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Post by Richie_nz on Jun 17, 2009 6:17:30 GMT 2
Yup i got the file bud.
If ya want and if no1 else will do it for you (i dont race/play with heat much theres days to much rFactor) il clean it up and get rid of unwanted polys, ( mine says its 46tho polys , not bad for rFactor way to much for heat IMHO.
Chur:Richie
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Post by raybee1970 on Jun 17, 2009 6:40:08 GMT 2
In 3dsmax R3, the polygon counter tells me the .3ds file is 32,743 polys. Usually "faces" and "polygons" are pretty close to each other in terms of the amount they have. After running it through 3D Exploration and then converting the .3ds to a .wrl (which reduces some polys, and sometimes will smooth the model up some)...and then converting that .wrl back to a .3ds file....then loading that .3ds file into 3dsmax R3 and removing the tires, it's still at 24,407 polys...so it's still not going to work in Heat. Instead of messing around anymore with that model....why not just download the Vintage Trans Am mod (VTA) and use it's Shelby GT-350 instead. We know it works in Heat already. www.texasspeedracing.com/vta/
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Post by Administrator on Jun 17, 2009 9:46:48 GMT 2
mine says its 46tho polys , not bad for rFactor Here you're wrong Actually rF cars typically use about as much/little poligons as recent NHeat mods. 48k is bad for rF as well
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Post by Deleted on Jun 17, 2009 13:49:42 GMT 2
I asked for permission to use the GT350 and SpinDocter said its probably no problem but I made sure first. Still gotta ask jayblade
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Post by DaveO on Jun 17, 2009 14:01:38 GMT 2
I asked for permission to use the GT350 and SpinDocter said its probably no problem but I made sure first. Still gotta ask jayblade eh, glad your finally listening to what I told you yesterday afternoon!
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Post by raybee1970 on Jun 17, 2009 14:47:02 GMT 2
Here you're wrong Actually rF cars typically use about as much/little poligons as recent NHeat mods. 48k is bad for rF as well Yeah, I wasn't going to say anything about that, because I don't play rFactor all that much, but every model I've pulled out from rFactor, has been well below 48k polys....most by half that or less, and some even in the highest Heat range of 6000-7000 polys without the tires...and some even less than even that. But yes, I've read that you can have higher poly models in it....and it probably would take some models in the 48k range, but those would probably have to be single model mods, because if you started throwing in 4 or 5 different models in that range in rFactor, it'd be a fps nightmare. GTR2 is also about the same way....as I've found some decent lower poly models in that too. Now....newer Need For Speed games like Most Wanted, Carbon, Underground, Pro Street and ones like those, may take a 48k poly model ok...and with ease...as I had seen some from those games with really high poly counts....so I've avoided those like the plague. ;D They simply just won't work in Heat....not with all the welding in the world, or all the poly lifting you can do. If you guys want models that are low poly from other games...start with Sports Car GT, Need For Speed 3 (High Stakes) and 4 (Porsche Unleashed) or lower, as anything after 4 is probably not worth the time. And "some" rFactor/GTR2 stuff might be ok. And of course if you are going to work with any of that, it's best to ask permission first. Some folks don't like their hard work going into other games. Then be prepared for something even harder....the cockpits.
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Post by Deleted on Jun 17, 2009 18:41:57 GMT 2
Upon cracking the car.viv of a NFS4 car and then taking the car.fce file and importing it to Zmoderl1.70 Zmod crashed (well doesnt respond and closes) Heres the file (.fce) can any1 import it or is it my end? www.megaupload.com/?d=AYYI3QDL
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Post by raybee1970 on Jun 17, 2009 18:54:52 GMT 2
It loaded up fine here. Are you using 1.07b?
Also...you want to "import" the model, by selecting the NFS4 .fce option in Zmod, then browse for the car.fce file, then import it...and when it asks to load the damage parts, say no.
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Post by Deleted on Jun 17, 2009 18:57:04 GMT 2
Still crashing... anyways did that 1 look like it could work?
