Jump to content

[WIP|MOD]Hotring Cars Mod


--Cole--

Recommended Posts

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.

user posted image

 

 

You can see I've raised the ride height a bit to make it more like its original version.

user posted image

 

 

I've modeled a trunk, and the normals turned out pretty good, right?

user posted image

 

 

I've removed the rollcage, and I'm thinking about adding a back seat. No side mirrors yet though.

user posted image

 

 

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

Suction Testicle Man

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. wink.gif

 

 

If at first you don't succeed, you fail, and the test will be terminated.

Link to comment
Share on other sites

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

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

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

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.