WIP Beta released Chevrolet Silverado 1500 1986 (conversion/help needed)

Discussion in 'Land' started by Elvisnake, Sep 12, 2013.

  1. Elvisnake

    Elvisnake
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    sil.png sil2.png sil3.png


    Hi, to prepare the work of my pontiac, I've decided to convert this first to see what problems will happen. Before, the credits:

    original body: (GMC_Truck) from free website PlanIT 3D (http://www.planit3d.com)
    wheels: Spit811 port to GTA: Klarnetist
    Parts of Gavril D serie: Gabester
    N/B:Gabester

    Big thanks to creators.
    I have the written permission to convert this truck.

    I have made some interior parts, 2 or 3 littles modifications on the engine bay and the frame, begin to adapt the N/B files to this body. It is very close to a beta for now but I have some troubles:

    1: Now I have some good sized N/B body, but some parts (facia, doors, fenders) shake. What I have done wrong?
    2: The steerwheel was appear in the bed, after modification of the pickup_body files, the placement is correct, but the center rotation is the centre of the car ( the steerwhell describ bigs circles). Somebody can tell me how to fix it?

    If somebody can help me it will be great! Thank you and good night.;)

    PS: Sorry for the english faults.

    EDIT1: Beta 1.2




    Click here to download



    Have fun!


    Huges thanks to Gabester!

    Next to come:

    -Rename all the files
    -Fix the normals steerwheel.
    -Add the lights textures.
    -Fix the N/B collision problems.
    -Fix the front drive train N/B.
    -Add real perf engine.
    -Fix textures on wheels, engine bay and front drive train.


    Constructives critics approuved
     

    Attached Files:

    #1 Elvisnake, Sep 12, 2013
    Last edited by a moderator: Oct 21, 2015
    • Like Like x 3
  2. 1jdog1

    1jdog1
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    how did you do the conversion it is beutiful and i would like to do my own good work on this so far though
     
  3. DarkXBlaze

    DarkXBlaze
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    OMG i want! lol will it the parts be interchangeable?
     
  4. gabester

    gabester
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    1: Make sure the parts are not self colliding (space the nodes apart).
    2: For the steering wheel, make sure its pivot point is placed where you want the wheel to spin around (so at the center of the steering wheel). Then place and rotate the wheel in your 3D modeling program so it sits correctly on the steering column, but do not freeze/reset the transformations. The game will then automatically know where to place the steering wheel, and it will rotate it around the pivot that you set at its center. The only thing you need to set manually in the .jbeam is the baseRotation.
     
  5. Elvisnake

    Elvisnake
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    Thank you so much master;)

    I suppose it's the same thing for the pedals?
    How do you do for the stop light and all the lighting?
     
  6. gabester

    gabester
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    These are using dummy materials, and you can see in the "glowMap" section how it is working. Basically it finds all of the dummy mats, identifies what functions they use, what number to multiply this input by, and what material(s) to switch to for the "on" and "on_intense" states.

    You may need to cut up your mesh so the differently functioning parts of the light can have their own dummy mat. You will also need to make blank mats for all the dummy mats in your vehicle's materials.cs (again, look at how it's done on the pickup).

    The dummy mat is basically the name of the function. So I might have a dummy mat called "taillight_L" and I will tell it to use input sources "running" and "signal_L" at 0.3 each. With one on at a time, it will use the base "on" material, but if both functions are there (adding up to more than 0.5), it will use "on_intense", which you would give double the glow strength. This way you can use running lights as brakelights and/or signals and actually have them work by varying the brightness.
     
  7. Elvisnake

    Elvisnake
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    Thank a lot Gabester, I return work on it!:)

    DarkXBlaze says


    Yes, it has special offroad bumper and a rollbar. The rest are the parts of the pickup: sports wheels, offroad wheel for now.
     
    #7 Elvisnake, Sep 12, 2013
    Last edited: Sep 12, 2013
  8. sevin112

    sevin112
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    It looks really good ! keep it up :)
     
  9. Elvisnake

    Elvisnake
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    Up!

    The steerwheel and the gauges works!

    sil6.png

    And the textures look stable at spawning
    sil4.png sil5.png
    Now I need to finish the last details on the mesh and do the last N/B parts and the beta will be ok.
     
  10. logoster

    logoster
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    this is looking epic, one of my friends said, that if someone made a chevy silverado in this game, he would buy it, lol, so defintley looking forward to release (also because it gives me another car to mess around with, plus, more movie scenes that i could re-enact (without explosions of course)
     
  11. FastestClassic

    FastestClassic
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    Very cool, can't wait for the beta!
    Only thing: I think the headlights/taillights could use a higher-resolution texture. They look really pixelated, especially compared the the rest of the body.
     
    #11 FastestClassic, Sep 13, 2013
    Last edited: Sep 13, 2013
  12. Elvisnake

    Elvisnake
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    Yes the textures need to be more accurate, but I will remake the bad texture later, after the big work.

    For now still working on the N/B, I need to make the fenders, the doors and the big one: tha fascia. I have a problem with the orange color it is too much dark with the type of gabester's material, I need to find my fault.

    When these 4 things will be ok, the beta will be yours.
    sil7.png
     
  13. gabester

    gabester
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    Make sure you're using/saving the diffuse alpha properly. It controls the shininess of the material.
     
  14. iheartmods

    iheartmods
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    If you want help with fine tuning of transmission, engine and or driving dynamics, I own one IRL I'd love to help
     
  15. Elvisnake

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    Thanks a lot.

    If you had the time to make a heavyless transmission and motor I take, cause it use the frame parts of Gabester for now. And it will give much time for other things ;)


    sil8.png



    Ok the N/Bs are not perfect but it works, at this state it is playable. I have always this problem of shitty color, even if I take your texture Gabester. I think it's a normal problem on the mesh cause I had the right color with using the mirror of 3dsmax on the right door. But I don't how to repair the normal on all the vehicle without use the mirror function. I have some smooth problem on the steerwheel too, but 3dsmax don't want to hear nothing, the polys are disturb wathever I do...


    sil9.png


    Last thing but important, I need your permission to send the beta Gabester, because it's based on the pickup and 50% more of the work on this conversion is yours.
     
    #15 Elvisnake, Sep 14, 2013
    Last edited: Sep 14, 2013
  16. gabester

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    You have my permission :)

    I'm not sure what you mean about the normals/reflections :( Make sure you save your .dds as 8 bit with interpolated alpha, and make a correct alpha channel for it so it is reflective. The alpha channel should be like an inverted reflectivity map, so black = chrome and white = not shiny.
     
  17. Elvisnake

    Elvisnake
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    Yeah that's work: you have reason I saved as DXT3 it's much better now the crome is right!

    sil12.png

    I have fixed the texture of the gauge:

    sil10.png

    And with the materials you can have cool coloris now:

    sil11.png

    Beta files in preparation right now


    PS: sorry for the double mp I believe I need to sleep lol.
     
  18. james jesse

    james jesse
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    il est super beau ! bravo
     
  19. JJfan48

    JJfan48
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    Wow great job on this conversion. Glad to have more pickups :)
     
  20. Antonov225

    Antonov225
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    Can't wait for it! Another car to crash into walls at high speeds is fun. Download will be ready today you think?
     
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