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Post by DaveO on Jun 17, 2009 18:59:29 GMT 2
Upon cracking the car.viv of a NFS4 car and then taking the car.fce file and importing it to Zmoderl1.70 Zmod crashed (well doesnt respond and closes) Heres the file (.fce) can any1 import it or is it my end? www.megaupload.com/?d=AYYI3QDLOkay maybe this isn't my place to say this. But modeling and modding you don't learn over night, and everything is by trial and error. There are tons of tutorials to teach you about Zmodeler, Zmod even has it's own forums for support. forum.zmodeler2.com There's also a help function in Zmod that is quite helpful. There are also tons of tutorials for heat if you just took the time and looked and searched forums and did some research. Also, Karls awesome modding tutorial, if I was you I would spend the time reading that from cover to cover also. So in other words: RTFM
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Post by raybee1970 on Jun 17, 2009 19:07:05 GMT 2
Still crashing... anyways did that 1 look like it could work? Yes....that one was only a little over 1200 polys.
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Post by Deleted on Jun 17, 2009 22:58:03 GMT 2
Ok, I have a problem where the wheel goes through the fender. How do I raise the car in the physics (text file) I read on karls side but cant figure which file to edit. When i open physics.val its all giberish (which is in the .car file) any help appreciated. And is there an easy template creation tool?
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Post by Administrator on Jun 17, 2009 23:19:37 GMT 2
Ok, I have a problem where the wheel goes through the fender. How do I raise the car in the physics (text file) I read on karls side but cant figure which file to edit. Quite surprising, as its explained in 1st chapter of physics section in the tutorial, which indicates it's something about physics file (and there is only one such) - and it's easy to do ... you sure to have read the manual ? Or was it just that you didn't find what you were looking for within first 5 secs ? When i open physics.val its all giberish (which is in the .car file) any help appreciated. Easy to cleanse: delete the "giberish" parts. There's no tool to do that automatically. AFAIK Oleg had worked on something to do this but never published the resulting tool. Oups... you don't know what parts NOT to delete ? Check the manual, there's an example physics file to be found. It's a quite bad idea anyway to start on a cracked physics file when you don't already have quite some good knowledge what parameters are in there and what they are about. And is there an easy template creation tool? Yes, it's called zmodeler.... and it's only very few steps in zmodeler to make a template from an already mapped car body. And you know what ? Big surprise : how to do so is described step-by-step in the tutorial in a section called "Car Paint Template" About as easy, but providing less good results is creating templates by using the "Heat Texture Viewer" to display the car's tex file and take screenshots And just like Dave, I'd like to add: RTFM !!!
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Post by Deleted on Jun 17, 2009 23:27:31 GMT 2
"To put the model's body to the right place, there's 2 options:
You could move the model in your 3D modeling program OR you could mess around with model_offset parameter model_offset moves the car body's 3D model center (x,y,z = 0,0,0) to what you want it in Heat to be. Or leave it model_offset untouched and instead move the 3D model. Typically you'll have to move it back/forth to get it centered correctly (front/rear wheels need to have same distance to the 3D model's center. And you'll need to move it up/down to get standard ride height right. If you insist on using model_offset: model_offset x value moves the car's center left/right model_offset y value moves the car's center up/down model_offset z value moves the car's center to forward/backwards "
Karl, nowheres does it say what file to open. Im sorry but it doesnt say it...
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Post by Administrator on Jun 17, 2009 23:40:38 GMT 2
Karl, nowheres does it say what file to open. Im sorry but it doesnt say it... Well, yes, forgot to add that complicated part of info for obvious reasons... That section of the tutorial is about physics. And there's one physics file per car. Which is why there's an example physics file added on this chapter ... where you can find all the parameters which are listed in the physics section Furthermore, as you mentioned in your previous post, you were already messing with a cracked physics file.... which FOR SURE had that model_offset parameter. A simple "find" command would have made you find it in there and answer that question It's ok to ask questions if you're stuck and cannot find the info out But posting questions that only show how little effort you have put into research yourself are bugging and will dramatically decrease others' willingness to help in the long run
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