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Post by foghat on Jun 16, 2009 1:03:59 GMT 2
i am trying to find your nascar heat modding tutorial. When I load up your website there is no bar on the side so I cant scroll down to find it. Is it anywhere else? thanks, foghat
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Post by foghat on Jun 16, 2009 1:48:13 GMT 2
I finally got it to load and printed out some pages from it. My main question in all of this is: is it possible to create a new mod and have cars from other mods within it? thanks, foghat
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Post by Administrator on Jun 16, 2009 9:31:25 GMT 2
Sure it possible.
The CAR files are no standalone items, else than with ISI game engine. Quite a lot of parts of what makes the car type is NOT in the CAR files. Actually the CAR files often only have the car body's 3D files and physics - all the rest (textures, engine sounds, tire 3D, dummy related 3D, etc,,pp) are all in part.res or race.res
So basically the main problem in adding foreign cars to a new mod is to figure out what textures files, sounds, tires, etc pp from the origin mod's part.res have to be copied into the new mod's part res
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Deleted
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Post by Deleted on Jun 16, 2009 18:45:51 GMT 2
Ok I've been tinkering and was wondering how I can edit an existing car's mesh. Im on zmodeler and I'm trying to move the nodes of the mesh to form a 1969 vette.
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Post by DaveO on Jun 16, 2009 19:03:34 GMT 2
There's a fantistic Zmod V1.07 Tutorial over at ffsracing.comthat covers just about everything. Made by Oleg. It's under the Nascar Heat utilities download section page 2. That tutorial is worth it's weight in gold IMHO. ;D
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Post by Administrator on Jun 16, 2009 19:51:44 GMT 2
Ok I've been tinkering and was wondering how I can edit an existing car's mesh. Im on zmodeler and I'm trying to move the nodes of the mesh to form a 1969 vette. Open up the related CAR file and import high1.mod to zmodeler Now you can start editing...
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Post by Deleted on Jun 16, 2009 21:26:56 GMT 2
Thanks karl thats exactly what I needed... the name of the file. Thanx! and thnks too dave! Lets hope I can get this thing done.
Now how do i edit the selections like a mesh.
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Post by Administrator on Jun 16, 2009 22:31:53 GMT 2
Now how do i edit the selections like a mesh. In object mode, click on the object, then switch to vertice mode, then RIGHT click on the object. On the editing menu, select "move"... and now you can move and vert you chose (but check if "select" is activated or not). Same on any other editing option. Activate particular editing mode in menu, the select the vert you wanna delete/move/split/mirror/etc And I suggest you read the manual Dave has mentioned. Actually working in zmod is pretty easy. Once you have figured out how its UI works. Unfortunatly that UI is a little off standard, so its a little tricky at start
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Post by Deleted on Jun 16, 2009 23:36:16 GMT 2
When launching a shelby model i found (converted with richie's help) this happened. And how do i switch to vertices mode
33.08.559: ====================================================================== 33.08.559: Jul 5 2004 16:20:40 N W32 M6 R senor_b 33.08.559: ====================================================================== 33.08.560: mem: p/s/t t/a 1917M/857M 4087M/2035M 2047M/1985M 33.08.732: JoyBegin 33.08.743: data directory: C:\Program Files\Hasbro Interactive\NASCAR Heat\Data\ 33.08.743: Config Dir: C:\Program Files\Hasbro Interactive\NASCAR Heat\ 33.08.743: Add-on tracks dir: "C:\Program Files\Hasbro Interactive\NASCAR Heat\tracks\" 33.08.743: mod: trying mod "Shelby"...33.08.744: mod.cfg found ok. 33.08.777: mod: options.cfg not found, copying. 