rpm

Finding the peak power, then, means looking at the CarBlaster values and finding where the product of the position in the torque curve and the torque value is maximum. Taking the Skyline as an example, that would be at the 60th point of the curve, where the value is 41. From there, it is just doing the unit conversions, guided by the information at http://wiki.stunts.hu/index.php/Car_model_physics :

peak power = (torque curve position at power peak) * (CarBlaster torque value at power peak) * 128 * (2 * pi / 60) * 4  * (1 / 0.85) * (1 / 550)

The factors are:

128: 1 byte in the torque curve = 128rpm
(2 * pi / 60): converting from rpm to (1/s)
4: converting from torque values in CarBlaster to (lbf*ft)
(1 / 0.85): correction to the torque to account for mechanincal losses in the transmission.
(1 / 550): from the defintion of horsepower (1hp = 550 lbf*ft/s)

Note that the factor of 4 for the torque only makes sense if the car mass was defined according to the conversion suggested in "Car model physics" (1 CarBlaster unit = 103.375lb = 46.8901kg). If you used a different factor for the mass you should scale the result accordingly. Also, the (1 / 0.85) correction is, as you might have guessed, quite arbitrary.

Multiplying all the factors, the equation boils down to:

peak power = (tq. curve position @ power peak) * (CarBlaster tq. @ power peak) / 8.72

Applying that to the Skyline, we get:

peak power = 60 * 41 / 8.72 ~= 282hp

Title: Re: Shape ideas
Post by: CTG on December 18, 2012, 03:54:29 PM
Thank you for the well-detailed explanation. It will be really hard to estimate the performance of some cheat cars: no torque peak, just maximized value everywhere.

(~3000 HP is the maximum - bye-bye realistic airplanes, I have to cheat with their mass)
Title: Re: Shape ideas
Post by: Duplode on December 19, 2012, 03:25:06 PM
(~3000 HP is the maximum - bye-bye realistic airplanes, I have to cheat with their mass)

Depends on what you understand by "realistic"  :D The mass parameter doesn't really affect anything but acceleration (not even braking  :o), so you aren't going to lose much by scaling it down.
Title: Re: Shape ideas
Post by: CTG on December 19, 2012, 08:24:29 PM
(~3000 HP is the maximum - bye-bye realistic airplanes, I have to cheat with their mass)

Depends on what you understand by "realistic"  :D The mass parameter doesn't really affect anything but acceleration (not even braking  :o), so you aren't going to lose much by scaling it down.

You should see the Mriya's acceleration with maxed torque curve. It's pathetic.
Title: Re: Shape ideas
Post by: CTG on December 20, 2012, 09:41:46 AM
Another legendary car. :D

(http://img.timeinc.net/time/photoessays/2008/10_cars/flintstones.jpg)
Title: Re: Shape ideas
Post by: dstien on December 20, 2012, 10:56:39 AM
Hahaha! Most excellent, CTG. Most excellent.
Title: Re: Shape ideas
Post by: BonzaiJoe on December 20, 2012, 11:15:54 AM
Other legendary cars:
Batmobile
Grease Lightning
The Sheepdog from Dumb & Dumber
Ford T
Flying Car from Harry Potter (or other places)

Shape ideas:
Limo
Bicycle
Police car
Title: Re: Shape ideas
Post by: CTG on December 20, 2012, 11:22:33 AM
Let me see...

Batmobile: Which one?
Grease Lightning: ???
The Sheepdog from Dumb & Dumber: ;D
Ford T: I made a crappy raw model about that few weeks ago, should be fixed
Flying Car from Harry Potter: no way, I hate HP

Limo: Nice one! Handling could be quite unique with it's limited cornering ability.
Bicycle: done (and a roller, too ;D)
Police car: any cars could be modified to cop car with custom paintjob and roof lights. Which one woud you prefer?

Other legendary cars:
- General Lee
- DeLorean from Back to the Future
- Herbie (VW Beetle)
- Peugeot 403 (Columbo's car)
Title: Re: Shape ideas
Post by: Chulk on December 20, 2012, 02:58:20 PM
Batmobile: Which one?
Obviously Keaton's movie was the best!

Grease Lightning: ???
Travolta's car in 'Grease' (I suppose)

The Sheepdog from Dumb & Dumber: ;D
Hate the movie and everything related to it except JC

Ford T
A must have classic!


