[Tutorial] - Creating your own vehicle

Discussion in 'Content Creation' started by Nadeox1, Aug 13, 2013.

  1. IBsenoj

    IBsenoj
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    And now I get the old error... from the first post of mine.
     
    #161 IBsenoj, Sep 3, 2014
    Last edited: Sep 3, 2014
  2. aljowen

    aljowen
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    Well, i decided that coursework is boring and i needed a small break. So you may be happy to see this
    screenshot_00104.jpg

    You need to give your mesh a material in your 3d modeling software. You dont need to do anything fancy with it. In blender all you have to do is click the add material button. I had all the vehicle files in a folder called Box001 inside the vehicles folder. I renamed the 3d model to Box001.dae

    Just extract the attached zip file to your vehicles folder and your model should load just like shown in the image.
     

    Attached Files:

  3. IBsenoj

    IBsenoj
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    Thanks a billion!!! I can't believe I forgot the material. :rolleyes:
     
  4. Ajaxial

    Ajaxial
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    Aug 9, 2013
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    I pose a rather broad question or two if I may?

    I've been wishing to put my models in game. (Of which over the course of about 9-10 years I've made HUNDREDS of vehicles.)

    So my question is. What is an acceptable poly/vertex limit for this engine to handle? Sadly most of my models are anywhere between 250k - 1.5million. (I made some insanely high poly cars)
     
  5. SixSixSevenSeven

    SixSixSevenSeven
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    I think the base number people aim for is something like 50-75k tris. Tris are more important to performance than polies. There is of course variation to account for bigger vs smaller vehicles.
    Within that, you need all the running gear etc too so gradually you find the cars aren't that high poly, but they don't need to be.
    You can open the default games .dae files to have a look at the poly density for yourself of course. Your high poly models should be very useful for baking normals from.
     
  6. ProSpartan

    ProSpartan
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    Great job on the Tut!
     
    #166 ProSpartan, Oct 14, 2014
    Last edited: Oct 14, 2014
  7. PawelGixer

    PawelGixer
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    Aug 4, 2013
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    Hello everyone.
    I'm newbie in modding.

    My first step was in Blender, now I'm know something about it. I made "corvette" grid corvette.jpg
    After implement it in game it looks like this flat.jpg
    It's got flat. How to do it correctly in blender? Should I start modeling from the beggining? / edit: solved

    I will not give up.

    I made squares with mesh: mesh.jpg
    I got a punch in the face again.


    Log: log.jpg

    Reset scale etc. with CTRL+A didnt fix it.


    I made 3rd project. New clear blender window, everything step by step with forum tutorial.
    FLEXBODY ERROR on mesh Cube VY node not found.
    corvette.jpg
    ---------------------------------------------------------------------

    It took me two days, finally I did it. If somebody has this problem; you need to rebuild your model in blender, set max 2 crossed edges on face and remove doubles. Now mesh is in correct position and it is destructible.
    box.jpg


    Can somebody explain to me, how to center wheel mesh?
    How to do it?
    box.jpg
     
    #167 PawelGixer, Jul 1, 2015
    Last edited: Jul 3, 2015
  8. christianzee2002

    christianzee2002
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    I need help with the ref thing idk what i need to change it too
     
  9. Skystunt123

    Skystunt123
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    Jan 19, 2014
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    How do i add interior lights, like signals, parking breake light, high beams, etc..

    Please help. i really need this
     
  10. luchvk

    luchvk
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    Aug 23, 2013
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    In Blender, try selecting the wheel and applying the rotation, location, and scale. You can either search in the toolbar for the function or you can use the hotkey. I don't know where it is in the toolbar but the hotkey is "Ctrl+A." See what that does for the visual mesh in-game.
     
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