e-cobra's vehicles

Mahindra XUV 500 WiP

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Franch88
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Postby Franch88 » Fri Sep 07, 2012 9:54 pm

Awesome work with modeling this bus, I love it. :D
The grid mapping can be improved, and probably it'll have some visibility issues in-game, because, as you can see from these screenshots in ZModeler, nothing behind it is visible.
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Postby ettieapple » Sat Sep 08, 2012 10:49 am

very nice!
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Postby e-cobra » Tue Sep 11, 2012 2:50 pm

Thanks, but there are some problems now..
1) After exporting first time, game crashed, as expected. So I removed all textures from texture folder except one, and it worked.
This was also the case with a car I converted from Vice City, long time ago.
2) UV mapping is perfect but still looks like this:
Image
*Getting flipped over was because of placing central axis at center, now fixed*
3) There's some weird mysterious thing going on, this bus's shadow is totally different from the aromured vehicle I made, but still Aroured vehicle's shadow texture appears.
EDIT: (after 6 hours) Maybe because texture canvas is not a square or not a multiple of 2. :stress: I'll try that tomorrow.
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Postby Franch88 » Tue Sep 11, 2012 9:54 pm

Evidently the problem that you're having with this bus is all realted with how you've made its textures. It's important have their sizes of multiple of 2, like 128x128 or 256x256 pixels. If one of these values is wrong the texture will be showed stretched in-game, when both are wrong, probably the game crashes while the loading. Make also sure to save in TGA format without the LTE compression and save in 24 bit (to have the texture without the alpha channel, 32 bit is with it) when the texture hasn't to include transparencies.
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Postby CarLuver69 » Wed Sep 12, 2012 7:57 am

Just to clarify, your texture sizes don't have to be perfect squares (128X128 / 256X256) they can be rectangles such as 256X128, it's just that the sizes themselves need to be square/multiple of 2. Accepted sizes include 16, 32, 64, 128, 256, 512, 1024, 2048...you absolutely under no circumstances can use weird numbers such as 192 (192 / 8 = 24, 24 is not perfect square.)

Anyways...and may I suggest converting them to TEX format so you will never run into any issues? Use TexManager, select all textures you want to convert, DO NOT COPY PARAMETERS FROM TGA FILE, and select "Low, Medium" and for HEX type in 0001, for flags just type in 00010001 and you should be good.
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Postby e-cobra » Wed Sep 12, 2012 1:52 pm

Thanks :biggrin: Texture size was a 'weird' number, now re-sized. Now what remains is enhancing tuning and some final finishing touches.
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Postby CarLuver69 » Wed Sep 12, 2012 10:57 pm

How do your textures work on the bus? Is it just a flat color or is it on a texture sheet like default cars?
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Postby e-cobra » Thu Sep 13, 2012 3:18 am

How do your textures work on the bus? Is it just a flat color or is it on a texture sheet like default cars?
Its a texture sheet, because of the designs on other paintjobs that are spread throughout the body.
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Postby jorge14 » Thu Sep 13, 2012 3:22 am

This model looks great but I would like to see the full textures and the 3D model. :wink:
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Postby e-cobra » Thu Sep 13, 2012 3:31 am

This model looks great but I would like to see the full textures and the 3D model. :wink:
Thanks, you soon will. :wink:
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Postby CarLuver69 » Thu Sep 13, 2012 4:10 am

When you're totally done, send me the files and I'll whip you up some damage textures!
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Postby e-cobra » Sun Sep 16, 2012 1:29 pm

When you're totally done, send me the files and I'll whip you up some damage textures!
Okay, that will make it even better. :wink: Now is it possible that 2 different animated textures will work in 2 paintjobs? Means:
xyz-0001_red.tga and
xyz-0002_red.tga
are 2 frames for colour with suffix 'red' and
xyz-0001_black.tga
xyz-0002_black.tga
are 2 frames for colour with suffix 'black'. Both have same .movie file-- xyz.movie. I did so and the place where animated texture should have been became white. Anyway, this ain't a big problem as everything else is done by now.
*edit* Now it looks better than in those screenshots..
EDIT again: lol
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Postby whoami » Mon Sep 17, 2012 5:08 pm

LOL! :D
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Postby e-cobra » Tue Sep 18, 2012 7:12 am

Well, forget about those animated textures, they're done. Now whenever this bus's .vehicarsim file is replaced by some other vehicle's .vehicarsim, or even when some variables are changed and after I re-build the .ar file, there's no effect on handling in any way. 8O Weird.

In-game screenshot: Shadow needs to be fixed.
Image
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Postby sajmon14 » Tue Sep 18, 2012 11:55 am

Looks good, just needs few fixes like no reflections on animations