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Spring Break 2026 Pack
Project

Thursday, 7th May 2026

sure thing funny to mention, because "linking skins to the original cars" has been done before in Autumn Party 2023 pack. i wondered why descriptions of future event packs stopped linking base skin cars. https://www.revoltworld.net/dl/ap23pack/ (on an unrelated note, i inquired for base car skins inclusion in the pack because i want to host an online racing session for it, including the skins of cars. i rather not want players to download external stuff than the event pack itself. it cant be helped now i guess)

Spring Break 2026 Pack
Project

Thursday, 7th May 2026

isnt that has always been the case? even for the old event packs, none of them has ever been updated even if the event cars is released standalone with a new version. it's like the event packs are like time capsules that captures only this specific moment in time, and doesnt reflect the possibility of what could have in the future. people dont expect to download the event packs hoping for the latest stuff, people download the event packs to see the creation 'as is' during the time of the event. if the base skin cars are included, i expected them to be left as is, because car version yyyymmdd is what the skin is made for during the event. if the base skin car gets updated in the future past the event time, then i would assume that the organizers have no obligation to update the base skin cars in the event pack, keeping them the 'old' version. as is consistent with the pack's statement of "This pack won't be updated in the future, so be sure to check the main creations' uploads for possible updates"

Spring Break 2026 Pack
Project

Thursday, 7th May 2026

hmmmm just a suggestion for future creation events. for skin entries, i suggest to also include the base cars which the skins are made for, to be packaged into the event pack itself (if allowed by their readme permissions). that way, players can quickly play the event skins ingame without manually having to download the base cars separately. i'd like to check out all the creations in the pack and immediately play them ingame, but since skins dont appear without the base car, it's a hassle having to also manually chase each of the base cars and download them separately just to check their event submitted skins. (im aware that people mostly make skins for the io pack cars and i can just easily activate that, tho the inclusion of Fhatalys here is proof that people do submit event skins for non-io pack cars too which still requires manual separate download) it's also assuming the possibility for people who organize their packs and selectively activate them to only activate the event pack (+ stock content) and nothing else, to authentically preview the creations of this event.

Spring Break 2026 – Announcement

Sunday, 26th April 2026

here i thought i submitted last minute once more as always, there's something creative experimented on my end. / looking forward to see how innovative and unexpected, or expressively amazing, this season's creations will be!

Multi Class Bash Pack
Project

Thursday, 23rd October 2025

personally i prefer the more action-y pictures done in this event. it communicates how the cars "aesthetically feels" rather than how the cars "objectively appears" in frontend. i do agree however that the angles should still consider the actual visibility of the car visuals, as its visual appearance is one of the most prominent aspects that creators worked hard on.

Multi Class Bash – Announcement

Tuesday, 7th October 2025

as for the themes, does the vehicle has to be reasonably realism conventional? or is anything goes as long as it registers as "motorsports offroad vehicle"? i have an idea that is a bit fantastical, as much i try to maintain the offroad motorsports theme.

Secret Santa 2024 – Announcement

Saturday, 28th December 2024

i have question for car creation. a basic png layer where the main colours of the tree are mapped is provided, remapping it is allowed. however, are we allowed to recolor or retexture the tree asset? or are we required to keep the provided green colors?

Speedcross RX
Super Pro Car

Monday, 29th January 2024

"I haven’t really looked into how this car takes advantage of Offset2 but I’m sure something could be done with SkidWidth" basically, the initial version of the car has the exact handling i desired (with properly aligned skidmarks visuals), but the car's size is too big compared to the norm. so, i made the car's body smaller to match stock cars, thus also affecting the size and physical location of the wheels. changing the location of the wheels (offset1) affects the handling, which is something i dont want. thus, i changed offset1 to match the car's new smaller size, but also used offset2 place the physical wheels to its pre-downsize location, to make sure the handling stays the same. since skidmarks follows the physical location of offset2 rather than the visual location of offset1, this has the side effect of the visual skidmarks being unaligned, the skidmarks appeared as being outside constraints of the wheel model. as a workaround, i made the skidmarks thinner to make the skidmarks visual stay fit as closely as it can to the wheel's visual model. in short: the wheels model are visually located properly 'below' the car, but the actual physical location of the wheel (where the skidmarks come from) is 'beside' the car's body. i had to make skidmarks thinner to make sure it looks like the skidmarks are properly 'below' the car (rather than the misaligned 'beside' the car).

Speedcross RX
Super Pro Car

Saturday, 27th January 2024

"One bug though I won’t take in to the score, uhm, the tire treads when you use the car…they are too thin, surely that’s not intentional, is it?" that's an intentional workaround, unfortunately. it has something to do with offset2 wheels parameter shenanigans, which moves the skidmarks away from the wheel visual model. the only way i can make the skidmarks aligned with the wheel model without completely affecting the handling, is to make the skidmarks thin enough so they remain within the boundaries of the wheel visual model. otherwise, the skidmarks and the wheel visual model wouldnt look right (or make the "normal thick" skidmarks visually aligned with the wheel model, but it will significantly alter the handling. this change in handling isnt desirable, so i chose the "thin skidmarks" option)

Nimuace
Super Pro Car

Saturday, 27th January 2024

Nimuace has received a new update: - bugfix, fixed engine sound (icyarea.wav is now included in d15aero folder and sfxengine parameters is adjusted accordingly)