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It's amazingly smooth. Good job so far.
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Thanks FlashG and LOST
Ok, I got the final model into Max and then exported into San Andreas. I've started to get things scaled, rigged, and UV mapped, but I still have a long way yet to go. Although, I am having an issue with some normals. Some areas have separate smoothing groups applied to them, but in the game they are smoothed (around wheel areas on the body in second pic). Also, when viewed from certain angles in the transparent glass, certain interior pieces dissapear (the interior portion of the door in the second pic). |
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You need to detach the polies from each other which have different smoothing groups. Otherwise normals will get messy ingame. SA doesn't understand Max's smoothing groups.
For the transparent problem. Detach your windows and parent them with the main chassis. That should fix the problem ![]() edit is the paint material already finished? It doesn't reflect much and is looking quite dull to me |
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Made some more progress. Fixed most of the normal problems (well, at least the ones I noticed), added some more textures, worked on the handling and ride height, and fixed some issues with some of the transparent objects.
A few things still need to be fixed - the front tires need to be placed outwards a bit more, some interior pieces need to be UV mapped, the material for the headlights (the non-popup ones) needs to be a little darker, and a couple little things here and there. I'm trying to get it ready for a video preview, so maybe I'll have that done in the next 24-48 hours (hopefully). @ FlashG - thanks for those tips. I never thought that the smoothing goups wouldn't carry over to SA. The trick with the transparent objects seems to have worked for some objects, but the windows in doors seems to still have that problem with some of the objects that are seen through them. @ tomsullivan - thanks man, I appreciate it. @ Silent][Moebius - thanks for that. Think I fixed it now. |
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Good to hear you got it to work. You could try to detach the doorwindows aswell and then parent windows with doors. That should do the trick I think. If not try to attach them again with doors.
Not sure if that paintmaterials is final but I'll show how I do mine. There's picture of my Duster how it reflects and screenshot of my material settings. I also attached reflection and specular map, use them if you like ![]() If you use that reflection map remember to use Dexx's GFX hack otherwise reflections are messed up. Dload here -> http://www.tjbp.net/dexxhole/SAgfxHack_beta.rar |
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Ok, the video is now up. View it here: or grab it here: Countach - Preview 1_0004.wmv
I added FlashG's maps to the car, and tweaked the handling. Also, I had a little gathering of Countachs in the game. @ FlashG - Thanks for the maps. I think I use them for now. Eventually I'll try making my own custom maps before I finish it, though. The windows on the doors now work, kinda. Whenever the door is broken off in the game, the windows remain in whatever position the door was (see last attached pic). I've tried detaching... that didn't fix it, attaching them back... that didn't work either. Tried linking it to door, nope, then to the dummy, didn't work. Messed around with the interior portion of the door, nope. Also tried several different names as well as grouping them together, but those didn't work. @ schaefft - thanks. I plan on starting the damage model sometime this week, hopefully. @ Nik and Silent][Moebius - thank you Last edited by Masakari987 : 07-09-2007 at 12:02 AM. |