DR's Garage - Elysium GT, Pg 5 (Tritoch)

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Franch88
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Postby Franch88 » Wed Sep 26, 2007 5:08 pm

Uhm, try with the MM2 Ultimate Tweaker, it's a very good program to change or make regulations to the cars tuning. Download it here.
To make a realistic tuning you can find the real performance of the car and control any change that you make to the tuning files with the game. :D
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Postby DjDecibel » Tue Oct 02, 2007 9:46 am

the car is great but... i have only 1 little question :D

do you have the author permission for convert that car?
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Postby DRitual63 » Tue Oct 02, 2007 10:02 am

@DjDecibel - Seeing as I am a really trusted member from NFSCars.net, I certainly do have permission. Here's the proof if you would ask for:
@Dark Ritual
Well, you could, but you must accept this: I must be written as the only author (no WB & convertor's name), you must copy the car description from Enzo SE's download page, only field you can change is "NFSHP2 conversion: WESTBLADE" to "MM2 conversion: Dark Ritual".
If you accept it, then send me a PM and i'll send you the original files. DON'T use the NFSHP2 files!!! OIFtool messes normals and polygon orientation + FSHtool makes all textures blurry when decompressed!!!
-DR
EDIT #1: Fixed the Quote.
[img]https://img205.imageshack.us/img205/6901/dr8seriessigpices2.jpg[/img]
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Postby DjDecibel » Tue Oct 02, 2007 10:34 am

@DjDecibel - Seeing as I am a really trusted member from NFSCars.net, I certainly do have permission. Here's the proof if you would ask for:
@Dark Ritual
Well, you could, but you must accept this: I must be written as the only author (no WB & convertor's name), you must copy the car description from Enzo SE's download page, only field you can change is "NFSHP2 conversion: WESTBLADE" to "MM2 conversion: Dark Ritual".
If you accept it, then send me a PM and i'll send you the original files. DON'T use the NFSHP2 files!!! OIFtool messes normals and polygon orientation + FSHtool makes all textures blurry when decompressed!!!
-DR
EDIT #1: Fixed the Quote.
ok then.. sorry for the question.. but as you know we are against the illegal converts.. and i always ask before i see a converted car :D
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Postby DRitual63 » Thu Oct 04, 2007 6:08 am

@DjDecibel - It's alright, no problem. ;)

Ok guys, back to the Enzo SE.
I have a good news and bad news.

Good news is, I played around the MM2 Ultimate Tweaker, and made the performance. It is now complete. :D

Bad news is, I accidentally deleted the z3d which has bounds, lights and Enzo SE together. I cannot import the pkg into Zmod or else it will crash. =(

The reason I need to import the pkg is because I have not done with the lights, they are messed up.

I need some help around here if possible.
[img]https://img205.imageshack.us/img205/6901/dr8seriessigpices2.jpg[/img]
[color=white]-Dark Ritual
[b]Conversions:[/b]
[i]In Progress:[/i] 1967 Shelby GT500 (viktording)[/col

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Postby DjDecibel » Thu Oct 04, 2007 10:38 am

try to send me the pkg.. djdecibel@mm2x.com
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Postby Franch88 » Thu Oct 04, 2007 3:39 pm

Good idea DjDecibel, or try to use an old version of the ZModeler, like 1.03 to import the .pkg file, but you need to find it.
I don't know if with a recovery deleted files program like Drive Rescue you can recove the lost file. :?
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Postby DjDecibel » Thu Oct 04, 2007 5:34 pm

i received the mail and i imported the pkg with the only stable version of the pkg plugin (in Zmodeler v1.05 final) and exported it in z3d.. the only problem was with wheels because them are in the center of the axis and not in their positions..

i hope it will be good and i hope it will be released soon..
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Postby DRitual63 » Fri Oct 05, 2007 6:29 am

Well guys, I opened the file and all the textures are messed. So I have two decisions.

Either Redo the whole thing or continue with the existing.
I saw the Existing z3d and loads of things were missed out, the wheels are messed.

I decided to redo the whole process again.
A little question if anyone can answer, how do you make the brakediscs and calipers move together with the wheels while turning, but not spinning?