Other legendary cars:
- General Lee
- DeLorean from Back to the Future
Yes, please!


Here's a couple cars I'd love to race with:
(http://ts4.mm.bing.net/th?id=H.4831551280579319&pid=15.1)
(http://ts3.mm.bing.net/th?id=I.4525380265706690&pid=15.1)
Title: Re: Shape ideas
Post by: CTG on December 20, 2012, 03:02:44 PM
(http://ts4.mm.bing.net/th?id=H.4831551280579319&pid=15.1)

Muttley's laugh is priceless. ;D
Title: Re: Shape ideas
Post by: CTG on January 07, 2013, 08:38:06 AM
Fighting against my daemon (the car I always wanted to build) - seems to be too hard to make a decent 3D model. At least the engine is ready. If I say the torque value is constant between 74h and 89h, will you find out which car it is?

Another topic: I wish we could have an upgraded CarBlaster with Windows compatibility. The bar graph settings are annoying.
Title: Re: Shape ideas
Post by: CTG on January 08, 2013, 10:34:24 PM
Fighting against my daemon (the car I always wanted to build) - seems to be too hard to make a decent 3D model. At least the engine is ready. If I say the torque value is constant between 74h and 89h, will you find out which car it is?

And that constant torque value is 202. It's not that hard to find out which car has such a strong engine...   ;)
Title: Re: Shape ideas
Post by: Overdrijf on January 10, 2013, 09:56:57 PM
Wow, I missed something in this topic. CTG is on the loose.
Title: Re: Shape ideas
Post by: CTG on January 30, 2013, 09:10:49 AM
Okay, it's time to finish (or rather suspend) creating new 3D shapes and try to work on engines / dashboards. On one hand, knowing the physical background of CarBlaster tuning values, it seems to be fun. On the other hand, dashboards are still annoying - any volunteers to create some?  :D

So what's left (will be updated, just like airplane set):

Bugatti Veyron: finish dashboard

F1 car: upgrade to season 2013 (waiting for the new paintjobs)

Flinstone car: engine setting, dashboard

Ikarus 260: revise torque curve

Knight Industries 2000: finish dashboard

Lada Niva (Comeback): engine settings for the non-tuned version, dashboard

Lada VAZ 2105: engine settings, dashboard

Mountain bike: "engine" settings (basic concept: 2 smu weight, max. RPM: 512, waiting for bike experts' opinion), "dashboard"

Porsche 550 Spyder: dashboard

Roller: project status is the same as for bike :D

Skoda 120:: minor change of the 3D shape, dashboard

Subaru Impreza WRC: fine tuning of the engine (acceleration curve is a bit weird); finish dashboard

Top Fuel dragster: dashboard
Title: Re: Shape ideas
Post by: zaqrack on January 30, 2013, 01:40:27 PM
max RPM for a bike can be hardly over 180RPM and that's already far from the efficiency peak.

Most efficient pedaling comes in the range of 90-110RPM. Typical long-term power output of pipsqueaks is at 300Watts for several hours, best sprinters can output 1500-2000Watts but of course only for a short time.
This is of course all for a racing bike :)


Title: Re: Shape ideas
Post by: CTG on January 30, 2013, 02:44:18 PM
max RPM for a bike can be hardly over 180RPM and that's already far from the efficiency peak.

Most efficient pedaling comes in the range of 90-110RPM. Typical long-term power output of pipsqueaks is at 300Watts for several hours, best sprinters can output 1500-2000Watts but of course only for a short time.
This is of course all for a racing bike :)

Thanks! Unfortunately the torque curve contains 128 rpm steps, so it must be manipulated a bit to get a realistic bike.
Title: Re: Shape ideas
Post by: CTG on February 04, 2013, 09:03:49 AM
Porsche 550 Spyder: dashboard

Is it possible to make a dashboard with transparent parts? Spyder has a way too small windscreen to apply the usual pvs modules.

(http://i.ytimg.com/vi/QsSmN7yg92c/mqdefault.jpg)
Title: Re: Shape ideas
Post by: Duplode on February 07, 2013, 07:50:40 PM
Is it possible to make a dashboard with transparent parts? Spyder has a way too small windscreen to apply the usual pvs modules.

