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
how did you do the conversion it is beutiful and i would like to do my own good work on this so far though
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.
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?
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.
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.
Up! The steerwheel and the gauges works! And the textures look stable at spawning Now I need to finish the last details on the mesh and do the last N/B parts and the beta will be ok.
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)
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.
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.
If you want help with fine tuning of transmission, engine and or driving dynamics, I own one IRL I'd love to help
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 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... 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.
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.
Yeah that's work: you have reason I saved as DXT3 it's much better now the crome is right! I have fixed the texture of the gauge: And with the materials you can have cool coloris now: Beta files in preparation right now PS: sorry for the double mp I believe I need to sleep lol.
Can't wait for it! Another car to crash into walls at high speeds is fun. Download will be ready today you think?