--Cole-- Posted September 7, 2005 Share Posted September 7, 2005 Hey everybody! This is my first mod, which I started to get aquainted with Zmodeler (v1). It's been working fairly well, I've got a hold of how to use most of zmodeler's features (it's still clunky and convluted and glitchy, but I can use it now). But back to the mod. The project I started was to modify Vice City's three Hotring race cars back to their stock, off-the-assembly-line versions. So far I've got the Hotring B car almost done, although this is still very much a work-in-progress. Some screenshots from zmodeler below: Here it is, almost finished. You can see I've raised the ride height a bit to make it more like its original version. I've modeled a trunk, and the normals turned out pretty good, right? I've removed the rollcage, and I'm thinking about adding a back seat. No side mirrors yet though. Unfourtunately, I'm having some problems with the UV mapping, and I can't get the trunk to open properly. The normals work, but they could be better. At least I had the specular working. Can anyone give me a hand? Here's the pre-alpha release: http://server5.theimagehosting.com/image.php?img=hotrinb.swf (change the extention from SWF to DFF, I had to change it to host it) Link to comment Share on other sites More sharing options...
Suction Testicle Man Posted September 7, 2005 Share Posted September 7, 2005 When importing the dff, put all the textures in tga format into a folder named the same as the dff. They will then be imported by zmod when you import the dff. If at first you don't succeed, you fail, and the test will be terminated. Link to comment Share on other sites More sharing options...
MiabtsuThunder Posted September 7, 2005 Share Posted September 7, 2005 Looks great so far, cant wait to see the rest. Link to comment Share on other sites More sharing options...
--Cole-- Posted September 7, 2005 Author Share Posted September 7, 2005 Suction Testicle Man Posted on Sep 7 2005, 23:12 ...put all the textures in tga format into a folder named the same as the dff. They will then be imported by zmod when you import the dff. I did that, but its not the textures, its the UV mapping. The textures seem to be mapped to the wrong places. I'll post a screenshot soon. Link to comment Share on other sites More sharing options...
Mercie Posted September 8, 2005 Share Posted September 8, 2005 Suction Testicle Man Posted on Sep 7 2005, 23:12 ...put all the textures in tga format into a folder named the same as the dff. They will then be imported by zmod when you import the dff. I did that, but its not the textures, its the UV mapping. The textures seem to be mapped to the wrong places. I'll post a screenshot soon. And flip the textures sometimes. [/super short post] Link to comment Share on other sites More sharing options...
Cran. Posted September 8, 2005 Share Posted September 8, 2005 Suction Testicle Man Posted on Sep 7 2005, 23:12 ...put all the textures in tga format into a folder named the same as the dff. They will then be imported by zmod when you import the dff. I did that, but its not the textures, its the UV mapping. The textures seem to be mapped to the wrong places. I'll post a screenshot soon. And flip the textures sometimes. [/super short post] I said that, but my post never came up.. Anyway, if you want to fix the normals, detact the sides of it and then calculate the normals. After that, re-unite them back with the chassis. Link to comment Share on other sites More sharing options...
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