Yes, it is. Dashboard resources with an "m" suffix (dasm, inm1, etc.) are transparency masks. I suggest you to check the Indy dashboard, I believe it is quite close to what you want to achieve.
Title: Re: Shape ideas
Post by: CTG on February 07, 2013, 10:16:56 PM
Is it possible to make a dashboard with transparent parts? Spyder has a way too small windscreen to apply the usual pvs modules.

Yes, it is. Dashboard resources with an "m" suffix (dasm, inm1, etc.) are transparency masks. I suggest you to check the Indy dashboard, I believe it is quite close to what you want to achieve.

1, Thank you!
2, How could I be that stupid, I've already edited Indy's dashboard in 2009... :D
3, It gave me a silly idea that needs a lot of time to complete (maybe it isn't worth to do).
Title: Re: Shape ideas
Post by: CTG on February 10, 2013, 10:23:20 PM
*#&@??ß[??]!!! >:(

Losing some custom vehicles by copying files - in a bad direction...
Title: Re: Shape ideas
Post by: Friker on February 10, 2013, 11:06:36 PM
*#&@??ß[??]!!! >:(

Losing some custom vehicles by copying files - in a bad direction...

Your mum did not teach you to backup your data? :P
Title: Re: Shape ideas
Post by: CTG on February 10, 2013, 11:24:09 PM
*#&@??ß[??]!!! >:(

Losing some custom vehicles by copying files - in a bad direction...


Your mum did not teach you to backup your data? :P

That was the backup process... ;D

(the punishment for editing cars at my workplace? :D)

Rumours say that they spy our internet usage.
Title: Re: Shape ideas
Post by: dreadnaut on February 11, 2013, 01:39:12 AM
Versioning is a very good habit to pick up, if you have 5 minutes to read a tutorial. hg (http://mercurial.selenic.com/) or git (http://git-scm.com/) will save you a lot of pain.
Title: Re: Shape ideas
Post by: CTG on February 11, 2013, 12:47:33 PM
Versioning is a very good habit to pick up, if you have 5 minutes to read a tutorial. hg (http://mercurial.selenic.com/) or git (http://git-scm.com/) will save you a lot of pain.


It happened when I wanted to copy the files from the pendrive to the computer. Somebody was talking to me, I wasn't really aware and picked the inverse direction. It would not be a big problem (as the files were still there), but after that the pendrive was formatted, because I needed the whole storing capacity for something else. Few hours later I recognized the mistake...  :o (quite typical deconcentration error)

Not a big loss anyway:

- Flinstone car (only .3sh)
- Skoda 120 (only the crappy 3D model)
- roller & bike  (easy shapes)
- Bugatti Veyron's dashboard (90% ready)
- Ikarus colorset + engine setting (the last version was made on my own computer)
Title: Re: Shape ideas
Post by: alanrotoi on February 15, 2013, 09:19:31 PM
What about the Mean Machine 00 from Wacky Races?

(http://t0.gstatic.com/images?q=tbn:ANd9GcSxJP3NVX5Bpx0ZbrbQTf3pRpFXlaEegK8307X2yYaLF8ujhIj1fg)
Title: Re: Shape ideas
Post by: CTG on February 17, 2013, 05:28:07 PM
What about the Mean Machine 00 from Wacky Races?

(http://t0.gstatic.com/images?q=tbn:ANd9GcSxJP3NVX5Bpx0ZbrbQTf3pRpFXlaEegK8307X2yYaLF8ujhIj1fg)

Feel free to create it.
Title: Re: Shape ideas
Post by: CTG on March 28, 2013, 04:22:54 PM
Btw I think this one will be the slowest Stunts vehicle ever. Top speed is around 120 km/h (~75 mph), acceleration (0-100 km/h) must be about 25-30 s.  ;D

Slower than this one?  :D
(Attached is a .RES file intended for JTK's van that was lying in my Stunts folder - last modification date is 2010-10-24. I think that the tuning data roughly matches the specs JTK posted in one of the threads; I probably have made it a little bit faster for sanity reasons, though.)

I wonder if somebody finishes the "JTK's van" project and we use it at least once in a competition, will the lazy Kalpens come back?

