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Pages: (143) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [WIP] Model testing gallery

 Only Post Your OWN Work
 
fullmetal  
Posted: Thursday, Jul 2 2009, 16:25
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So damage works with these custom car models? Show me some screenshots then... I figured that was one of the biggest problems/issues to work around but it's not as it seems.

Sorry for my ignorance... everything is looking good.
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KingBulleT 8747  
Posted: Thursday, Jul 2 2009, 16:32
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yay.. i created police cars of:

Comet
Vodoo
Buffalo (without stupid fbi lights)
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Latetzki  
Posted: Thursday, Jul 2 2009, 16:38
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QUOTE (KingBulleT 8747 @ Jul 2 2009, 16:32)
yay.. i created police cars of:

Comet
Vodoo
Buffalo (without stupid fbi lights)

Possible to add some nice rims to it too?
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Rob.Zombie  
Posted: Thursday, Jul 2 2009, 17:22
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QUOTE (Owenwilson1 @ Jul 2 2009, 15:39)
QUOTE (OverTheBelow @ Jul 2 2009, 14:23)
I wonder what a Lamborghini Murci looks like in gta4.. *hint hint*  blush.gif

here ya go
user posted image

I wonder how a perfectly made 300C looks like in game tounge.gif biggrin.gif sarcasm.gif
Nice job guys. Owen try to make a car perfect, so like the Murci have transparent glasses, textures working etc.
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OverTheBelow  
Posted: Thursday, Jul 2 2009, 17:34
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QUOTE (Rob.Zombie @ Jul 2 2009, 17:22)
QUOTE (Owenwilson1 @ Jul 2 2009, 15:39)
QUOTE (OverTheBelow @ Jul 2 2009, 14:23)
I wonder what a Lamborghini Murci looks like in gta4.. *hint hint*  blush.gif

here ya go
user posted image

I wonder how a perfectly made 300C looks like in game tounge.gif biggrin.gif sarcasm.gif
Nice job guys. Owen try to make a car perfect, so like the Murci have transparent glasses, textures working etc.

LOL that looks like sh*t. But hey, it's in beta. Good luck with the testing and thanks. tounge.gif
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Rich246  
Posted: Thursday, Jul 2 2009, 17:44
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Are these models high polygon?... that MAY make them look a bit better...
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 17:54
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QUOTE (Rich246 @ Jul 2 2009, 17:44)
Are these models high polygon?... that MAY make them look a bit better...

they are just random ones im testing ..thats all.
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Fabio206  
Posted: Thursday, Jul 2 2009, 18:11
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Why you ask owen to finish/improve models car? dontgetit.gif He's just testing, he isn't working on future releases lol

owned can you try to test a peugeot 206? blush.gif
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Intosia  
Posted: Thursday, Jul 2 2009, 18:24
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Wow great progress guys! To bad i cant model biggrin.gif
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Rich246  
Posted: Thursday, Jul 2 2009, 18:33
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Sorry for the confusion... I was simply asking if putting in a higher polygon mesh would help make the quality better... etc
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 19:08
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QUOTE (Rich246 @ Jul 2 2009, 18:33)
Sorry for the confusion... I was simply asking if putting in a higher polygon mesh would help make the quality better... etc

its okay rich i knew what ya ment mate. yeh high poly's do look good but again. its trying to texture a new model car anything because you cant make ya own wtd yet. so ya stuck with what ya got in the default cars in gtaIV
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Rich246  
Posted: Thursday, Jul 2 2009, 19:20
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Ok, so what about comet to Porsche 911? or a civilian buffalo? *no fib stuff in the back etc...*
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FunGt  
Posted: Thursday, Jul 2 2009, 19:21
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We just need a editor to create new wdt files. If I'm not wrong, no tool do it yet.
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Fabio206  
Posted: Thursday, Jul 2 2009, 19:23
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QUOTE (FunGt @ Jul 2 2009, 20:21)
We just need a editor to create new wdt files. If I'm not wrong, no tool do it yet.

mm G-Texture? biggrin.gif
*wtd
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DexX  
Posted: Thursday, Jul 2 2009, 19:23
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QUOTE (supermortalhuman @ Jul 2 2009, 02:32)
How new is this?

