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[WIP|SCR|IV] Toyota FJ40 Landcruiser

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Compeast
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#151

Posted 02 June 2014 - 07:39 PM

@compeast must be the enb mod.

And the realistic textures. They do most of the work.


Carface80
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#152

Posted 03 June 2014 - 05:06 AM Edited by Carface80, 03 June 2014 - 05:06 AM.

@bundi thanks for feedback, the side windows needs to be remodeled, the rest, ill fix them asap


KuznetSoft
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#153

Posted 03 June 2014 - 06:41 AM Edited by KuznetSoft, 03 June 2014 - 06:46 AM.

... the bump map for the thread for some reason the other half is inverted, cant figure it out. ...I dont know how to relocate the vehicle camera, what dummy is it?...

 

Unfortunately, the normal map for the tread and the camera are two big problems of Zmodeler. The first problem is unsolvable, as far as I know. The second is easier - the camera can be relocated, but will also be disadvantages.
The fact that Zanoza's filter for GTA4 does not contain any camera settings: no dummy, nor anything else. Therefore, to lift the camera and a sight, it is necessary to resort to cunnings.
1) open all the objects in the scene
2) select them (all, even dummy) except these dummies - bodyshell, chassis and CAR NAME.wft 
3) to move the selected objects down
4) local axes of chassis l0, l1, l2 and axis of bodyshell l0, l1 combine with their dummies (display> local axes> reset to parent)
After these manipulations, the car is not overturned on turns in the game, it is necessary to lower the center of gravity handling.dat axis Z (parameter G).
 
If to lift the camera in such a way, in kat-scenes the car will fail to the earth. Besides, there can be such bug: lighting under body and in interior: http://www.picturesh.../26679_FsNn.jpg


Carface80
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#154

Posted 03 June 2014 - 04:35 PM

@kuznetsoft lots of work, ill do it last. I fixed the easier ones, the left rear wheels, front door glasses and tried to clean up the tire textures.

Here the second beta http://www.gtagarage...ow.php?id=25904
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KuznetSoft
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#155

Posted 05 June 2014 - 06:39 AM



...Here the second beta http://www.gtagarage...ow.php?id=25904

Nice. But I noticed bad normals on front plate (Or so it should be?). This SUV, and there is no dirt on the wheels ... I've seen in the WTD texture dirt: you may be using UV channel #2, but #1 need for dirt on the wheels. But just warning you that the dirt in the tread may look horrible because Zmodeler "inverts" the bump, as we have said above.

10df499dcfd6cd34deed630fcdcf52c1.jpeg


Carface80
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#156

Posted 05 June 2014 - 03:02 PM

Thanks for the heads up, i already noticed the dirt on the wheel is not showing up, i have no idea how to fix it, ill try setting to one and revised the texture. The fix plate normal map as well. Anyway i spent the whole night trying to fix the camera issues and i moved everything down and i can get the camera move further away from the car, i wonder something to do with chassis collision?

KuznetSoft
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#157

Posted 06 June 2014 - 06:44 AM

...Anyway i spent the whole night trying to fix the camera issues and i moved everything down and i can get the camera move further away from the car, i wonder something to do with chassis collision?

Oh yes, there is a nuance. If your model has several chassis[COL], the camera may be too close to the car.

For example, we tried to raise the camera model with collision as the standard pickup bobcat (collision cab and body were separate). After the above manipulations were able to raise the camera, but it was close to the cabin. Therefore, we combined all collisions in one. As a result, the camera moved away.

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Carface80
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#158

Posted 06 June 2014 - 05:14 PM Edited by Carface80, 06 June 2014 - 05:17 PM.

@kuznetsoft my chassis col is in one piece, but since i set the spare tire as boot and it comes with a custom collision model, and it sticks out of chassis col...so the camera may treat them as 2 separate collision model? Usually boot col model are burried in chassis col... I may have to add a collision model to chassis [col] overlapping the spare tire?

I nade a crude experiment, if the wheel have no normal map, the entire wheel normals are inverted half if the wheel. So i made 2 tire thread normal maps (one is inverted the other is not) and it appears to work. I detatched the thread and divide the front facing and rear facing evenly.