If the answer is 'yes', I'll start it immediately. :D
Title: Re: Shape ideas
Post by: zaqrack on March 29, 2013, 10:55:56 AM
they are not lazy just busy making music :)
Title: Re: Shape ideas
Post by: CTG on March 30, 2013, 12:28:09 AM
Best of communism, raw shape  ;D
Title: Re: Shape ideas
Post by: Friker on March 31, 2013, 11:56:42 PM
I like it :) It is suitable for Skoda, too. :)
Title: Re: Shape ideas
Post by: CTG on April 02, 2013, 08:49:20 AM
I like it :) It is suitable for Skoda, too. :)

Quite strange, but it's harder to make a "box car" than any other. The simplicity makes them quite similar - and since they are small cars compared to a Corvette or LM002, you can't give them their real characteristics (e.g. 1 unit is too small for rear lamps width, while 2 units seem to be way too much). However, the Trabant will be updated.
Title: Re: Shape ideas
Post by: CTG on April 16, 2013, 12:37:09 PM
Limo

Not a classic Helen limo, but Rolls-Royce Phantom seems to be a decent choice (453 HP, ~300 km/h top speed).
Title: Re: Shape ideas
Post by: Grijze Pilion on August 07, 2013, 10:00:46 PM
I don't want to be a party pooper, but aside all of these new vehicles, a real achievement to the community would be to actually upload them. If it's possible to upload ALL the vehicles in this thread, the number of community-created objects will instantly increase by at least 300%.
Title: Re: Shape ideas
Post by: dreadnaut on August 07, 2013, 10:19:50 PM
A nice page with single car zips would indeed be great (and we could then write a program to download them and extract them in the right place :) )

This being of course a good start: http://scr.stunts.hu/mods.html#custom-cars
Title: Re: Shape ideas
Post by: CTG on August 08, 2013, 10:57:59 PM
I don't want to be a party pooper, but aside all of these new vehicles, a real achievement to the community would be to actually upload them. If it's possible to upload ALL the vehicles in this thread, the number of community-created objects will instantly increase by at least 300%.

Yeah, it would be great - but they aren't ready. I had some time to work on them in November/December, but since that I can't really spend energy on designing.
Title: Re: Shape ideas
Post by: CTG on August 09, 2013, 10:46:12 AM
I haven't mentioned yet (only in Looping subforum) that PooMobil is under development. Yeah, it looks like a gravity latrine. ;D
Title: Re: Shape ideas
Post by: Grijze Pilion on August 09, 2013, 01:12:20 PM
Still quite impressive, a modding community that lasts for over 20 years. I hope somebody models a modern car (458 Italia anyone?)
Title: Re: Shape ideas
Post by: CTG on August 09, 2013, 02:52:29 PM
458 Italia anyone?

Feel free to create it.
Title: Re: Shape ideas
Post by: alanrotoi on August 21, 2013, 11:03:53 PM
There are many stunts pipsqueak that likes bikes. Why don't you design a bike or guy in a bike?
Title: Re: Shape ideas
Post by: CTG on August 22, 2013, 08:32:26 AM
There are many stunts pipsqueak that likes bikes. Why don't you design a bike or guy in a bike?

Bicycle: done (and a roller, too ;D)

;D
Title: Re: Shape ideas
Post by: alanrotoi on August 22, 2013, 05:39:22 PM
:O

Do you have a picture at least? Let me see it :D or upload it!
Title: Re: Shape ideas
Post by: Chulk on August 22, 2013, 10:51:15 PM
I'm still waiting for this:
(http://www.pulpfictionwallets.com/images/umawagon.jpg)
Title: Re: Shape ideas
Post by: CTG on August 22, 2013, 11:11:21 PM
I'm still waiting for this:
(http://www.pulpfictionwallets.com/images/umawagon.jpg)

Put a rear wing on Ranger and add a yellow-pink paintwork....
Title: Re: Shape ideas
Post by: Chulk on August 23, 2013, 07:17:03 AM
I meant Uma  ;D ;D ;D
Title: Re: Shape ideas
Post by: CTG on August 23, 2013, 07:20:45 AM
I meant Uma  ;D ;D ;D

Edit one of the opponent files by adding Uma's pic + change the Stunts datasheet's text (background, expertise, problems, etc.) + modify the Ranger. ;D
Title: Re: Shape ideas
Post by: alanrotoi on October 08, 2013, 09:57:23 PM
I would like to race with Mad Max's Interceptor :)