If anyone could help, it would be greatly appreciated ;)
[img]https://img205.imageshack.us/img205/6901/dr8seriessigpices2.jpg[/img]
[color=white]-Dark Ritual
[b]Conversions:[/b]
[i]In Progress:[/i] 1967 Shelby GT500 (viktording)[/col

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Postby DjDecibel » Fri Oct 05, 2007 12:24 pm

i forgot how to do that work.. btw.. try to send me the textures and the bound.. i'll try a diferent importing process..
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Postby DRitual63 » Sat Oct 06, 2007 5:02 pm

Ok, I have recently ran into very annoying problems. Wheels are totally missing. For some reason, if I seperate the calipers with the wheels for the rear wheels, they go missing. But for the front is okay. Now when I decide to fuse the front wheels with the calipers together, it is TOTALLY missing and I have no idea how to fix.

Until then, I will keep finding out what I can do.
[img]https://img205.imageshack.us/img205/6901/dr8seriessigpices2.jpg[/img]
[color=white]-Dark Ritual
[b]Conversions:[/b]
[i]In Progress:[/i] 1967 Shelby GT500 (viktording)[/col

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Postby d-tuner » Sat Oct 06, 2007 5:32 pm

Hey!
It's so nice to see actually a new car converter!, as it's been said above, because now are the times when MM2 almost left with no converters at all :D :P
And you do it great! :D The models are perfect as well.
Please, don't hesitate to put quite high-poly models into the game, because nowadays almost all computers can handle it in MM2 with no problems (tested ;) ).
Please, continue all your work, and be sure, whatever you make, I'll be wonderful :)

--
And here's mine little hand of help.
i forgot how to do that work..
Shame :) Well, that's not so hard, and here's a small lead-in for you, DRitual63

Fender objects

In MM2 you can find fender objects on Panoz Roadster (was there anything else? Ah, yeah, the Moonrover, in beta) [btw, did you notice game makers made any kind of object if only they needed it ;) ]. Fenders are not brake calipers. And these are only front fenders.



ImageImage

However, some genius car creators adopted it as brake calipers.
If you open any car, that has it, in MM2VV, you'll see this:
[Example car: HQTM's Subaru Impreza WRX STi]

Image

These objects are in the list and are named FNDR0_H and FNDR1_H.
If you hide the car body and the wheels, you'll see this:

Image

And, of course, we all know how it works in game ;) :

Image

I suggest you to read some topics on MM2C forums to find out how you can make it (but, I think, it's already clear ;) ):
https://forum.mm2c.com/viewtopic.php?t=8 ... light=fndr
https://forum.mm2c.com/viewtopic.php?t=5 ... light=fndr
https://forum.mm2c.com/viewtopic.php?t=5 ... light=fndr
https://forum.mm2c.com/viewtopic.php?t=2 ... light=fndr
https://forum.mm2c.com/viewtopic.php?p=623#623

Have fun :D

P.S. And please always make backups of your files. Backups is the first rule in modeling ;)
Last edited by d-tuner on Sat Apr 11, 2009 9:43 am, edited 1 time in total.

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Postby DRitual63 » Sun Oct 07, 2007 5:10 am

Thank you very much d-tuner, this gives me an idea of how it works now. Very useful!

Also, a very highpoly Chrysler C300 (NOT 300C) by viktording is coming up soon!
[img]https://img205.imageshack.us/img205/6901/dr8seriessigpices2.jpg[/img]
[color=white]-Dark Ritual
[b]Conversions:[/b]
[i]In Progress:[/i] 1967 Shelby GT500 (viktording)[/col

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Postby DRitual63 » Sun Oct 07, 2007 10:00 am

Ok, for some reason, my rear wheels are now gone. I have centered the axis clearly and yet it won't show up. If I move both rear wheels axis, it will show the wheels but it won't spin correct way.

Do I have to clone them and put as WHL2_M:m and WHL3_M:m?
[img]https://img205.imageshack.us/img205/6901/dr8seriessigpices2.jpg[/img]
[color=white]-Dark Ritual
[b]Conversions:[/b]
[i]In Progress:[/i] 1967 Shelby GT500 (viktording)[/col

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Postby Franch88 » Sun Oct 07, 2007 5:03 pm

The axis must be in the center of every wheel; for me the move axis tool in ZModeler isn't good. You can also try with the center axis tool, if it will put the axis in the center of the wheel for real.
Another way is try to delete all car wheels, export one wheel placed in the center of the ZModeler environment axis in .3ds format and after import it in your .z3d car file; sure the imported wheel will have all axis in its center. Then apply its texture, create three copies of this wheel, place them in your car and change their names. If you want you can create beyond the "_H" objects for car and wheels also the "_M" objects, for a car visibility in high zoom.
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