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(WIP/SA) 1994 Chrysler LHS (Convert)

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CT1612
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#1

Posted 29 January 2018 - 11:20 PM

Hello all,

 

I always missed the LHS in San Andreas because it is a typical 90s US car. Its unique cab foward design really lacks on the roads in SanAn.

I requested it multiple times, but no one had the time or motivation for this car, it has few fans I assume... so I concluded that it is finally up to me.

 

So I tried to contact the author Lazlow555 - and I got a friendly answer with the model file.

 

This is my first attempt at a SA mod, so this will grow slowly and may not have a perfect result. But I got some patient help to get a little deeper into zmodeler, so I hope it will be finished one day in the future.

 

8ddf42733845863.jpg

 

nq7z8e98.jpg

 

n62b9vg4.jpg

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CT1612
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#2

Posted 31 January 2018 - 11:10 AM Edited by CT1612, 31 January 2018 - 11:16 AM.

Yesterday I messed a bit up due to migrane. So the progress is not as far as I planned.

 

What is done yet:

 

- having the car as .dff in zmodeler

- 50 % of texturing (some standard IV textures are hard to find in the game...)

- deleting IV dummies and unnecessary LODs

- 50 % of the SA dummies

- 35 % of correct model hierarchy, but parts are not connected to the chassis yet.

 

What is planned, but can not be promised:

 

- basic damage features

- IVF

- extras (like the boomerang antenna on the boot)

 

What is planned and can be promised:

 

- SA plate

 

Maybe it's possible to do a III / VC version, depends on my time and motivation.


CT1612
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#3

Posted 31 January 2018 - 10:34 PM

Current progress.

 

Something is wrong with the front lights,they are included in the chassis, but they actually should not. Tomorrow I'll maybe get some help with it.

 

Spoiler
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CT1612
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#4

Posted 01 February 2018 - 10:21 PM

It goes on.

I recieved that valuable help from Avant (known from gta.com.ua).

He did the light textures in a correct way. The result is very good.

 

Spoiler

 

Don't you want to sit behind this wheel? Damn, I like this car so much. More than Town Car and Roadmaster of this era.

 

Spoiler

 

As last part for today, I did the collisions. I have never done this before.

Please tell me if they are correct or need a rework. I have no experience here.

 

Spoiler
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GreenAid
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#5

Posted 03 February 2018 - 12:03 AM

 

Cool! I'd like to know, how did you get your hands on the unlocked model? :)

 

 


Nik.
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#6

Posted 03 February 2018 - 04:09 AM

 

So I tried to contact the author Lazlow555 - and I got a friendly answer with the model file.

 

 

 

Cool! I'd like to know, how did you get your hands on the unlocked model? :)

 

 

 


CT1612
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#7

Posted 03 February 2018 - 12:00 PM

I redid the collision, its now fitting very good.

 

Spoiler

 

In addition to that, I started adding damage parts.

How do you like it?

 

Spoiler
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CT1612
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#8

Posted 03 February 2018 - 02:38 PM

Damage complete (except textures).

 

2436b1738115683.jpg

 

464139738115693.jpg


stratumxspb
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#9

Posted 06 February 2018 - 07:28 PM

Damage complete (except textures).


Damage objects look like just corrupted polygon mesh (rear bumper especially), not damaged car parts. I think there will be back side of hood/trunk seen through outer mesh.

For example, how they should be (my old convert):
2C4KG.png 2C4KH.png
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CT1612
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#10

Posted 06 February 2018 - 09:31 PM

I see your point. To be honest, I did not touch the car since the last post because I didn't like the damage at all. I need more practice. After that, I'll redo the dented parts and continue with the vehicle.


stratumxspb
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#11

Posted 07 February 2018 - 09:51 AM

I see your point. To be honest, I did not touch the car since the last post because I didn't like the damage at all. I need more practice. After that, I'll redo the dented parts and continue with the vehicle.


Try not to move points ramdomly but make a part a little bit curved. Use select and rotate tools for that. In some places points can be moved to create a dent.
Also the scratches are needed on painted parts. Make a copy of door's surface, move it just a little from door and use scratch texture on these polygons. I can describe this process in detail if you need.
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CT1612
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#12

Posted 12 February 2018 - 10:16 PM Edited by CT1612, 12 February 2018 - 11:06 PM.

I redid the parts now.

Its not perfect but overall it looks more than a realistic dent than before and I feel much better with the result.

 

But please, don*t ask me what happened to the lights. I really dont know. Too bad I have no backup to restore so the next days will be lost with troubleshooting for light textures. But please notice the plate that was adjusted to match the bumper quite good.

 

Spoiler
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LeakyLine
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#13

Posted 14 February 2018 - 10:34 AM

This doesn't look like it's going to be lowpoly, am I correct?


CT1612
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#14

Posted 14 February 2018 - 10:51 AM

I'd say its mid-poly.

High poly cars with amazing detail are a good thing in general, but look strange in a game environment that isnt very detailed even by 2005 standards.

And I am always keeping performance in my mind, many people use ENB or other mods that need resources, so my cars should be performance-friendly.

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CT1612
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#15

Posted 14 February 2018 - 10:59 PM

First the good news. I remember how Avant worked on the light glass.

I seperated the rear from the front lights in polygon mode and they show up as sucessfully seperated.

 

Now the bad news. When I apply front light material on the front lights... the rear ones get it as well and vice versa. How can material still be linked if objects are seperated?


CT1612
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#16

Posted 01 March 2018 - 09:56 PM

Light glass is fixed now.

 

After messing around on a few test cars I finally decided to redo the rear bumper which did not convince me after some more practice.

Its still not as good as a car from an expericenced author but the quality slowly moves in the area where I want it to be.

 

406497766921873.jpg

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