Deleted
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Post by Deleted on Jun 18, 2009 17:03:50 GMT 2
Ok I think when I mapped it to the model the problem was that it was called "modparts.tga" so Im assuming I need to map vette1.tga then the same tga file be vette1.tex. Thanks raybee for taking the time. fixed the tires going through the wheel wells also.
So does the VETTE1.tex need to be completely empty?
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Post by raybee1970 on Jun 18, 2009 17:31:54 GMT 2
Yeah...it sounds like it. The main paint texture should always be what the car is going to be called (with a 1 added to the end). So "vette1.tga" and "shelby1.tga" and "camaro1.tga" and such as that, would be what you'll apply to the model for the main painting texture for the car's body. Any "modparts.tga" would just be for things that aren't on the paintable body texture. You mentioned something about the grills and all....but if it is on the main body texture...leave it there. Don't make a separate one for that, if it's already on a body texture. A "modparts.tga" would be used for things like wheelwells, interior parts like seats, steering wheels and things that are going to be shown inside the car from a chase view or something. A NFS4 model didn't usually have too many texture to go with them...so you shouldn't end up having to apply more than 2 or 3 textures for the exterior model (one for the body, one for the windows, one for the extra parts).
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Deleted
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Post by Deleted on Jun 18, 2009 18:12:36 GMT 2
Ok so i went back to my original modelw hich somehow had working paint and just moved the height of the model up and the paint turned red again. Gonna crack the original .car back open again and make sure that 1 wasnt edited.
Im thinking eidting the physics.val can eliminate the possibilty of em screwing upthe mapping. So gonna start reading up... some Y value time...
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Post by raybee1970 on Jun 18, 2009 18:24:24 GMT 2
The physics.val has nothing to do with mapping. It is just for how the cars handles and sits on the track. The problem sounds like it's in what you are doing in Zmod.
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Deleted
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Post by Deleted on Jun 18, 2009 18:30:01 GMT 2
For somereason the high0 and low0.mod files are mustang cockpits... but when I replace them with a the high1.mod (which is the corvette) the skin gets covered. Its obviously something to do with the high0.mod. Is there a way to fix this??
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Post by raybee1970 on Jun 18, 2009 18:33:04 GMT 2
high0.mod and low0.mod files are cockpits.
high1.mod is the highest level of detail car model.
Read...and keep reading. All this should be explained already.
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Deleted
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Post by Deleted on Jun 18, 2009 18:38:38 GMT 2
The cockpit view is fine using the same model as high1.mod its just that for some reason the skin i made always gets covered by that blue and orange 1. And raybee your going to be on the credits ;list a few bilion times lol.
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humty
Administrator
The only true wishdom is knowing you know nothing
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Post by humty on Jun 18, 2009 18:41:01 GMT 2
The high0.mod and low0.mod are used for the cockpit only. If you replace them with a renamed high1.mod (which is the car itself) it's not going to work.
If you are editing a cracked carfile then you should have put the high0.mod and the low0.mod from that carfile into it. If you started modding a nfscar then the possibility exists that there is a dash.fce in the cracked nfs car, if that is so then you have to mod that also in zmod and create the high0 and low0 mod from that. Which also means that you would have to edit the physics to get the cockpit in the correct position.
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triz
Administrator
McLaren Fan
Posts: 500
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Post by triz on Jun 20, 2009 13:14:50 GMT 2
The polymap from a cracked car file is lost when u edit the model in Zmod, which means u'll have to remap the model again... This is from my own xperience when working on the Lotus Exige/Elise. Just my 2 cents Triz
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Deleted
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Post by Deleted on Jun 21, 2009 1:29:54 GMT 2
Thnx Triz thatll save me some time!
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triz
Administrator
McLaren Fan
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Post by triz on Jun 21, 2009 12:11:18 GMT 2
Hehe,
In fact it'll take quite some time to redo the polymap nicely. Since U'll have to take the model apart side by side. If u wanna do it right, u'll have to go through that. Unless someone found an easier way.
Triz
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poly
New Member
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Post by poly on Jun 24, 2009 10:43:37 GMT 2
hi guys, I was goner say something days ago,but was not sure.
anyway..sometimes in heat if the graphic's are set high with a full field of cars. I have noticed on occasions when testing that heat will take away some textures. I can't remember what its called, but something to do with the video card in your computer can't handle high graphic's.So it compensate's by removeing textures. try a 256x256 tex file & see what happens.
I hope this helps...but if Zmod ball is red..then its as Raybee said!!
cheers poly
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Deleted
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Post by Deleted on Jun 25, 2009 19:55:50 GMT 2
Thanks poly. Do you have MSN?
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Post by Administrator on Jun 25, 2009 21:19:56 GMT 2
anyway..sometimes in heat if the graphic's are set high with a full field of cars. I have noticed on occasions when testing that heat will take away some textures. Yup, makes some randomly chosen cars show up black. Caused by GPU performance. The worse it is, the more cars will show up black
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