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 Avio
 
 

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 Joined: 05 Jan 2005
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PostPosted: Mon Jun 06, 14:29 Reply to topicReply with quote
----------------------------------------------------------------------------
TUTORIAL: HOW CREATE AND ACTIVATE THE INCANDESCENT DISKS
----------------------------------------------------------------------------

Since some persons have interested at the subject,
I have decided to written a short tutorial.

You must modify the *.SGC file than the *.INI file of your car.
But don't worry, since the modifies to the model (SGC), it's really simple.

------------------------------------------------------
1. Modify the model of the car: the * .SGC file
------------------------------------------------------

First of all examines, the _external_dynamic texture:
you will notice that are present both disks: the normal and incandescent.

The problem is that the model (car), have 4 disks only,
UV_mapped on the normal disk area of the texture.
(see IMAGE A)

Therefore you must create another 4 disks,
cloning singularly from the existing one, and names them with the ( _lit ) addition,
and than you will UV_mapping on the incandescent disk area of the texture.
(see IMAGE B)

Now you have a total of 8 disks:

e_brakedisc_lf
e_brakedisc_rf
e_brakedisc_lb
e_brakedisc_rb

e_brakedisc_lf_lit
e_brakedisc_rf_lit
e_brakedisc_lb_lit
e_brakedisc_rb_lit

You must pay attention, that the cloned disks have the same Pivot Poit,
and have the same hierarchy (parent/children), of the originals disks.
(see IMAGE C)

The Pivot Poit of an element,it's the geometric reference position,
of the object in the scene.

---------------------------------------------------
2. Modify the ini file of the car: the *.INI file
---------------------------------------------------

Open the file *.INI of your car (for example with block notes),
and modify the 4 existing disks, in the following way:
(in the example I use the impreza03 car)


[e_brakedisc_lb]
Switch=true
SwitchBox=brake_lb
Predicate=off
FaceBlock0_Shader=CarTextureNoDirt
FaceBlock0_Material=impreza03_external_dynamic

[e_brakedisc_lf]
Switch=true
SwitchBox=brake_lb
Predicate=off
FaceBlock0_Shader=CarTextureNoDirt
FaceBlock0_Material=impreza03_external_dynamic

[e_brakedisc_rb]
Switch=true
SwitchBox=brake_rb
Predicate=off
FaceBlock0_Shader=CarTextureNoDirt
FaceBlock0_Material=impreza03_external_dynamic

[e_brakedisc_rf]
Switch=true
SwitchBox=brake_rb
Predicate=off
FaceBlock0_Shader=CarTextureNoDirt
FaceBlock0_Material=impreza03_external_dynamic


Then introduce the new 4 disks. like:
----------------------------------------------

[e_brakedisc_lb_lit]
Switch=true
SwitchBox=brake_lb
Predicate=on
FaceBlock0_Shader=CarLight
FaceBlock0_Material=impreza03_external_dynamic

[e_brakedisc_lf_lit]
Switch=true
SwitchBox=brake_lb
Predicate=on
FaceBlock0_Shader=CarLight
FaceBlock0_Material=impreza03_external_dynamic

[e_brakedisc_rb_lit]
Switch=true
SwitchBox=brake_rb
Predicate=on
FaceBlock0_Shader=CarLight
FaceBlock0_Material=impreza03_external_dynamic

[e_brakedisc_rf_lit]
Switch=true
SwitchBox=brake_rb
Predicate=on
FaceBlock0_Shader=CarLight
FaceBlock0_Material=impreza03_external_dynamic


What we have done ?
-----------------------------

We have simply connected the disks to the elements (lightbrakes),
that they are activated during the brake procedure.

This is all.

-----------------------------------------------------------


If you think that this tutorial it was sufficiently clear,
and that it was useful, the next could be:

- How convert a model (car), from ZModeler in to 3d Max.

- How create a new wheel/rim model.

- How create a new total model (car), in 3d Max, and export it in RBR.

Bye (Ciao).

P.S.

For URQuattro, if you find some error, feel free to correct.


