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Messages - iVersOne

17
Paints / Re: Some WIP's
January 18, 2015, 11:45:29 PM
the quality of the paint is just amazing, and that's what makes the difference!  8)
18
Paints / Re: Some WIP's
January 18, 2015, 07:56:55 PM
The CompKart paint is so....OMG <3<3 Can't wait !!!!!

Great Job !
19
Paints / Re: Alonso OTK 2015
January 15, 2015, 05:52:11 PM
wow nice ! thx  :)
20
Paints / Re: Monaco M4 FP7 Release!
January 15, 2015, 04:26:36 PM
Gorgeous ! :D
21
Paints / Re: Sodi Kart 2014 ( On the Birel 2015 - FP7)
January 12, 2015, 04:56:43 PM
wow awesome !  ;D
22
Paints / Deadly Kart Las Vegas Release [FP7]
January 11, 2015, 11:00:10 PM
Hi Everyone , I finished the Deadly Kart Paint , 2 versions are availables

The community version :



DL Link : https://www.dropbox.com/s/2a8wconam7c6v1s/Deadly%20Kart%20Vegas%20Com.pnt?dl=0

My version :


DL Link : https://www.dropbox.com/s/qjdjfdcanzjjuw3/DeadlyVegas%20iVersOne.pnt?dl=0

Please DL the 2 versions because i used my version with my name behind the suit, thanks :)
23
Paints / Re: Deadly Kart Skin with PiBoSo's FP7 WIP
January 08, 2015, 05:22:57 PM
update  :)

24
Paints / Re: Paint Tutorial For Dummies
January 08, 2015, 05:13:07 PM
Quote from: Birel-Rotax 42 on January 08, 2015, 05:00:10 PM
I haven't dxperimented around with the placement. As of now, I put my suit (driver.tga) in the folder that I am exporting to a .pnt file and then just use that as the kart suit. I don't know how to put the suit in for "suit selection" so when I return home I will work on that. Maybe a folder named "suits" and inside a folder called "paints"? I have no idea.
ohh thanks Birel-Rotax42 I did not rename the tga file
I left "driver_template.tga" with "driver.tga" it works perfectly thanks again ! :D
25
Paints / Re: Paint Tutorial For Dummies
January 08, 2015, 04:57:18 PM
now no more excuses, everyone can create paints ^^ , but one question , what is the folder name for Suit Paints ?
26
Paints / Re: Monaco GP8 FP7 Release
January 07, 2015, 08:58:31 PM
what the installation path for paint suit  pls ?
27
Paints / Re: Deadly Kart Skin with PiBoSo's FP7 WIP
January 05, 2015, 08:06:23 PM
Quote from: Cory_Hayes on January 05, 2015, 07:53:55 PM
1. That is not the official Deadly Kart
2. You need to redo the nassau Panel
3. I have been working on the official one, not one that was custom made for someone for Supernats
( Sorry for being a Taddzy) + Steering wheel colours are messed up, because I was messing around with it for another kart and had it in the folder and it is the first version, so I need to obviously fix stuff up.


this is the "Las Vegas" version , I am not obliged to do the official paint .. I had already started Las Vegas version with beta FP7 Bodywork , but the paint did not work, now that PiBoSo has an official version I continued my work, and then it is not the final version, I have yet many things to do on paint, I just wanted to keep the community informed .

thank you for your help ...
28
Paints / Deadly Kart Skin with PiBoSo's FP7 WIP
January 05, 2015, 07:12:30 PM
Hi everyone , I am currently in the process of testing the skin Deadly Kart  ;D, I would give the download link when it's all finished.

best regards!

29
Suggestions and wishlist / Re: Beta 12 Suggestions!
December 26, 2014, 09:21:33 PM
Quote from: Birel-Rotax 42 on December 23, 2014, 11:35:15 PM
Would it be possible to manipulate grip in a way similar to Nascar Racing 2003's implementation for future builds? My suggestion is that setting grip, you name the object (example: TRKASPH) and in a text file similar to shaders, input a grip level from 0.0 to 4.0. That way, we would have many more grip levels available to us and a better opportunity to hone in track grip levels to a good and realistic setting. With that, I think it would be helpful to also have a piece in that file that determines the speed/factor that grip builds up independent of the groove multiplier (some tracks rubber up quicker than others because of the surface). Would this be even remotely possible? Also, PiBoSo, on a scale from 1-10, 10 is highest, what grip level is ASPH, BASPH, and CASPH? I understand CASPH is less grip, but is it exponential, fractional, logarithmic, or just purely half of the previous grip level? Thanks, and I look forward to Beta 12 and beyond!
+1  :)