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MNS - Creations

Posted: Sat Oct 25, 2008 12:55 am
by Maks12
Hi Guy's
Now we want to show you our projects here in the forum.

Actually Project Standings:
Chevrolet Corvette C6 R - 100 % (Download !!!)
Toyota Corolla GT-S - 100 % (Download !!!)
Nissan Fairlady Z - 100 % (Download !!!)
Chevrolet Camaro Concept Tuned - 100 % (Download !!!)
Honda S2000 (Lowpoly) - 15 %
Reality Mod - 20 %


Information about Projects:

Chevrolet Corvette C6 R
Info:
-Converted from NFS:MS
-Polys: Body_H - 11792, Body_VL - 1576, All 4 wheels - 3996, Other - 549
- Beta Online !!!
-Pictures:

Image
Image
Image
Image

Hope you love it :)

More Informations about the other projects soon. ;)

Posted: Sat Oct 25, 2008 1:18 am
by Franch88
Very nice Corvette C6R, I like its look. Good work with your other releases. :wink:

PS: Sorry about the sticky but isn't allowed to stick more than 3 topics in each forum section. The most viewed topics in this section are the stickied ones.

Posted: Sat Oct 25, 2008 1:23 am
by Maks12
Oh, ok understood sir :D:D
Thx, hmm Franch do you know why the brakelights don't show up behind transparent objects, or any other know why ??

Posted: Sat Oct 25, 2008 1:37 am
by Franch88
Thx, hmm Franch do you know why the brakelights don't show up behind transparent objects, or any other know why ??
Simply because semi-transparent objects behind semi-transparent objects are hidden in-game. :wink:
To solve this problem you have to make the brake lights without transparency, or better, away them a bit from the semi-transparent rear lights glass. I do this in my conversions when needed. :wink:

Posted: Sat Oct 25, 2008 3:31 am
by Silent1Unknown
Another team!!! Its great to see more people still making things for MM2. I like the corvette project. It is low poly enough for me, so thats good news. :) Good luck with it and I hope it releases soon.

Posted: Sat Oct 25, 2008 11:08 am
by vw-tuner-oburg
as i posted in the shoutbox of MNS Creations i created i new Corvette C6-Dash for their car. you can see it here:

ImageImage

ImageImage

i wait for an answer of them if they want to use it ;)

Posted: Sat Oct 25, 2008 1:15 pm
by Maks12
More information about the corvette: There will be a sample textur in .psd format so you can make your own paintjobs.

This is whereof i working now.

And franch i'll move the breaklights ahead the glass.

And vw-tuner can you send me please the dash ?? (

Posted: Sat Oct 25, 2008 2:57 pm
by matt1314
Nice Corvette, I like the beta! And a fantastic dashboard, Christian. Nice done! :D

Posted: Mon Oct 27, 2008 9:53 pm
by Maks12
I have new updates taken:
Now the breaks have the right textur.
The headlight (border around headlight) is now, like in Most Wanted, colored.
The performance is better.

Now I have a problem:
When the driver is united with the windows, then is he visible.
But when the driver, windows and the complete body are united, the driver is invisible.
Here pictures:
Image
Image

Posted: Mon Oct 27, 2008 10:27 pm
by Franch88
That's a normal thing in ZModeler, the objects list order defines that. Just move under the driver object the BODY_H one. :wink:
This is important for any other semi-transparent textured object. Remember this rule: semi-transparent objects have to stay at the bottom of the object list before unite them; for example, the objects with a semi-transparent texture of the car have to stay at the bottom in the list of all the cars parts before unite them in the BODY_H object. :)

As far as I know, this problem will happen in-game too, but sometimes this doesn't happen; I think that the textures with the alpha channel won't give this problem, while the semi-transparencies given by the opacity value in the Materials Editor, yes.

Posted: Mon Oct 27, 2008 10:43 pm
by Maks12
Thx Franch but nothing changes

Posted: Mon Oct 27, 2008 10:56 pm
by Franch88
Now do this, it'll will work because is what I do to avoid any semi-transparent textures through view problem in-game.
Detach by materials the BODY_H object with the tool Create...

Posted: Mon Oct 27, 2008 11:04 pm
by Maks12
Yeah it works at last.
Thank you Franch, you gain a place in the copyrights at best helper at problems. :D

Posted: Tue Oct 28, 2008 12:12 am
by Franch88
Yeah it works at last.
Thank you Franch, you gain a place in the copyrights at best helper at problems. :D
That's all. :wink:

Now I've tried the released beta, and there are some things to improve.
The car uses the damages texture, an odd choice because now nearly all of them doesn't use it, mostly because of UV texture mapping and too big .ar file. If you've planned to use only 1 paintjob, is ok to use also the car damages texture; the damages look can be improved.
It has the hidden driver behind the windows issue, that now is fixed. In some texture is better to remove the reflections; if you want I can do that to the final car before the release. Adjust also the shadow width. The sounds, the tuning, the vehicle showcase and the dashboard are actually the ones of The Judge car.
You've used the FNDR objects in this car, but the .dgbangerdata alias files aren't well named; they've the TrackMania StadiumCar internal basename, so replace it with "mns_c6r". Check here to know what happens if they're not present or not well named. :wink:

Posted: Fri Oct 31, 2008 10:11 pm
by Maks12
Now I have tried to do that Franch what you said to me.
I have two Screenshots:
Image
Image

One question. Want you a headlight or not ?