Traffic from default cars mod

"Progress, discussing and beta testing; now released!"

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Postby Zac4084 » Wed Jun 16, 2010 8:30 pm

He's been bothering everyone, and filling him with questions. Very good work. Ignore people sometimes.
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tonius11
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Postby tonius11 » Wed Jun 16, 2010 8:34 pm

Problem with the Panoz Roadster. There is a normals error that I can't get fixed:

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The roof is dark and the back too. I can't fix this with Surface>Normals>Calculate in ZModeler. How can you fix this manually?

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Postby Zac4084 » Wed Jun 16, 2010 8:40 pm

I honestly never fixed normals alone. I guess that you can do it this way. Faces mode I think..
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tonius11
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Postby tonius11 » Wed Jun 16, 2010 8:54 pm

PS The model looks OK in ZModeler. The dark spots only appear ingame.

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Postby Franch88 » Wed Jun 16, 2010 9:28 pm

The Panoz Roadster looks good. Weird those model normals problems that appear only in-game, isn't easy fix them manually. In ZModeler, try to import the exported .pkg file, then calculate the normal, and at the end export it again. Check the model in-game now.

Indeed, he's taking about that traffic mod for MM1, but this traffic mod in making by Tonius is for MM1? How can that thing be related with it? I don't know if that thing really works in MM1 anyway, don't remember it, I'm not into this game and last time I played it was long time ago; however, in MM2 that's absolutely not possible. If he doesn't stop with this behaviour...
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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Postby dummiesboy » Wed Jun 16, 2010 9:32 pm

I think the problem is because you did calculate normals. Try to not do this, and it should not be changed from the default shading.
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Postby twcfan » Wed Jun 16, 2010 10:47 pm

aight srry i havent been bothering every1 zac!!!!



tonius good luck in fixing the normals error :wink:

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tonius11
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Postby tonius11 » Thu Jun 17, 2010 4:31 pm

Thanks Dummiesboy, that fixed the back. But on the top, it's still dark, although I didn't calculate normals this time. Isn't there a better way to calculate normals or something?

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Postby dummiesboy » Thu Jun 17, 2010 4:37 pm

That looked more like a texture error to me. Did you modify those textures?
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tonius11
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Postby tonius11 » Thu Jun 17, 2010 4:39 pm

No. And I don't think it's a texture error, if you are very close with the camera, the dark disappears.

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Postby dummiesboy » Thu Jun 17, 2010 4:41 pm

Then it is definatly a texture error. Sounds like you converted it from .tex to .tga
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tonius11
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Postby tonius11 » Thu Jun 17, 2010 4:53 pm

Is it fixable?

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Postby dummiesboy » Thu Jun 17, 2010 4:55 pm

Well, if you converted from .tex to .tga, simpilly use the default .tex textures instead of the converted .tga ones. :wink:
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Postby tonius11 » Thu Jun 17, 2010 5:02 pm

I replaced the tga's with tex's with the same name, but no effect. Could it be something else?

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Postby dummiesboy » Thu Jun 17, 2010 5:13 pm

But have you used the default ones? There is a difference between simpily converting, and getting the correct hex value.
If you are using MM2 Tex Manager, make sure the mip maps are set to "Low Medium", the Unknown is set to 01, and the Flag Bits are set to 00010001.
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