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 IvanThaDriver
 
 

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PostPosted: Tue Aug 30, 19:56 Reply to topicReply with quote
I start to understand what mean different parts of RBR car in zmodeller (it will be the same in 3D Max I'm sure). I think that we can put our knowledge here and once it becomes complete I will compile it into big HTML and everyone who would want to make his own car for RBR will be happy Laughing

First examples :

c_e_body element :

"c_" means collision, "e_" means external. This is an element which determines where is the car as far as physics of crashing and hitting things are concerned. On the attached picture you see that I flattened rear part of it down for my Impreza cabrio (there is no roof in the back side of the car - so it should follow). For bus for instance one should resize it to match the vehicle size.

k_windscreen element :

"k_" goes for "krash" Wink there are more "k_" elements ("k_windscreen_ lf " where "lf" is "l"eft "f"ront or "k_windscreen_ rb " ( "r"ight "b"ack ) and so on (side windows k_ elements are just points or tiny boxes - helpers, only front window (k_windscreen) is a panel, like in the picture). This is a helper object which turns windscreen texture into crashed version with cracks after being hit, you get it Laughing


c_e_body.jpg
  Description: c_e_body
Size: 134.73 KB
Viewed: 933 Time(s)

k_windscreen.jpg
  Description: k_windscreen - alone
Size: 124.7 KB
Viewed: 523 Time(s)

k_windscreen_with_car.jpg
  Description: k_windscreen - with car
Size: 165.78 KB
Viewed: 969 Time(s)



Last edited by IvanThaDriver on Thu Nov 17, 04:14; edited 1 time in total
 

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 IvanThaDriver
 
 

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PostPosted: Tue Aug 30, 20:32 Reply to topicReply with quote
Some more now :

*[D] elements :

Take "D" as deformation. As you can see on the picture, there are many *[D] objects (like "e_door_l[D]" or "e_body[D]"). These are the deformed/crashed versions of normal parts. So - when you hit something, "e_body" turns in a morphing way into "e_body[D]", "e_door_l" transform into "e_door_l[D]" and so on.

I have found a way to have "breakable" lights in RBR so they don't stick out of the car. I have moved "e_light_lf[D]" / "e_light_lf_lit[D]" / "e_light_rf[D]" / "e_light_rf_lit[D]" waaaay down under the car and shrinked them (it doesn't matter when they are below the ground) - see at the attached picture. This way they just disappear from the car after hit. Works OK


[D]elements.jpg
  Description: [D] elements
Size: 160.36 KB
Viewed: 487 Time(s)

destroyable lights.jpg
  Description: How to have destroyable lights
Size: 159.56 KB
Viewed: 356 Time(s)

brokenlamps.jpg
  Description: Ingame shot of broken lamp
Size: 57.77 KB
Viewed: 1146 Time(s)

 

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 eddy3spain
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PostPosted: Tue Aug 30, 20:38 Reply to topicReply with quote
This is a botch-up!!!
Just make the damage lights without sticking up of the car, and the problem is solved!
This was a bug of RBR cars.


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 szszp
 
 

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PostPosted: Wed Aug 31, 12:07 Reply to topicReply with quote
if somebody figures out how to map texture to model in ZM I would like to know thx.

 

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 eddy3spain
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PostPosted: Wed Aug 31, 12:59 Reply to topicReply with quote
UV mapper tool. Use UV mapping view.


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 Luis Viveiros
 
 

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PostPosted: Wed Aug 31, 13:09 Reply to topicReply with quote
Hey i have 3Dsm 5 from a architect friend and i�ll give a try, but i just can�t import the cars?
How can i do it?

 

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 szszp
 
 

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PostPosted: Fri Sep 02, 22:35 Reply to topicReply with quote
eddy3spain wrote:
UV mapper tool. Use UV mapping view.


You mean this?

in the name of all that is holy, I don't know what to click on Confused


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 eddy3spain
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PostPosted: Sat Sep 03, 02:48 Reply to topicReply with quote
You have to click at "disable old mapping" to disable that option. After that press OK. ----------go to a view, and selec the vien "UV mapper". Choose the material and you will be able to edit the mapping.
If you have to make a completely new papping, you have to press "generate new". (But use the UV mpping tool at a plane view, not perspective view. In addition, If you have to map the roof, select all the polygons of the roof, and detach them. After that use UV mapping tool.
If you don't understand me, you ca check Zmodeler2 official forum, where it is also explained.