33.08.777: mod: Config Dir override: C:\Program Files\Hasbro Interactive\NASCAR Heat\Shelby\ 33.08.777: Running on WinNT version 6.0:6001 Service Pack 1 33.11.085: ddraw: created directdraw with atiumdag.dll (ATI Radeon X1270) 33.11.085: ddraw: version 0.0.0.0 33.13.142: vid: 64 meg card (reported:895.498047) 33.13.142: vid: using AGP textures (737), total: 64 33.13.155: vid: triple buffer on 33.13.159: texture: supports compressed solid texture 33.14.884: lost surface on lock! 33.14.885: dx: Restore: DDERR_WRONGMODE 33.14.885: dx: Restore: DDERR_WRONGMODE 33.14.885: dx: EndFrame: DDERR_SURFACELOST 33.14.887: dx: BeginFrame: DDERR_SURFACELOST 33.14.890: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.890: dx: BeginFrame: DDERR_SURFACELOST 33.14.890: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.890: dx: BeginFrame: DDERR_SURFACELOST 33.14.891: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.891: dx: BeginFrame: DDERR_SURFACELOST 33.14.891: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.891: dx: BeginFrame: DDERR_SURFACELOST 33.14.891: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.891: dx: BeginFrame: DDERR_SURFACELOST 33.14.892: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.892: dx: BeginFrame: DDERR_SURFACELOST 33.14.892: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.892: dx: BeginFrame: DDERR_SURFACELOST 33.14.892: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.892: dx: BeginFrame: DDERR_SURFACELOST 33.14.892: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.892: dx: BeginFrame: DDERR_SURFACELOST 33.14.893: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.893: dx: BeginFrame: DDERR_SURFACELOST 33.14.893: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.893: dx: BeginFrame: DDERR_SURFACELOST 33.14.893: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.893: dx: BeginFrame: DDERR_SURFACELOST 33.14.893: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.893: dx: BeginFrame: DDERR_SURFACELOST 33.14.893: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.893: dx: BeginFrame: DDERR_SURFACELOST 33.14.894: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.894: dx: BeginFrame: DDERR_SURFACELOST 33.14.894: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.894: dx: BeginFrame: DDERR_SURFACELOST 33.14.894: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.894: dx: BeginFrame: DDERR_SURFACELOST 33.14.894: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.894: dx: BeginFrame: DDERR_SURFACELOST 33.14.895: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.895: dx: BeginFrame: DDERR_SURFACELOST 33.14.895: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.895: dx: BeginFrame: DDERR_SURFACELOST 33.14.896: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.896: dx: BeginFrame: DDERR_SURFACELOST 33.14.896: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.896: dx: BeginFrame: DDERR_SURFACELOST 33.14.896: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.896: dx: BeginFrame: DDERR_SURFACELOST 33.14.896: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.896: dx: BeginFrame: DDERR_SURFACELOST 33.14.896: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.897: dx: BeginFrame: DDERR_SURFACELOST 33.14.897: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.897: dx: BeginFrame: DDERR_SURFACELOST 33.14.897: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.897: dx: BeginFrame: DDERR_SURFACELOST 33.14.897: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.897: dx: BeginFrame: DDERR_SURFACELOST 33.14.897: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.898: dx: BeginFrame: DDERR_SURFACELOST 33.14.898: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.898: dx: BeginFrame: DDERR_SURFACELOST 33.14.898: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.898: dx: BeginFrame: DDERR_SURFACELOST 33.14.901: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.901: dx: BeginFrame: DDERR_SURFACELOST 33.14.902: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.904: dx: BeginFrame: DDERR_SURFACELOST 33.14.904: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.904: dx: BeginFrame: DDERR_SURFACELOST 33.14.906: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.906: dx: BeginFrame: DDERR_SURFACELOST 33.14.908: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.908: dx: BeginFrame: DDERR_SURFACELOST 33.14.911: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.911: dx: BeginFrame: DDERR_SURFACELOST 33.14.911: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.911: dx: BeginFrame: DDERR_SURFACELOST 33.14.912: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.912: dx: BeginFrame: DDERR_SURFACELOST 33.14.912: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.912: dx: BeginFrame: DDERR_SURFACELOST 33.14.912: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.912: dx: BeginFrame: DDERR_SURFACELOST 33.14.912: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.912: dx: BeginFrame: DDERR_SURFACELOST 33.14.912: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.912: dx: BeginFrame: DDERR_SURFACELOST 33.14.913: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.913: dx: BeginFrame: DDERR_SURFACELOST 