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GTA Vice City
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 Exact beta model of BlistaC in Manhunt

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lzw3  
Posted: Saturday, Sep 1 2012, 11:52
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I like the one they have in it more. smile.gif
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Andreaz1  
Posted: Saturday, Sep 1 2012, 16:29
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Hmm?
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What I've (managed to) get done lol.gif
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And yes it faces the wrong way when driving tounge.gif

... and you can't get in to it...
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Mr. Jago  
Posted: Saturday, Sep 1 2012, 16:51
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To be honest I doubt there's even a real difference in geometry, it could probably work just as well as a texture mod or UV map edit of the original model. It IS a little bigger than the final model, though I don't know if it really was a bigger car originally or if that's just Manhunt's scale.

EDIT: Wait nevermind, that wouldn't work, body's shaped differently.

This post has been edited by Mr. Jago on Saturday, Sep 1 2012, 17:03
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NewportByChrysler  
Posted: Saturday, Sep 1 2012, 21:34
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sh*t, I hope something can be done. confused.gif
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saibot_20194  
Posted: Monday, Sep 3 2012, 19:59
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any updates???? dozingoff.gif
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Andreaz1  
Posted: Monday, Sep 3 2012, 20:15
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Hmm?
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Inside ZModeler:
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Things to do: A lot. But I have at least managed to split the whole bodywork into its individual parts now.

And I've also broken my Vice City quite badly so I haven't tested in a long time to see how it looks in game yet. Probably just as bad as the last picture I posted as I can't get the materials working for some reason.

This post has been edited by Andreaz1 on Monday, Sep 3 2012, 20:18
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ITBTD  
Posted: Monday, Sep 3 2012, 20:18
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You can use the material editor to select the windows and make them transparent. Looks good. That would make the second beta car available for VC smile.gif
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Andreaz1  
Posted: Monday, Sep 3 2012, 20:31
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Thank you smile.gif I haven't come to the windows yet as I haven't looked through the .txd file for some textures that I am missing, like the window ones. (Not to mention I then have to set up that matrial as well... alphas scare me wow.gif) Also the damaged part textures and the spec texture, which I have a feeling could be why I can't get the material working properly.

If they aren't included in the .txd I will use the ones from the finished Blista Compact in Vice City. smile.gif

Haven't you done anything on it? I thought you were going to finish this before I could blink as I'm such a newbie to modding lol.gif

And also, thought I'd show you that quite a fundamental part of the car is missing, although it goes surprisingly well without it tounge.gif
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This post has been edited by Andreaz1 on Monday, Sep 3 2012, 20:33
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saibot_20194  
Posted: Monday, Sep 3 2012, 20:37
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hmmh look's good keep it up icon14.gif
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ITBTD  
Posted: Tuesday, Sep 4 2012, 01:38
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QUOTE (Andreaz1 @ Monday, Sep 3 2012, 14:31)
Thank you smile.gif I haven't come to the windows yet as I haven't looked through the .txd file for some textures that I am missing, like the window ones. (Not to mention I then have to set up that matrial as well... alphas scare me wow.gif) Also the damaged part textures and the spec texture, which I have a feeling could be why I can't get the material working properly.

If they aren't included in the .txd I will use the ones from the finished Blista Compact in Vice City. smile.gif

Haven't you done anything on it? I thought you were going to finish this before I could blink as I'm such a newbie to modding lol.gif

And also, thought I'd show you that quite a fundamental part of the car is missing, although it goes surprisingly well without it tounge.gif
http://i50.tinypic.com/2po2hsi.jpg

You seem to be doing perfectly fine tounge.gif

Well with the crackedglass textures you will either need to remap it or just recycle the final vice city ones, but only if they fit the beta model. Also the engine could probably be taken from the final one also, and if it doesn't quite fit, you can move some of the polys around to stretch them to fit. I'm not sure what else you would need to do besides remodeling the whole engine but i doubt you want to do that.
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Andreaz1  
Posted: Tuesday, Sep 4 2012, 17:27
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Hmm?
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facedesk.gif The dummies are all messed up somehow sad.gif
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Upsides: Most materials seem to be working and you can actually get in and drive it now. As you can see I've also done an engine transplant. tounge.gif

This post has been edited by Andreaz1 on Tuesday, Sep 4 2012, 17:32
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saibot_20194  
Posted: Tuesday, Sep 4 2012, 18:38
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you are doing good keep it up
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ITBTD  
Posted: Wednesday, Sep 5 2012, 10:49
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QUOTE (Andreaz1 @ Tuesday, Sep 4 2012, 11:27)
facedesk.gif The dummies are all messed up somehow sad.gif
http://i49.tinypic.com/2lstctz.jpg

Upsides: Most materials seem to be working and you can actually get in and drive it now. As you can see I've also done an engine transplant. tounge.gif

I can attempt to make the body texture white if you want.

EDIT: Actually, I just compared the red one with the final one and they're identical except for color obviously.

This post has been edited by ITBTD on Wednesday, Sep 5 2012, 10:53
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Andreaz1  
Posted: Wednesday, Sep 5 2012, 15:58
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Hmm?
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Yeah, I suspected so. Thing is, I dunno what is causing all the bodyparts to spawn in the wrong places and I don't know how to fix it either. sad.gif Nothing I do matters, they always look like that. I don't think it's the dummies either as replacing them with the finished Vice City ones doesn't work either.
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ITBTD  
Posted: Wednesday, Sep 5 2012, 16:47
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weren't they placed like that in the original .dff? maybe that's why.
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Andreaz1  
Posted: Wednesday, Sep 5 2012, 16:53
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Hmm?
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Well I thought that if the dummies were the reason, I would at least see some change in those bodyparts but no. Doesn't matter if I change the location of the dummies or if I change dummies completely, those parts are staying exactly where they are in the picture, hence why I don't think they are the problem anymore.
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ITBTD  
Posted: Wednesday, Sep 5 2012, 17:24
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I was talking about the models themselves. I remember importing them and the whole vehicle was vertical on the axis instead.
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Andreaz1  
Posted: Wednesday, Sep 5 2012, 17:36
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The low poly model of the original Blista looks like that. However, this model didn't. This one however was rotated 180 degrees, hence why it drove around backwards at first. I rotated it manually 180 degrees to correct that, but the dummies can't be rotated so I had to reposition those manually.

Also, the hi poly model of this beta Blista is enlarged, however the damaged parts are not, meaning that the damaged parts don't quite fit on the main body of the car.

I fixed that by shrinking the model to 91% of it's original size. All the damaged parts fit properly and it is also coincidentally the same size as the finished Blista in the original Vice City.

However, none of this can still make those body panels spawn where they are supposed to be. facedesk.gif

... yeah. It's complicated.
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NewportByChrysler  
Posted: Thursday, Sep 6 2012, 23:15
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sh*t, hopefully it can be fixed without ruining the exactness.
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Mr_Leone  
Posted: Saturday, Sep 8 2012, 19:14
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I prefer the beta design.
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