Image_a.jpg
  Description: IMAGE A
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Image_b.jpg
  Description: IMAGE B
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Image_c.jpg
  Description: IMAGE C
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 UrQuattro
 
 

    Joined: 21 Apr 2004
 Posts: 2746
PostPosted: Mon Jun 06, 15:04 Reply to topicReply with quote
Moved to tricks and tweaks. Sticky. Thank you Avio! Cool


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Last edited by UrQuattro on Mon Jun 06, 22:28; edited 1 time in total
 

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 rueda
 
 

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 Joined: 04 Mar 2004
 Posts: 382
PostPosted: Mon Jun 06, 15:12 Reply to topicReply with quote
Thanks a lot, it is really nice Avio! Very Happy
I will just make a suggestion:
Is it possible to get a progressive blowing effect? I think I've seen a thing like that in the *.ini file. But if we could do that, the rear light will light on also progressively. Prhaps it is possible to create a new element like the likebrakes to do that ?

don't know if I'm very clear, I'm working to much actually Rolling Eyes


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 IvanThaDriver
 
 

    Joined: 01 Apr 2004
 Posts: 1340
PostPosted: Mon Jun 06, 20:34 Reply to topicReply with quote
Thanks veeery much man Laughing I'd love to see more tutorials from ya! You can put them into tutorial section if you want Laughing Keep cool! MTFBWY

Super

 

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 Crazy_Joe
 
 

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 Joined: 05 Jun 2005
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PostPosted: Wed Jun 08, 14:25 Reply to topicReply with quote
Nice, but can somebody edit the car files correct and make it downloadable for not so talanted people like me? Embarassed

This would be very popular downloads, I think!!!

 

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 UrQuattro
 
 

    Joined: 21 Apr 2004
 Posts: 2746
PostPosted: Thu Jun 09, 01:17 Reply to topicReply with quote
AVIO - one question. How can I extract SGS files into 3ds max and back? I can do this with Impreza03, but to the best of my knowledge, there's no plug in to import all other RBR cars. Am I missing something? I have the zmod files of all standard RBR cars, but not much more. And I'm much more comfortable with 3dsmax than zmod. So - any suggestions?


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 --L4zl0w--
 
 

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PostPosted: Sun Jun 26, 13:29 Reply to topicReply with quote
I wonder why only the registered Zmod enables importing sgc files? Pity. Good tutorial Avio.

 

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 IvanThaDriver
 
 

    Joined: 01 Apr 2004
 Posts: 1340
PostPosted: Wed Jul 06, 12:42 Reply to topicReply with quote
Avio wrote:
If you think that this tutorial it was sufficiently clear,
and that it was useful, the next could be:

- How convert a model (car), from ZModeler in to 3d Max.

- How create a new wheel/rim model.

- How create a new total model (car), in 3d Max, and export it in RBR.

Bye (Ciao).


Thanks million times Laughing pleeease Avio, post more Laughing Your experience can help a lot of people, saving some errors from us Smile especially first and third tutorial would be awesome!!! prayer

Super

 

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 eddy3spain
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 Joined: 03 Jan 2005
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PostPosted: Tue Jul 19, 17:28 Reply to topicReply with quote
I am thinking about making a simple tutorial to convert cars to RBR. But with Zmodeler2, because I don't have idea about modelling with 3DSmax.

Thanks, Avio! All my new cars and updated cars will include incandescent brakes!

 

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 SchumiBCN
 
 

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 Joined: 06 Apr 2005
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PostPosted: Tue Jul 19, 18:16 Reply to topicReply with quote
But it's possible to have glowing discs so they become more and more incandescent and then become to normal (analogic mode), or are just digital, or incandescent, or normal ?

Analogic ones would give much realism because I don't like digital mode, it's more unreal that not having.

Regards,

SchumiBCN.


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 rueda
 
 

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PostPosted: Tue Jul 19, 18:29 Reply to topicReply with quote
I've seen somwhere a "fading" option. Perhaps it permits to get progressive incandescant brakes Question


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 MudSnow
 
 

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 Joined: 21 Apr 2004
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PostPosted: Thu Jul 21, 21:46 Reply to topicReply with quote
eddy3spain wrote:
I am thinking about making a simple tutorial to convert cars to RBR. But with Zmodeler2, because I don't have idea about modelling with 3DSmax.


NOOOOOOOOO! Shocked Please do not use Zm2! Converting is not modelling, only renaming parts and applying textures. It is easier in max, and there is not the Zm2 bug to worry about.

 

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 MudSnow
 
 

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PostPosted: Thu Jul 21, 21:47 Reply to topicReply with quote
Again, if anyone wants help for max5, there are a few of us who will take the time to try to be helpful! PM me if you do not have max5 now.

 

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 RaceDoctor
 
 

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 Joined: 07 Dec 2003
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PostPosted: Thu Jul 21, 22:00 Reply to topicReply with quote
I think I'm gonna need help.

Even now I've got questions to ask:

1.I have 3dsmax 5, do I have to install the version 7?
2.This is serious for me!When I start to model a car I allways have to stop on the same point!OK I've done the back/front/sides of the car but...how can I match them???

 

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 hch
 
 

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PostPosted: Fri Jul 22, 23:29 Reply to topicReply with quote
very nice! two thumbs up!


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