33.14.913: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.913: dx: BeginFrame: DDERR_SURFACELOST 33.14.913: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.913: dx: BeginFrame: DDERR_SURFACELOST 33.14.913: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.913: dx: BeginFrame: DDERR_SURFACELOST 33.14.914: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.914: dx: BeginFrame: DDERR_SURFACELOST 33.14.914: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.914: dx: BeginFrame: DDERR_SURFACELOST 33.14.914: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.914: dx: BeginFrame: DDERR_SURFACELOST 33.14.914: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.914: dx: BeginFrame: DDERR_SURFACELOST 33.14.914: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.915: dx: BeginFrame: DDERR_SURFACELOST 33.14.915: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.915: dx: BeginFrame: DDERR_SURFACELOST 33.14.915: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.915: dx: BeginFrame: DDERR_SURFACELOST 33.14.915: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.915: dx: BeginFrame: DDERR_SURFACELOST 33.14.915: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.915: dx: BeginFrame: DDERR_SURFACELOST 33.14.916: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.916: dx: BeginFrame: DDERR_SURFACELOST 33.14.916: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.916: dx: BeginFrame: DDERR_SURFACELOST 33.14.916: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.916: dx: BeginFrame: DDERR_SURFACELOST 33.14.916: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.916: dx: BeginFrame: DDERR_SURFACELOST 33.14.916: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.917: dx: BeginFrame: DDERR_SURFACELOST 33.14.917: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.917: dx: BeginFrame: DDERR_SURFACELOST 33.14.917: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.917: dx: BeginFrame: DDERR_SURFACELOST 33.14.917: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.917: dx: BeginFrame: DDERR_SURFACELOST 33.14.917: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.917: dx: BeginFrame: DDERR_SURFACELOST 33.14.918: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.918: dx: BeginFrame: DDERR_SURFACELOST 33.14.918: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.918: dx: BeginFrame: DDERR_SURFACELOST 33.14.918: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.918: dx: BeginFrame: DDERR_SURFACELOST 33.14.918: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.918: dx: BeginFrame: DDERR_SURFACELOST 33.14.919: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.919: dx: BeginFrame: DDERR_SURFACELOST 33.14.919: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.919: dx: BeginFrame: DDERR_SURFACELOST 33.14.919: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.919: dx: BeginFrame: DDERR_SURFACELOST 33.14.919: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.919: dx: BeginFrame: DDERR_SURFACELOST 33.14.920: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.920: dx: BeginFrame: DDERR_SURFACELOST 33.14.920: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.920: dx: BeginFrame: DDERR_SURFACELOST 33.14.920: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.920: dx: BeginFrame: DDERR_SURFACELOST 33.14.920: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.920: dx: BeginFrame: DDERR_SURFACELOST 33.14.920: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.921: dx: BeginFrame: DDERR_SURFACELOST 33.14.921: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.921: dx: BeginFrame: DDERR_SURFACELOST 33.14.921: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.921: dx: BeginFrame: DDERR_SURFACELOST 33.14.921: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.921: dx: BeginFrame: DDERR_SURFACELOST 33.14.921: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.922: dx: BeginFrame: DDERR_SURFACELOST 33.14.922: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.922: dx: BeginFrame: DDERR_SURFACELOST 33.14.922: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.922: dx: BeginFrame: DDERR_SURFACELOST 33.14.922: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.922: dx: BeginFrame: DDERR_SURFACELOST 33.14.922: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.922: dx: BeginFrame: DDERR_SURFACELOST 33.14.923: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.923: dx: BeginFrame: DDERR_SURFACELOST 33.14.923: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.923: dx: BeginFrame: DDERR_SURFACELOST 33.14.923: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.923: dx: BeginFrame: DDERR_SURFACELOST 