(http://www.madmaxmovies.com/mad-max-interceptor/mad-max-interceptor-you-yangs.jpg)
Title: Re: Shape ideas
Post by: CTG on October 08, 2013, 10:01:38 PM
I would like to race with Mad Max's Interceptor :)

(http://www.madmaxmovies.com/mad-max-interceptor/mad-max-interceptor-you-yangs.jpg)

You know how to handle Stressed, go for it.
Title: Re: Shape ideas
Post by: alanrotoi on October 09, 2013, 03:24:00 AM
No I don't :(

BTW, is it allright if I design a new dashboard for Melange? I did a sketch a year ago and I could finish it :D
Title: Re: Shape ideas
Post by: CTG on October 09, 2013, 03:37:55 PM
Sure, let's change the bodywork and the dashboard in every year...
Title: Re: Shape ideas
Post by: Duplode on October 09, 2013, 05:32:49 PM
BTW, is it allright if I design a new dashboard for Melange? I did a sketch a year ago and I could finish it :D

Technical note: it would be easier if the coordinates of gearbox, speedometer and rev meter remained unchanged. That way, people could switch between the alternative dashboards by replacing just the .VSH file(s), and not the .RES one as well. (Not to mention that changing gearbox coordinates can affect the performance of the car if the travelling distances change.)
Title: Re: Shape ideas
Post by: alanrotoi on October 09, 2013, 08:26:59 PM
Dup: Yep, that's my idea. I just want to change the skin :D The rest is ok, I like it.

CTG: I thank you and appreciate your work in Melange, I like it and I accept it. It's just a dashboard change I'll make.


BTW I have a bug with the gearbox stick. Very often when I work several minutes in a replay the stick disapears. I guess if I reload the replay it's fixed, but...
Title: Re: Shape ideas
Post by: alanrotoi on October 10, 2013, 03:43:42 PM
Also we need a good Police car! I vote for a classic american police car Dodge Polara :D

(http://www.allpar.com/squads/photos/parade/polara-front.jpg)
Title: Re: Shape ideas
Post by: CTG on October 10, 2013, 04:09:30 PM
Also we need a good Police car!

Porsche 911 with German police paintjob? Just like in NFS Porsche Unleashed. :D

(http://www.autoviva.com/img/photos/976/porsche_911_carrera_coupe_police_car_large_106976.jpg)
Title: Re: Shape ideas
Post by: alanrotoi on October 10, 2013, 04:27:11 PM
Nah.
Title: Re: Shape ideas
Post by: CTG on October 10, 2013, 04:32:52 PM
Why not? :D
Title: Re: Shape ideas
Post by: alanrotoi on October 10, 2013, 04:57:07 PM
Because Dodge Polara is a classic police car from Dukes of Hazzard and many other classic american movies and series. I can't imagine another car for a police car icon :).
Title: Re: Shape ideas
Post by: CTG on October 10, 2013, 05:00:23 PM
But then we need this one, too...

(http://mygenerallee.com/gary%20schneider%20general%20lee.jpg)
Title: Re: Shape ideas
Post by: alanrotoi on October 10, 2013, 05:21:40 PM
Yeah, General Lee is THE car.
Title: Re: Shape ideas
Post by: Chulk on October 11, 2013, 06:44:42 AM
I think the next tuning we (actually, you, I can't really help) would be to simulate over/understeer to have some rally competitions
Title: Re: Shape ideas
Post by: CTG on October 11, 2013, 09:05:01 AM
I think the next tuning we (actually, you, I can't really help) would be to simulate over/understeer to have some rally competitions

Read Stunts wiki carefully, you will find the answer for that. ;)
Title: Re: Shape ideas
Post by: CTG on October 11, 2013, 09:13:25 AM
Because Dodge Polara is a classic police car from Dukes of Hazzard and many other classic american movies and series. I can't imagine another car for a police car icon :).

