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Pages: (143) « First ... 2 3 [4] 5 6 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [WIP] Model testing gallery

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Mark Pagliaro  
Posted: Thursday, Jul 2 2009, 23:41
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I wonder if the Gull-Wing Door method from back in the .dff era will still apply. I don't see why not as a lot of the structure seems to be the same. I would really like to attempt to make a Mercedes 300SL replica. I had started one way back for GTAIII, upgraded to VC then upgraded to SA but the model has terrible normals.

Such an awesome car
http://fc02.deviantart.com/fs19/f/2007/242...y_dangeruss.jpg
(Not mine ^ but amazing at that)

This post has been edited by Mark Pagliaro on Friday, Jul 3 2009, 00:15
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jjcoolj91  
Posted: Friday, Jul 3 2009, 01:15
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The vehicle tests are looking to be a great progress, I really love how you guys are doing so far on this. one thing i am wondering about maybe later it will be possible to add the passenger node from the helicopter to a car so you can drive by with an AK wow.gif
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Rob.Zombie  
Posted: Friday, Jul 3 2009, 08:34
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Yes!!! Crown Vic. Oh I'm so happy to see it. Is that the one made by Schaefft?
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Latetzki  
Posted: Friday, Jul 3 2009, 08:54
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QUOTE (Rob.Zombie @ Jul 3 2009, 08:34)
Yes!!! Crown Vic. Oh I'm so happy to see it. Is that the one made by Schaefft?

Agreed. That's the car I want to see in-game smile.gif
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Rob.Zombie  
Posted: Friday, Jul 3 2009, 09:23
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How can I get my cars into the game? Is 1.0.4.0 version of Spark IV released or what?
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Dvt-MedShot  
Posted: Friday, Jul 3 2009, 09:33
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QUOTE (Rob.Zombie @ Jul 3 2009, 09:23)
How can I get my cars into the game? Is 1.0.4.0 version of Spark IV released or what?

Yeah, there is a modified SparkIV version which is compatible with 1.0.4.0, and it is downloadable here
http://gzwn.net/Documents/SparkIV%200.6.2.2.rar
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teun.steenbekkers  
Posted: Friday, Jul 3 2009, 10:23
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Just an offtopic question; Can this exporter be used for character/building models in the future?
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Owenwilson1  
Posted: Friday, Jul 3 2009, 10:47
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QUOTE (teun.steenbekkers @ Jul 3 2009, 10:23)
Just an offtopic question; Can this exporter be used for character/building models in the future?

you can only edit character bones and car models.
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Rob.Zombie  
Posted: Friday, Jul 3 2009, 10:58
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Thanks man, now I'm gonna try giving the PMP-600 a colorable rim biggrin.gif
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Jost_Vice  
Posted: Friday, Jul 3 2009, 11:06
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QUOTE (Neos7 @ Jul 3 2009, 00:19)
nice user posted image

these are my dds convering settings i hope they are ok


DXT1: non-alpha textures (best compression)
DXT3: Alpha textures without gradients
DXT5: Alpha textures with gradients

with gradients I mean in the alpha, the white-to-black to be sharp or in a gradient. DXT3 doesn't support gradients smile.gif

QUOTE (teun.steenbekkers @ Jul 3 2009, 11:23)
Just an offtopic question; Can this exporter be used for character/building models in the future?


You may better look forward for Shadow-Link's DFF converter tool, that converts weapons and buildings (look some pages back, I think he showed some pics)
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Neos7  
Posted: Friday, Jul 3 2009, 13:18
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so my settings are ok?
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JKM  
Posted: Friday, Jul 3 2009, 13:54
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yeah but you should use dxt1 for normal textures as Jost_vice said...
Did you read the zmodeler2 forum? There is an important info about materials.
This is why I can create my own textures. I am using the imported materials from schafter and they have special names! So you have to choose the special ones (you cant chosse your own ones cause they are defined in the shaders and cant be changed). They are called like "Mesh" or "Paint". If you use them and set a standard shader configuartion under preferences --> filters it should work without any error given in the ZM log wink.gif

This post has been edited by JKM on Friday, Jul 3 2009, 13:57
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Neos7  
Posted: Friday, Jul 3 2009, 14:33
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understand so i use dxt5 only where is the alpha for the texture i am taking original materials from the uranus and raplacing my own textures
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supermortalhuman  
Posted: Friday, Jul 3 2009, 15:21
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QUOTE (DexX @ Jul 2 2009, 15:23)
The actual description seemed to be useful only to humans


Brilliant, I wonder why they removed it though.

QUOTE
you can read my notes here.