RoadRunner71
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#159

Posted 06 June 2014 - 11:50 PM

I've finally been able to test the model myself. Is it just me or the windows color is too bluish? They look a bit odd in my opinion.

Carface80
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#160

Posted 07 June 2014 - 04:09 AM Edited by Carface80, 07 June 2014 - 08:28 AM.

@roadrunner, i used the same glass texture as the new look bus but i reduced the transparency because im having trouble seeing the glass. I will try reducing the opacity a bit.
 
 
 
@kuznetsoft, there some improvement when I removed the boot col (aka spare tire) but it appears I am close to exceeding the collision poly count limit, because when i added another collision model the game crash. The tire normal maps inversion is gone, except I have to adjust the uv a bit so the thread lined up properly. I realized the plate doesn't even have a normal map, so I made one.

Edit: i found my badges and emblem normal map is inverted is there way i can invert it on material settings?

KuznetSoft
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#161

Posted 07 June 2014 - 05:22 PM Edited by KuznetSoft, 07 June 2014 - 05:24 PM.

@Carface80, frankly speaking, I don't know what to tell about the collision. If you want, you can give me unlock file as you suggested earlier. I'll try to do something. But it seems to me that a car of this "constitution" it is difficult to make the long camera.
I also once tried to do two different bump-textures for the tread, but the game still remained visible "crossroads" between inverted and non-inverted parts. If you succeed, it will be great.

Edit: i found my badges and emblem normal map is inverted is there way i can invert it on material settings?

It is unlikely. Anyway, I have not seen such settings in Zmodeler. Most likely have to redo the bump in the graphic editor.


KuznetSoft
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#162

Posted 08 June 2014 - 08:38 PM



...but it appears I am close to exceeding the collision poly count limit, because when i added another collision model the game crash...

The problem is not poly count limit, as it turned out. I added the boot[COL] and I tried to cut polygons, but the game is still crashed. However, I managed to find a simple solution:

e8fcd50d63aa2d829ca9fd3f306582cf.jpeg


Carface80
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#163

Posted 09 June 2014 - 05:09 AM

@kuznetsoft, interesting discovery, these collisions can be a pain. I discovered another bug, when the vehicle from the distance, I noticed when it made a turn it tips over, and its strange...this only happens on lod2 mode....


KuznetSoft
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#164

Posted 09 June 2014 - 06:33 AM Edited by KuznetSoft, 09 June 2014 - 07:10 AM.

... I discovered another bug, when the vehicle from the distance, I noticed when it made a turn it tips over, and its strange...this only happens on lod2 mode....

Maybe I misunderstand you... If you didn't correct handling (the center of gravity, axis Z) after lifted the camera, the car will turn over not only on lod2 mode. I will write you a PM in detail.


Carface80
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#165

Posted 09 June 2014 - 02:59 PM

@kuznetsoft i already did that sorry i did not make a proper explanation. When im driving it, it seems fine. I made hard turns, the car only skids. When a NPC (or peds) drives it, i followed the car far enough to trigger the lod2 mesh i followed it until it made a turn and i noticed it tips over. I may have to re check the lod again maybe the dummies or axis are on the wrong place.

If you never encounter the tipping over, i might have to re check vehicle ide.

Carface80
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#166

Posted 09 June 2014 - 07:01 PM Edited by Carface80, 09 June 2014 - 07:22 PM.

Interesting the way one of kottons buddies made comment about my instrument cluster.

"1978 year car with an upgrade LED gauge lol (y)"

He missed the mid 80's era cassette deck, i guess he only looked at the screenshot. Because the steering column partly obscured the cassette deck.

I assume (y) means "why" then added "lol" before it. Yes its a somewhat a valid comment, Interesting the way they make comments...its more egoistical (almost to the point of poking fun, trolling) than a constructive criticism.