But still, we could add a new green-white paintjob and roof "flashlights" to Zapper's 911.
Title: Re: Shape ideas
Post by: CTG on October 25, 2013, 06:35:42 PM
Dunno why, but I'm fond of this type of speedometers... maybe some motivation to build a classic muscle car?
Title: ZCT 149 is an awful track!
Post by: CTG on November 23, 2013, 01:35:03 PM
Monster bike :D
Title: Re: Shape ideas
Post by: CTG on February 11, 2014, 02:14:13 PM
What about a classic muscle car?
Title: Re: Shape ideas
Post by: CTG on February 11, 2014, 06:35:18 PM
What about a classic muscle car?

Dodge Challenger RT Hardtop (1970) - "only" the dashboard is left...
Title: Re: Shape ideas
Post by: zaqrack on February 13, 2014, 12:02:42 PM
yes please! I love impossible steering and lack of brakes.
Title: Re: Shape ideas
Post by: CTG on February 16, 2014, 10:47:29 AM
yes please! I love impossible steering and lack of brakes.

Too bad I didn't use this 3D model for Melange...
Title: Re: Shape ideas
Post by: CTG on February 17, 2014, 10:35:15 AM
Btw what kind of program do you use for creating dashboard layers? I still do it manually in Paint (it really sucks).
Title: Re: Shape ideas
Post by: Duplode on February 17, 2014, 02:05:38 PM
Btw what kind of program do you use for creating dashboard layers? I still do it manually in Paint (it really sucks).

I suggest GIMP (http://www.gimp.org/). Layers, proper selection tools and a clone brush can be really helpful.
Title: Re: Shape ideas
Post by: CTG on February 04, 2015, 06:40:27 PM
No new cars lately... :-\
Title: Re: Shape ideas
Post by: Shoegazing Leo on February 04, 2015, 08:38:02 PM
Idea:https://www.google.com.br/search?q=flecha+azul+VI&es_sm=93&source=lnms&tbm=isch&sa=X&ei=VnLSVKbsBdHesATwqILABg&ved=0CAgQ_AUoAQ&biw=1440&bih=809 (https://www.google.com.br/search?q=flecha+azul+VI&es_sm=93&source=lnms&tbm=isch&sa=X&ei=VnLSVKbsBdHesATwqILABg&ved=0CAgQ_AUoAQ&biw=1440&bih=809)

This bus made the last regular travel in 2013. Flecha Azul VI from Viação Cometa, made for CMA, a extinct company owned by the own Cometa (yes, it means Comet). Chassi: Scania K-113. The year of this bus is 1996 and is one of the last of "Flecha Azul Series" what ended on Flecha Azul VIII. When Cometa as bought by the JCA Group in 2000, they stopped to make their own buses. The CMA closed his doors in 2002 after finished the last buses called Estrelões (Big Stars).

The speed limit is about 120 km/h (75 mph) by law, but several people saw that this bus ("O Cometa voa na estrada" "The Comet goes flying) running about 140-150 km/h (86-93 mph). Then, the system is very similar to Ikarus.
Title: Re: Shape ideas
Post by: CTG on February 06, 2015, 10:05:40 AM
Idea:https://www.google.com.br/search?q=flecha+azul+VI&es_sm=93&source=lnms&tbm=isch&sa=X&ei=VnLSVKbsBdHesATwqILABg&ved=0CAgQ_AUoAQ&biw=1440&bih=809 (https://www.google.com.br/search?q=flecha+azul+VI&es_sm=93&source=lnms&tbm=isch&sa=X&ei=VnLSVKbsBdHesATwqILABg&ved=0CAgQ_AUoAQ&biw=1440&bih=809)

This bus made the last regular travel in 2013. Flecha Azul VI from Viação Cometa, made for CMA, a extinct company owned by the own Cometa (yes, it means Comet). Chassi: Scania K-113. The year of this bus is 1996 and is one of the last of "Flecha Azul Series" what ended on Flecha Azul VIII. When Cometa as bought by the JCA Group in 2000, they stopped to make their own buses. The CMA closed his doors in 2002 after finished the last buses called Estrelões (Big Stars).

The speed limit is about 120 km/h (75 mph) by law, but several people saw that this bus ("O Cometa voa na estrada" "The Comet goes flying) running about 140-150 km/h (86-93 mph). Then, the system is very similar to Ikarus.