Not really understanding, I see header file mentioned a lot, we know that's not my tea! Am I looking at the removed data, or just not understanding written notes? I will assume the latter, since I move vertex but can't read them (loose/broad) tounge.gif

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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.


Yea, normal direction is a given I guess. I would also guess it's easier to turn/switch vertex colors on and off on a model to light from the muzzle blast than it is to send it that light dynamically from from a light that blinks that fast. Who knows. I have no reason/education to even guess that, since for all I know, they could have omnis in all the muzzles.

While I imagine it may be done entirely in collision, could they use vertex color for telling the game the material of a surface? (impact damage decals like car-to-wall appear to be on the model, either that or the collision is just really tightly done). I just have it in my head that I want to believe that they used those values for something else all clever-like, where a blue vertex might mean stone and a brown one might mean brick tounge.gif

QUOTE
About the padding, that seems to be a more common issue in general.


Has anyone wrote about that anywhere? Is it a case of the game knowing it's own weight and expecting no gain/loss/change?

Any new guesses about why vetex end up in random places?

This post has been edited by supermortalhuman on Friday, Jul 3 2009, 15:26
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Jost_Vice  
Posted: Friday, Jul 3 2009, 15:51
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QUOTE (Neos7 @ Jul 3 2009, 15:33)
understand so i use dxt5 only where is the alpha for the texture


DXT5 is not needed everywhere, use DXT3, that is better compressed than DXT5. Only use DXT5 for when you need soft blending transparency. DXT3 for any sharp alpha. I can show you examples if you don't understand tounge.gif

QUOTE (supermortalhuman @ Jul 3 2009, 16:21)

While I imagine it may be done entirely in collision, could they use vertex color for telling the game the material of a surface? (impact damage decals like car-to-wall appear to be on the model, either that or the collision is just really tightly done). I just have it in my head that I want to believe that they used those values for something else all clever-like, where a blue vertex might mean stone and a brown one might mean brick tounge.gif

I guess they aren't changing and being traditional, so collision is holding up the material info like in the old GTAs. At least from the WFT we can see they are. smile.gif

I think, if I didn't forget anything, vertex color is only used for lighting and the texture blending on the terrains. There are some models that use static lighting, like the interiors (using lightmaps) but I think that's all, only vertex colour lighting...

This post has been edited by Jost_Vice on Friday, Jul 3 2009, 15:53
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Owenwilson1  
Posted: Friday, Jul 3 2009, 16:22
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well ive been playing about with this delorean and damage. so i thought id show it. as you can see also im texturing it aswell. also added new door and they open and shut. also got to add the bonnet. but you can see damage there i got that by hitting a tree and a couple of cars. as you can see from the one parked up.

user posted image

and heres the back as you can see the new models go outashape bend and disfigure.
user posted image

This post has been edited by Owenwilson1 on Friday, Jul 3 2009, 16:26
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JKM  
Posted: Friday, Jul 3 2009, 16:37
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did you fit the collission data for your model? Cause the damage isn't as strong as other GTA IV vehicles. Its the same for my one... but I didn't fixed collision data for now... thought it could be the reason for it.

@Moderators... maybe you can split the topic in another one... Cause its really confusing inside here. I would make a seperate topic for "betatesting WFT exporter". Its just a suggestion smile.gif
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Fabio206  
Posted: Friday, Jul 3 2009, 16:40
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QUOTE (JKM @ Jul 3 2009, 17:37)
@Moderators... maybe you can split the topic in another one... Cause its really confusing inside here. I would make a seperate topic for "betatesting WFT exporter". Its just a suggestion smile.gif

I agree smile.gif
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Owenwilson1  
Posted: Friday, Jul 3 2009, 16:41
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QUOTE (JKM @ Jul 3 2009, 16:37)
did you fit the collission data for your model? Cause the damage isn't as strong as other GTA IV vehicles. Its the same for my one... but I didn't fixed collision data for now... thought it could be the reason for it.

@Moderators... maybe you can split the topic in another one... Cause its really confusing inside here. I would make a seperate topic for "betatesting WFT exporter". Its just a suggestion smile.gif

yeh im adding it as i go along. i realy wanted to test add on to the car stuff like coils and bumper coils they all bend even the cooling fans bend.

oh and i just played about with it more and when the car explodes all the bits fly off. bumper coils bit of the plutonium chamber. as you can see
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This post has been edited by Owenwilson1 on Friday, Jul 3 2009, 16:57
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jjcoolj91  
Posted: Friday, Jul 3 2009, 19:54
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looking at all the other meshes .wft files it will be great to get DFF2WDR so we can test this stuff and figure out how to rig them
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