QUOTE
Edit: The *.dcl files have been changed with R* patches (1.0.2.0 for sure, 1.0.1.0 is untested) and no longer contain full vertex declarations mad.gif
Anyone using that data needs to grab the files from a 1.0.0.0 install.

That particular edit was made, i believe, in March. The actual description seemed to be useful only to humans, it looks like the number at the beginning of the file is what the game actually reads and is a combination of all the vertex flags. I did some work guessing at the values, you can read my notes here.

QUOTE
Does this have to do with the vertex bugs? If so, does that mean modding is presumably a 1.0 affair now? How does this affect people with Steam copies of the game who will always only be able to download the latest version? Perhaps 1.0.1.0 patches will be an option to down-patch copies of the game? Since steam copies run from anywhere w/ or w/o steam as long as social club is running? Gold pressing consumers are screwed?

I don't think it affects anyone (in terms of exporting models that is). You'll note that in the patches, R* never changed any of the models. We're still playing with the models that shipped with the 1.0.0.0 game, despite 4 patches.

QUOTE
You said in your response about padding, also, I see now with the lighting thing. To be clear though, IV buildings/statics, they don't have light data in the vertex anymore, it's all done on the last pass dynamically, right? Maps have the potential of looking great with flat/unlit meshes, thanks to Rage? Or not as dynamic as I think, and requires more than basic prelighting on the assets? I'm way behind, I need to be up to speed  blush.gif

They might have some kind of prelight data; even the weapons have a vertex color that is probably used for something, although what exactly i don't know. Every 3d object in the game is dynamically lit. So every vertex should have at the minimum, a position and a normal. Normal maps are used too, depending on the shader used for a particular material, but it still requires a vertex normal, and to make the normal map work correctly, a vertex tangent.

About the padding, that seems to be a more common issue in general. REspawn had problems with it, prince-link is with his wdr tool, i doubt Oleg is unaffected.
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 19:25
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QUOTE (Fabio206 @ Jul 2 2009, 19:23)
QUOTE (FunGt @ Jul 2 2009, 20:21)
We just need a editor to create new wdt files. If I'm not wrong, no tool do it yet.

mm G-Texture? biggrin.gif
*wtd

i'll correct myself on that i think ive acheived it. making new wtd's

This post has been edited by Owenwilson1 on Thursday, Jul 2 2009, 19:46
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chasez  
Posted: Thursday, Jul 2 2009, 20:02
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QUOTE (Owenwilson1 @ Jul 2 2009, 19:25)
QUOTE (Fabio206 @ Jul 2 2009, 19:23)
QUOTE (FunGt @ Jul 2 2009, 20:21)
We just need a editor to create new wdt files. If I'm not wrong, no tool do it yet.

mm G-Texture? biggrin.gif
*wtd

i'll correct myself on that i think ive acheived it. making new wtd's

Omg when you people will understand that G-texture doesn't work to create wtd
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crashsilumator234  
Posted: Thursday, Jul 2 2009, 20:12
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QUOTE (KingBulleT 8747 @ Jul 2 2009, 14:48)
look at this cutie ... i need to know how to add decals and carcolor secondary. ..

Blubb Comet Police

thats awesome

Maybe i could help to put the decals?
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DexX  
Posted: Thursday, Jul 2 2009, 20:26
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QUOTE (chasez @ Jul 2 2009, 13:02)
Omg when you people will understand that G-texture doesn't work to create wtd

It does infact create new Wtd files, with as many textures as you need to use. Are you having trouble getting the wtd program to work, or are you having problems getting the wtd file to work in the game?

This post has been edited by DexX on Thursday, Jul 2 2009, 21:28
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Owenwilson1  
Posted: Thursday, Jul 2 2009, 20:30
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QUOTE (DexX @ Jul 2 2009, 20:26)
QUOTE (chasez @ Jul 2 2009, 13:02)
Omg when you people will understand that G-texture doesn't work to create wtd

It does infact create new Wtd files, with as many textures as you need to use. Are you having trouble getting the program to work, or are you having problems getting the wtd to work in IV?

well i managed to get my new wtds ingame its getting the windows transparent thats bothering me
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