Feel free to use Stressed.
Title: Re: Shape ideas
Post by: BöllérJani on February 06, 2015, 11:14:57 AM
Just like I said before: build a Zetor, please!
Title: Re: Shape ideas
Post by: CTG on February 06, 2015, 04:15:05 PM
Sorry, I'm not in car designing mood. Although Zetor would be quite an easy one.
Title: Re: Shape ideas
Post by: Shoegazing Leo on February 06, 2015, 04:31:33 PM
Idea:https://www.google.com.br/search?q=flecha+azul+VI&es_sm=93&source=lnms&tbm=isch&sa=X&ei=VnLSVKbsBdHesATwqILABg&ved=0CAgQ_AUoAQ&biw=1440&bih=809 (https://www.google.com.br/search?q=flecha+azul+VI&es_sm=93&source=lnms&tbm=isch&sa=X&ei=VnLSVKbsBdHesATwqILABg&ved=0CAgQ_AUoAQ&biw=1440&bih=809)

This bus made the last regular travel in 2013. Flecha Azul VI from Viação Cometa, made for CMA, a extinct company owned by the own Cometa (yes, it means Comet). Chassi: Scania K-113. The year of this bus is 1996 and is one of the last of "Flecha Azul Series" what ended on Flecha Azul VIII. When Cometa as bought by the JCA Group in 2000, they stopped to make their own buses. The CMA closed his doors in 2002 after finished the last buses called Estrelões (Big Stars).

The speed limit is about 120 km/h (75 mph) by law, but several people saw that this bus ("O Cometa voa na estrada" "The Comet goes flying) running about 140-150 km/h (86-93 mph). Then, the system is very similar to Ikarus.

Feel free to use Stressed.

I don't know how
Title: shape ideas
Post by: CTG on February 06, 2015, 05:44:52 PM
Check Stunts Wiki, there are very useful articles about car files and parameters.
Title: Re: Shape ideas
Post by: Vector on March 01, 2015, 06:02:57 PM
(http://3.bp.blogspot.com/-C0nJ0ParBc4/TkA90JMUsHI/AAAAAAAAEms/1nPahYW3owc/s1600/super-sports_car.jpg)

Super Sports Car?  ???
Title: Re: Shape ideas
Post by: CTG on March 03, 2015, 07:23:32 PM
There are already 2 Ferrari cars. However, Porsche is still leading with 4...
Title: Re: Shape ideas
Post by: Vector on March 03, 2015, 07:25:36 PM
TAKE A TRUCK THEN >:(
Title: Re: Shape ideas
Post by: CTG on March 03, 2015, 08:29:48 PM
TAKE A TRUCK THEN >:(

There's a truck in Stunts...
Title: Re: Shape ideas
Post by: Vector on March 04, 2015, 04:02:49 PM
WTF?!?!?!?!?!?!?!??!?

You can do a Pagani...
Title: Re: Shape ideas
Post by: CTG on March 04, 2015, 04:09:26 PM
WTF?!?!?!?!?!?!?!??!?

You can do a Pagani...

I don't like Pagani.
Title: Re: Shape ideas
Post by: Vector on March 04, 2015, 04:32:56 PM
But is not made, already! This is your choice!
Title: Re: Shape ideas
Post by: alanrotoi on March 12, 2015, 05:43:36 PM
Awkward
Title: Re: Shape ideas
Post by: USC_closure on April 23, 2015, 08:13:53 PM
Quote from: Marco, Shoutbox
My friends I have seen some cars in the CTG videos that i have nevere seen ... like mustang if I'm not wrong. Is there somewhere a full package of all the known shared cars of the world?

Mustang?  :o Maybe you saw Dodge Challenger.
Title: Re: Shape ideas
Post by: Overdrijf on August 28, 2018, 10:33:08 AM
I don't think I ever actually posted this to the Stunts board, but I made a dinosaur in Stunts. No really. (https://www.youtube.com/watch?v=jD0eQxvSHSI)

(Yes, it makes more sense if you know the other game mentioned.)
Title: Re: Shape ideas
Post by: JTK on August 29, 2018, 10:30:58 AM
 ;D ;D ;D
Title: Re: Shape ideas
Post by: Overdrijf on September 14, 2018, 03:55:58 PM
Question: When I try to save my 3D shape I get an error that the number of vertices (257) exceeds the maximum of 256, so I can't save. The thing is: I already removed a bunch of vertices and polygons since I first got that message and even tried removing the shapes that originally seemed to have triggered it. Anybody know how to beat it, other than restarting from a previously saved file?

