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Avio
Joined: 05 Jan 2005
Posts: 105
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Posted: Mon Jun 06, 14:29 |
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----------------------------------------------------------------------------
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.
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1. Modify the model of the car: the * .SGC file
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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.
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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.
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Description: IMAGE A |
Size: 127.82 KB |
Viewed: 1169 Time(s) |
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Description: IMAGE B |
Size: 140.45 KB |
Viewed: 869 Time(s) |
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Description: IMAGE C |
Size: 144.36 KB |
Viewed: 813 Time(s) |
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UrQuattro
Joined: 21 Apr 2004
Posts: 2746
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Posted: Mon Jun 06, 15:04 |
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Moved to tricks and tweaks. Sticky. Thank you Avio!
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BHMS
Last edited by UrQuattro on Mon Jun 06, 22:28; edited 1 time in total
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rueda
Joined: 04 Mar 2004
Posts: 382
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Posted: Mon Jun 06, 15:12 |
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Thanks a lot, it is really nice Avio!
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
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My rally team :
https://www.mecactive.com
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IvanThaDriver
Joined: 01 Apr 2004
Posts: 1340
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Posted: Mon Jun 06, 20:34 |
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Thanks veeery much man I'd love to see more tutorials from ya! You can put them into tutorial section if you want Keep cool! MTFBWY
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Crazy_Joe
Joined: 05 Jun 2005
Posts: 23
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Posted: Wed Jun 08, 14:25 |
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Nice, but can somebody edit the car files correct and make it downloadable for not so talanted people like me?
This would be very popular downloads, I think!!!
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UrQuattro
Joined: 21 Apr 2004
Posts: 2746
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Posted: Thu Jun 09, 01:17 |
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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--
Joined: 28 Dec 2004
Posts: 123
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Posted: Sun Jun 26, 13:29 |
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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
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Posted: Wed Jul 06, 12:42 |
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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 pleeease Avio, post more Your experience can help a lot of people, saving some errors from us especially first and third tutorial would be awesome!!!
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eddy3spain
Game Master
Joined: 03 Jan 2005
Posts: 1406
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Posted: Tue Jul 19, 17:28 |
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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
Joined: 06 Apr 2005
Posts: 332
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Posted: Tue Jul 19, 18:16 |
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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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Better having health time and money to enjoy WRC than having a girldfriend !!!
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rueda
Joined: 04 Mar 2004
Posts: 382
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Posted: Tue Jul 19, 18:29 |
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I've seen somwhere a "fading" option. Perhaps it permits to get progressive incandescant brakes
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https://www.mecactive.com
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MudSnow
Joined: 21 Apr 2004
Posts: 118
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Posted: Thu Jul 21, 21:46 |
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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! 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
Joined: 21 Apr 2004
Posts: 118
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Posted: Thu Jul 21, 21:47 |
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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
Joined: 07 Dec 2003
Posts: 249
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Posted: Thu Jul 21, 22:00 |
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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
Joined: 04 Mar 2004
Posts: 75
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Posted: Fri Jul 22, 23:29 |
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very nice! two thumbs up!
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He ran wide in the final corner and the car momentarily became completely airborne.
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