33.14.923: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.923: dx: BeginFrame: DDERR_SURFACELOST 33.14.924: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.924: dx: BeginFrame: DDERR_SURFACELOST 33.14.924: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.924: dx: BeginFrame: DDERR_SURFACELOST 33.14.924: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.924: dx: BeginFrame: DDERR_SURFACELOST 33.14.924: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.924: dx: BeginFrame: DDERR_SURFACELOST 33.14.924: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.925: dx: BeginFrame: DDERR_SURFACELOST 33.14.925: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.925: dx: BeginFrame: DDERR_SURFACELOST 33.14.925: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.925: dx: BeginFrame: DDERR_SURFACELOST 33.14.925: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.925: dx: BeginFrame: DDERR_SURFACELOST 33.14.925: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.925: dx: BeginFrame: DDERR_SURFACELOST 33.14.936: dx: EndFrame: D3DERR_SCENE_NOT_IN_SCENE 33.14.936: win32: unfocused! 33.18.358: win32: focused! 33.18.966: lost surface on lock! 33.18.983: dx: EndFrame: DDERR_SURFACELOST 33.19.019: mr: 3D performance: 35 MPix/sec, 8143 KTris/sec 33.19.019: mr: fill rate is LAME, poly rate is AWESOME, machine speed is 0 33.19.494: using sound mixer Sound 33.21.507: Installing paint jobs... 33.21.507: res: ResourceGet("stock2.tex") not found, returning NULL! 33.21.757: res: ResourceGet("Ltube2.tex") not found, returning NULL! 33.21.757: res: ResourceGet("Ltube3.tex") not found, returning NULL! 33.21.908: res: ResourceGet("Ltube2.tex") not found, returning NULL! 33.21.979: saving to C:\Program Files\Hasbro Interactive\NASCAR Heat\Shelby\paint0.tex 33.22.234: saving to C:\Program Files\Hasbro Interactive\NASCAR Heat\Shelby\paint1.tex 33.22.457: saving to C:\Program Files\Hasbro Interactive\NASCAR Heat\Shelby\paint2.tex 33.22.643: saving to C:\Program Files\Hasbro Interactive\NASCAR Heat\Shelby\paint3.tex 33.22.738: Using user driver file 33.22.745: Forcing player to user driver 100 33.22.799: res: ResourceGet("rtp.img") not found, returning NULL! 33.22.799: Empty image: rtp.img
33.22.803: res: ResourceGet("ITZone.img") not found, returning NULL! 33.22.803: Empty image: ITZone.img
33.24.466: res: ResourceGet("b_paint.img") not found, returning NULL! 33.24.466: Empty image: b_paint.img
33.36.436: unloading ui: 122.4 MB 33.36.439: SCO file !exists or !legit; creating empty one 33.36.445: unloaded ui: 122.5 MB 33.36.535: loaded race: 124.5 MB 33.36.680: ghost: Loading trackline *ghostcar.res/Atlanta.gcf (Tman) [29.504002 sec] 33.36.682: setting driving video mode = 3 33.36.995: vid: triple buffer on 33.37.036: records: using actual track length: 2464.000000 m 33.37.036: skill_range_fudge! 33.37.735: paintjobs: ~Player-1.tex does not exist 33.38.127: paintjobs: ~Player-1.tex does not exist 33.38.157: except: dec: exe 6ae1e74 33.38.157: ============================================================ 33.38.157: EXCEPTION: Task "<main>" @ 004750F8 : EXCEPTION_ACCESS_VIOLATION 33.38.157: NON-DEBUG 33.38.158: ( 00419520 , none , my_handler ) 33.38.158: ( 004750F8 , EXCEPTION_ACCESS_VIOLATION , ? ) 33.38.158: ( 004750B0, call-stack , ? ) 33.38.158: ( 00474AFE, call-stack , ? ) 33.38.158: ( 0048C80A, call-stack , ? ) 33.38.158: ( 0041D5E3, call-stack , ? ) 33.38.158: ( 0041D6B7, call-stack , ? ) 33.38.158: ( 004E79E5, call-stack , ? ) 33.38.158: ( 004925DF, call-stack , ? ) 33.38.158: ( 0041D5E3, call-stack , ? ) 33.38.158: ( 0041D33C, call-stack , ? ) 33.38.158: ( 0048A009, call-stack , ? ) 33.38.158: ( 004876E9, call-stack , ? ) 33.38.158: ( 0048739D, call-stack , ? ) 33.38.158: ( 004135C7, call-stack , ? ) 33.38.158: ( 004E79E5, call-stack , ? ) 33.38.158: ( 004F34B1, call-stack , ? ) 33.38.158: ( 0047A685, call-stack , ? ) 33.38.158: ( 00485FF9, call-stack , ? ) 33.38.158: ( 004859DD, call-stack , ? ) 33.38.158: ( 00485AB8, call-stack , ? ) 33.38.158: ( 0040D4FD, call-stack , ? ) 33.38.158: ( 004B2C95, call-stack , ? ) 33.38.175: ( 00431A4A, call-stack , ? ) 33.38.177: ( 004EA068, call-stack , ? ) 33.38.177: ( 004E9F89, call-stack , ? ) 33.38.177: ( 00418F34, call-stack , ? ) 33.38.177: ( 004965E7, call-stack , ? ) 33.38.177: ( 004960C4, call-stack , ? ) 33.38.177: ( 0041EBF3, call-stack , ? ) 33.38.177: ( 0041E9C2, call-stack , ? ) 33.38.177: ( 004B386A, call-stack , ? ) 33.38.177: ( 004B2A3A, call-stack , ? ) 33.38.189: ( 004A95EC, call-stack , ? ) 33.38.228: ( 00430025, call-stack , ? ) 33.38.228: ( 004EA068, call-stack , ? ) 33.38.228: ( 004E9A77, call-stack , ? ) 