(EDIT: It even refuses to be exported. I really did something bad to that car. And despite not being able to save it did corrupt my save. Reported file size does not match actual file size or header. (File is near empty in a hex editor.) Good thing I at least have a backup of car1. Stressed really is a brilliant little program and I keep finding out about features I should have been using all along, but it still has a bug or two as well.)

To bend this into an actual useful question: for quickly scaling up car1 to car0 I know you're supposed to export, scale the object in a general 3D editing program and import again. I did it the slow way ones today, I'm ready for a change. I've tried a few programs and they all fail to work so far in one way or another. Does somebody know a program, preferably free, which will do the job? (This is like, the only 3D work I ever do, I'm more of a 2D shopper.) If paintjobs and wheels are not intact that's fine, because that's going to happen anyway, but it shouldn't create extra polygons, and it should allow me to keep the same point as 0.
Title: Re: Shape ideas
Post by: Duplode on September 15, 2018, 06:11:07 AM
for quickly scaling up car1 to car0 I know you're supposed to export, scale the object in a general 3D editing program and import again. I did it the slow way ones today, I'm ready for a change. I've tried a few programs and they all fail to work so far in one way or another. Does somebody know a program, preferably free, which will do the job? (This is like, the only 3D work I ever do, I'm more of a 2D shopper.) If paintjobs and wheels are not intact that's fine, because that's going to happen anyway, but it shouldn't create extra polygons, and it should allow me to keep the same point as 0.

My tool of choice was Anim8or (http://www.anim8or.com/). It fit the bill of "3D editor for someone who has no clue about 3D editing" pretty well when I first went looking for that, and it has an adequate scaling function. It is a WIndows program (in the distant past I got it to work well enough on Linux/Wine, but it didn't cooperate last time I tried). Blender now can handle polygons with more than three sides (once upon a time it couldn't), so in principle it is also an option (I say "in principle" because I never could bring myself to actually learn to use it).

When I try to save my 3D shape I get an error that the number of vertices (257) exceeds the maximum of 256, so I can't save. The thing is: I already removed a bunch of vertices and polygons since I first got that message and even tried removing the shapes that originally seemed to have triggered it. [...] It even refuses to be exported. I really did something bad to that car. And despite not being able to save it did corrupt my save. Reported file size does not match actual file size or header. (File is near empty in a hex editor.)

Noted. It would be worth having a go at reproducing that one of these days...
Title: Re: Shape ideas
Post by: Overdrijf on September 15, 2018, 07:46:17 AM
Blender gave some weird effects for me, but I'll hapily try Anim8tor.

As far as recreating it goes: I still have the bad file open. If there is anything you can think off you'd like me to try out on it I'd be happy to. I just can't send it to you, for obvious reasons.
Title: Re: Shape ideas
Post by: Duplode on September 16, 2018, 04:59:52 AM
As far as recreating it goes: I still have the bad file open. If there is anything you can think off you'd like me to try out on it I'd be happy to. I just can't send it to you, for obvious reasons.

I can't think of anything useful... I wonder, though, if the editor (the coordinate grid, the shape picker, etc.) still appears to work normally.

(When it comes to reproducing it, I guess synthesising a 256 vertices shape and then trying to extend it would be the way to go.)
Title: Re: Shape ideas
Post by: Overdrijf on September 16, 2018, 03:17:48 PM
It appears to work completely normal. Even the car0 shape can be edited normally. In fact I now figure that I could probably save the file if I deleted the car0 shape. That would put an end to further experimentation and to using it as a reference for a rebuild, so I'm hesitant to try that just yet.

Although typing that just gave me a weird idea. Does a shape use more vertices if it's two sided? Because I made all of them (not the wheels or lines) 2 sided since that appeared to make the shapes a little less buggy. I did the same for car1 though, which was just fine, so it's probably nothing...

EDIT: I may or may not just be an idiot. A second attempt at the same shape (Anim8or works great, thanks), did run into the save bug and saved just fine after removing some stuff, so maybe I just forgot about some things and didn't remove enough on the previous attempt. My apologies to Dstien for badmouthing his program. It confuses me by counting no further than 257. I figure if there was one too many and I removed one it must now be okay.