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 szszp
 
 

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PostPosted: Sat Sep 03, 06:12 Reply to topicReply with quote
Found it thanks!
https://www.zmodeler2.com/docs/program/tutorials/mapping/index.html Cool

 

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 IvanThaDriver
 
 

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PostPosted: Tue Sep 13, 15:37 Reply to topicReply with quote
I found a nice way to make deformation parts : use FFD deformator (modifier) . Take a "xxx" part - deform it - copy to "xxx[D]" element - FFD will leave (if you don't go overboard with it) all vertexes relevant - so morphing ingame will be possible. Look at screenshots


heavydeemolish.jpg
  Description: We can make'em this way. Fatal demolishion (Petter Germany :)
Size: 93.81 KB
Viewed: 515 Time(s)

beforeFFD.jpg
  Description: Before FFD
Size: 77.92 KB
Viewed: 413 Time(s)

afterFFD.jpg
  Description: After FFD
Size: 82.3 KB
Viewed: 455 Time(s)

 

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 IvanThaDriver
 
 

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PostPosted: Tue Sep 13, 16:29 Reply to topicReply with quote
Luis Viveiros wrote:
Hey i have 3Dsm 5 from a architect friend and i�ll give a try, but i just can�t import the cars?
How can i do it?


Max can't just like this import RBR cars. blackf wrote a script allowing to do this. In 3ds max car exporter provided by Warthog there is a ready template of Subaru in max format Smile

 

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 IvanThaDriver
 
 

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PostPosted: Thu Oct 27, 19:48 Reply to topicReply with quote
I have got an idea :

as we know, these elements :

e_sparewheelstrap_snow
e_sparewheelstrap_gravel
e_sparewheelstrap_tarmac
e_sparewheel_tarmac
e_sparewheel_gravel
e_sparewheel_snow


appear only at particular rally type. That means that e_sparewheel_gravel element exists in car only during gravel rally. I think that this occurence can be used that way :

Many people would like to have a car with mudflaps during snow/gravel events and have them gone during tarmac events. So why don't makers of new cars use this trick :

merge

e_mudflap_rf
e_mudflap_lf
e_mudflap_rb
e_mudflap_lb


objects into one object and then attach it to e_sparewheelstrap_gravel element for example. But don't attach it to e_sparewheelstrap_tarmac element, so tarmac version of the car remains without mudflaps. Then delete e_mudflap_* elements at all.

Simple, isn't it? Laughing

 

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 eddy3spain
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PostPosted: Thu Oct 27, 23:56 Reply to topicReply with quote
IvanThaDriver wrote:
I have got an idea :

as we know, these elements :

e_sparewheelstrap_snow
e_sparewheelstrap_gravel
e_sparewheelstrap_tarmac
e_sparewheel_tarmac
e_sparewheel_gravel
e_sparewheel_snow


appear only at particular rally type. That means that e_sparewheel_gravel element exists in car only during gravel rally. I think that this occurence can be used that way :

Many people would like to have a car with mudflaps during snow/gravel events and have them gone during tarmac events. So why don't makers of new cars use this trick :

merge

e_mudflap_rf
e_mudflap_lf
e_mudflap_rb
e_mudflap_lb


objects into one object and then attach it to e_sparewheelstrap_gravel element for example. But don't attach it to e_sparewheelstrap_tarmac element, so tarmac version of the car remains without mudflaps. Then delete e_mudflap_* elements at all.

Simple, isn't it? Laughing


Hey great idea!!!!!!!! There is only a but: the wheels are mapped with the external dynamic texture, but the mudflaps with the external texture.


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 IvanThaDriver
 
 

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PostPosted: Fri Oct 28, 00:06 Reply to topicReply with quote
There is no problem. Parts which are linked as one object can have different textures mappings. You just have to have it done BEFORE linking them (attaching) to e_sparewheelstrap_tarmac for instance. I did so with lights on the rollcage in Sti Monster - it goes like this :

*.ini file :

[e_body]
FaceBlock0_Material=external::carpaint
FaceBlock0_Shader=CarPaint
FaceBlock1_Material=external dynamic::tire
FaceBlock1_Shader=CarTextureNoDirt

FaceBlock1 are lights, FaceBlock0 is body itself. I have edited "FaceBlock1_Shader=CarTextureNoDirt" later - manually. It was "FaceBlock0_Shader=CarTire" before - so when wheels got dirty, those lights in the very roof (roof? Rolling Eyes Laughing ) of the car were becoming dirty too - stupid. Rollcage can be set to CarGlass for instance - it will shine Laughing Try messing around with that.

 

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 eddy3spain
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PostPosted: Fri Oct 28, 07:11 Reply to topicReply with quote
Hmmm I hadn't thinked about linking them.
Anyway, Zmodeler2 cars don't support more faceblocks than the zero.
This is the cause of having non reflective rims at my cars. Sad
I will check how the lancer GrN had the mudflaps.


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