Anyway i revised the cluster gauges to simulate the old fashioned lighting, also it no longer stays on, it turns on only at night. I added a few details and the bitchy one are the missing fan belts (kotton's gangs will have a field day on it)

Carface80
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#167

Posted 10 June 2014 - 05:49 AM Edited by Carface80, 10 June 2014 - 05:49 AM.

w00t camera issue appear to be solved.. I been googling this issue and I found a little discussion from http://www.gta4-mods...x-sdt-v3-f25511

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KuznetSoft
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#168

Posted 10 June 2014 - 09:32 AM

...i followed the car far enough to trigger the lod2 mesh i followed it until it made a turn and i noticed it tips over...

Now checked in the game - I have the same bug.

And it seems I rejoiced too early about collisions. Now my game crashes with an error RC20. That's weird, because just yesterday it was nothing. :facedesk:


KuznetSoft
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#169

Posted 10 June 2014 - 10:54 AM Edited by KuznetSoft, 10 June 2014 - 12:39 PM.

w00t camera issue appear to be solved.. I been googling this issue and I found a little discussion from http://www.gta4-mods...x-sdt-v3-f25511

I tried FJ40 - changed nothing. But information interesting, it is possible to "rummage".

UPD: I tried the model that was not raised sight in the Zmodeler (your Chevrolet Impala '1985)... It worked out perfect!  :^:


Carface80
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#170

Posted 10 June 2014 - 02:23 PM Edited by Carface80, 10 June 2014 - 02:57 PM.

@kuznetsoft it work on my fj40, after i reverted the height back similar to the default rancher, because i cant figure out the lod1 and lod2 rollover. Like what they discussed this camera editing should be done last, because the wft (even unlocked) cannot be imported on zmod.

The crash was initially happened randomly then when i added boot col then it crashed permanently, i reduce polygon on every collision model i can find and the crash no longer occur. Then i replaced some spec map and it crashed again, i have to reduced the collison polygons once again.
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Carface80
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#171

Posted 10 June 2014 - 08:54 PM

I updated the download again at http://www.gtagarage...ow.php?id=25904
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KuznetSoft
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#172

Posted 11 June 2014 - 01:56 PM

I updated the download again at http://www.gtagarage...ow.php?id=25904

Nice! I like it.

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RoadRunner71
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#173

Posted 15 June 2014 - 12:05 PM

I updated the download again at http://www.gtagarage...ow.php?id=25904

Is it the final version?

 

By the way, I'm sorry I couldn't take the screenshots as I said I would, I've been having problems for a while now to run GTA  :/


Carface80
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#174

Posted 15 June 2014 - 05:24 PM Edited by Carface80, 15 June 2014 - 05:26 PM.

@roadrunner yes its final, i fixed most of the issues. Im going to miss your screenshots.
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Carface80
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#175

Posted 16 June 2014 - 05:16 AM Edited by Carface80, 16 June 2014 - 05:17 AM.

Soft top in progress, comes with "jeep type" half doors. This time I can set the roof as extra.

 

top1.jpg

top2.jpg

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Rocket350
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#176

Posted 16 June 2014 - 09:54 AM

Fantastic model! 10/10


RoadRunner71
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#177

Posted 16 June 2014 - 06:06 PM

Looks pretty badass, reminds me to one of these small Suzuki trucks.

 

By the way, even if I'm late for this, I felt like I had to do take some screenshots... :)

 

Screenshot1_zps4ca46eb2.png

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Carface80
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#178

Posted 16 June 2014 - 07:20 PM

@roadrunner, beautiful screenshot, looks way better than any of my screenshots. you can do the exterior for the screenshot, but I found another glitch (doh! the glass on clusters gauges are off) so the cluster doesnt look pretty, so i will make another emergency update today.

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#179

Posted 17 June 2014 - 02:48 AM Edited by Carface80, 17 June 2014 - 03:47 AM.

Once I fixed the shifted gauges glass, then the illuminated gauges is not working GRRR so i have to deal with the material hierarchy.. after some trial and error, they're fix :D

 

edit: i update the download again. http://www.gtagarage...ow.php?id=25904

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Carface80
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#180

Posted 20 June 2014 - 07:57 AM Edited by Carface80, 20 June 2014 - 08:29 AM.

Soft top/ open top is here, have fun (^-^)

 

http://www.gtagarage...oad.php?f=36484

 

image_61611.jpg

image_61610.jpg

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