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IvanThaDriver
Joined: 01 Apr 2004
Posts: 1340
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Posted: Tue Aug 30, 19:56 |
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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
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" 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
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Description: c_e_body |
Size: 134.73 KB |
Viewed: 933 Time(s) |
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Description: k_windscreen - alone |
Size: 124.7 KB |
Viewed: 523 Time(s) |
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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
Joined: 01 Apr 2004
Posts: 1340
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Posted: Tue Aug 30, 20:32 |
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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
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Description: [D] elements |
Size: 160.36 KB |
Viewed: 487 Time(s) |
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Description: How to have destroyable lights |
Size: 159.56 KB |
Viewed: 356 Time(s) |
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Description: Ingame shot of broken lamp |
Size: 57.77 KB |
Viewed: 1146 Time(s) |
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eddy3spain
Game Master
Joined: 03 Jan 2005
Posts: 1364
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szszp
Joined: 07 Oct 2003
Posts: 951
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Posted: Wed Aug 31, 12:07 |
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if somebody figures out how to map texture to model in ZM I would like to know thx.
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eddy3spain
Game Master
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Luis Viveiros
Joined: 10 Mar 2004
Posts: 306
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Posted: Wed Aug 31, 13:09 |
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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
Joined: 07 Oct 2003
Posts: 951
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Posted: Fri Sep 02, 22:35 |
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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
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Description: |
Size: 31.45 KB |
Viewed: 524 Time(s) |
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eddy3spain
Game Master
Joined: 03 Jan 2005
Posts: 1364
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Posted: Sat Sep 03, 02:48 |
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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
Joined: 07 Oct 2003
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IvanThaDriver
Joined: 01 Apr 2004
Posts: 1340
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Posted: Tue Sep 13, 15:37 |
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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
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Description: We can make'em this way. Fatal demolishion (Petter Germany :) |
Size: 93.81 KB |
Viewed: 515 Time(s) |
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Description: Before FFD |
Size: 77.92 KB |
Viewed: 413 Time(s) |
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Description: After FFD |
Size: 82.3 KB |
Viewed: 455 Time(s) |
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IvanThaDriver
Joined: 01 Apr 2004
Posts: 1340
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Posted: Tue Sep 13, 16:29 |
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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
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IvanThaDriver
Joined: 01 Apr 2004
Posts: 1340
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Posted: Thu Oct 27, 19:48 |
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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?
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eddy3spain
Game Master
Joined: 03 Jan 2005
Posts: 1364
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Posted: Thu Oct 27, 23:56 |
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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? |
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
Joined: 01 Apr 2004
Posts: 1340
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Posted: Fri Oct 28, 00:06 |
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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? ) of the car were becoming dirty too - stupid. Rollcage can be set to CarGlass for instance - it will shine Try messing around with that.
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eddy3spain
Game Master
Joined: 03 Jan 2005
Posts: 1364
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Posted: Fri Oct 28, 07:11 |
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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.
I will check how the lancer GrN had the mudflaps.
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