33.38.228: ( 004E9A77, call-stack , ? ) 33.38.228: ( 00412112, call-stack , ? ) 33.38.228: ( 004E7DCF, call-stack , ? ) 33.38.228: ( 00418F34, call-stack , ? ) 33.38.228: ( 0041291F, call-stack , ? ) 33.38.228: ( 004EBD01, call-stack , ? ) 33.38.228: ( 004EBCE5, call-stack , ? ) 33.38.228: ( 004EBCCF, call-stack , ? ) 33.38.228: ( 004EB92E, call-stack , ? ) 33.38.229: ( 004E7E22, call-stack , ? ) 33.38.229: ( 0041F19D, call-stack , ? ) 33.38.229: ( 0041F1C2, call-stack , ? ) 33.38.229: ( 004E7E22, call-stack , ? ) 33.38.229: ( 0041F14D, call-stack , ? ) 33.38.229: ( 004EA068, call-stack , ? ) 33.38.229: ( 004E9A77, call-stack , ? ) 33.38.229: ( 004EA068, call-stack , ? ) 33.38.229: ( 004E9F89, call-stack , ? ) 33.38.229: ( 00412112, call-stack , ? ) 33.38.229: ( 004E7DCF, call-stack , ? ) 33.38.229: ( 00418F34, call-stack , ? ) 33.38.229: ( 0041291F, call-stack , ? ) 33.38.229: ( 004EA068, call-stack , ? ) 33.38.229: ( 004E9F89, call-stack , ? ) 33.38.229: ( 00418F34, call-stack , ? ) 33.38.229: ( 0041C6BD, call-stack , ? ) 33.38.229: ( 00418F34, call-stack , ? ) 33.38.229: ( 00418F34, call-stack , ? ) 33.38.229: ( 004988E0, call-stack , ? ) 33.38.229: ( 00496D68, call-stack , ? ) 33.38.229: ( 004967DE, call-stack , ? ) 33.38.229: ( 004012BE, call-stack , ? ) 33.38.229: ( 004A94BA, call-stack , ? ) 33.38.229: ( 004011E5, call-stack , ? ) 33.38.229: ( 00413F37, call-stack , ? ) 33.38.229: ( 004E8033, call-stack , ? ) 33.38.229: ( 004E82A0, call-stack , ? ) 33.38.230: MemException: Task "<main>" read from location 0x0 33.38.230: ============================================================
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Post by raybee1970 on Jun 17, 2009 3:59:34 GMT 2
That kind of error looks like it's too much for your computer. With your fill rate being "lame" for your video card, any high poly models may cause you problems.
Also...some models from certain games can have too many polys and won't work correctly in Heat.Anything over about 6 or 7 thousand polys is a lost cause for running smoothly...and with such a low fill rate on your video card, you will probably see even more problems, even with cars with less polys than that.
Be sure also....to have the whole car fully textured up, and then be sure all .tga's used, are converted to .tex files, and know that some probably have alpha textures (such as windows).
Another thing to note....you can't have more than 20 different car models (3d models).
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Deleted
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Post by Deleted on Jun 17, 2009 4:26:40 GMT 2
Went ahead and used a model from the zmod folder (rettro sport) and now it says It cant find a image but has enough poly's. I guess its a trial and error process.
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Post by raybee1970 on Jun 17, 2009 4:38:54 GMT 2
Oh yeah....lots and lots of trials and errors come with doing mods. I don't have the experience enough with Zmod, to help much in that area. When I mess with mods, I use 3dsmax R3 instead....and that is a whole different animal altogether.
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Post by Deleted on Jun 17, 2009 5:30:52 GMT 2
This is only at 1028 poly's but still isnt working www.megaupload.com/?d=Y2NBD6A5thats all the model ... if someone can see if itll work in there game thatd be cool.
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Post by raybee1970 on Jun 17, 2009 5:58:30 GMT 2
This is only at 1028 poly's but still isnt working thats all the model ... if someone can see if itll work in there game thatd be cool. I don't know where you are getting your poly count, but that is way off from the actual poly count. The .3ds file alone has 20,337 vertices and 32,743 faces....so give or take a few, you are looking at over 25,000 polys. There is no way that's going to work in Heat. You can get certain models from certain games....but stay far away from the ones in the newer Need For Speed games and such, as those are way too high in polys for Heat. And for future reference also....keep the texture names under 8 letters too. And if you want a paintable car, you'll have to add a 1 to the end of a texture name (still keeping it within 8 letters)...so as an example using your stuff there, the body texture would have to be named something like "shelby1.tga" and then applied and exported as .mod files. But again....what you have there, isn't going to work, even if you remove the tires... which you should do anyways, since tire models are separately done from the car.
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