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[WIP|SCR] Calsonic, Nissan Skyline GT-R


Yazu

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Well I guess I could make a topic for this car

 

Indeed, not the aston as most thought I'd be making first. Thought I'd do something else before that so that I can get some idea of getting stuff into Sa wink.gif , The spline cage was done last friday in bout 3½ - 4h and most of the modelling was done yeasterday, haven't done that much modelling today just filling up some places and giving the car some detail.

 

:: Polycount - 2072 Polygons ( 3974 Tris ) wo/wheels . The wheels arent quite finished yet so I won't iclude the polycon count from them just yet.

 

Well The exterior is almost finished now, so what is left to do

- Finish up the exterior

- Tweak the exterior

- Start making the interior / engine, etc.

- Texture teh car

- Do the damage

 

:: Some Screenies ::

user posted image

 

:: Front WireFrame ::

:: Rear ::

:: Rear WireFrame::

:: Side ::

:: Side WireFrame::

 

GTAuron: ( answer to question in PPC topic ) : Dunno, we'll see if I'll do more of these track cars smile.gif , and I think this can be turned into a xanavi without actually touching the mesh, it'll only need a different skin.

 

 

Edited by Yazu
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wow, that's an awesome model. and the amount of polies is very low, i must say. masterpiece!

 

keep up the good work. smile.gif

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wow... good to see you are still in action.

 

Smooth, nice and lowpoly as usual. Looking good indeed.

 

Are you gonna make it properly modifiable at ArchAngels with extra bumpers and stuff? that would rock.

 

Looking forward to it! rahkstar2.gif

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BTW, are you planning to port some of your old VC cars to SA? I miss that Fairlady 280z that I've used. It's beautiful. inlove.gif

 

If not, that's fine. Your custom GT-R and Vanquish is enough to pool me over. biggrin.gif

 

catloaf_by_anuj.gif

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wow if it looks that good with such a low polycount without textures, I wonder what it'll look like with them! I mean if your datsun is anything to go by.... inlove.gif and if you do a Xanavi skin I will love you forever and ever biggrin.gif - GTAuron

 

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Great work as usual, Yazu. The car is looking awesome. I'm really looking forward to it.

 

By the way, is this going to be released for Vice City, San Andreas or both?

 

Thanks again for making this lovely car. Much love <3.

FIOszpJ.gif

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oh yeah, btw, are we ever gonna see your uber cool flatout dstsun in SA at any point? its such a cool car it'll be a shame not to have it in game. - GTAuron

 

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ooh so many replies colgate.gif , hehe

 

Nookadum: Cheers, I was planning on converting the Fast Forward Fastback but only time will tell

Destructo: Well I tend to use only the nesessary polies on me models, as people have seen past these years smile.gif ... tho me first models did have a lot more polies hehe...

Ducati: Well perhaps I shall leave the modifiable part from this model and put it to another, that is if one want's this model this year hehe biggrin.gif .

Silent Assasin: hehe, cheers

GTAuron: Perhaps I should make the Xanavi skin so that one can paint it on ingame smile.gif , tho it'll take some time 'till I get that far hehe

FunGT: Cheers

Azo: Cheers, can't wait to get to texturing part hehe

123abc: Indeed that is when the fun starts... tho I'm having fun doing both hehe smile.gif

Warlord: Most likely only SA

 

hehe, oh I'll see if I'll convert the datsun to SA, tho I'd like to consentrate on this one for now aight wink.gif

 

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An outstandingly tidy mesh, as always.

 

Unlike GTA3 and GTAVC, there is a pretty realistic acceleration mode available in the GTASA physics engine by enabling the USE_MAXSPD_LIMIT feature in the HandlingFlags setting. Without enabling this flag, it uses the old acceleration mode. This old mode is what all the original setups in GTASA use so they ignore the TopSpeed setting and use extremely sharp acceleration curves. I've done a lot of GTASA acceleration experiments over the past couple of months and found that this new mode gives a lot more control over the acceleration.

 

I've applied these theories to a few vehicles in my GTASA Handling Overhaul so you can see the difference it makes to how the cars feel. Rather than having 0-60 times of half a second and top speeds of 200km/h, it allows 0-60 times of anything and top speeds of anything. For example, my Turismo setup has a 0-60 time of about 3.5 seconds and a top speed of over 200mph but the acceleration gradually drops off as the speed increases, rather than the car just suddenly hitting a wall after five seconds like the standard acceleration mode does.

 

I'd like to have a stab at making a new handling line for this car which you could distribute with it, if you're convinced by the blurb. A car like this really needs an uber-quality handling line to do it justice in-game.

Edited by Cerbera
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Looks awsome so far Yazu. Just remember when you make your damage don't make metal dents, make carbon fibre creases and tears sense the body is mostly made of carbon fibre. wink.gif

 

And all I can say about texturing is have fun, I know it's a bitch. tounge.gif

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hehe, Carbon Fibre + Wall = No more carbon fibre biggrin.gif hmm ya know it will be interesting to compare this with majestics, ok ok he made his during the GTA3 days, but during the day I'm sure it was a world ahead of most of us smile.gif Bit like your very old 1st Koenig biggrin.gif that ruled hehe. - GTAuron

 

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You know I was thinking, if your gona do some SuperGT/JGTC cars than I might as well turn out a JGTC hachi to match. tounge.gif
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Cerbera: So basicly you're saying that my handling would bee to low wuality for this car. All I can say is that I still can't stop you from making a handling line of your own for this car, but I still stay in my usuall ways of not including anything else in me releases but those which I've made. You can make your handling but you're going to have to release it as an own file.

HokusaiXL: Well I don't think about the damage just yet when the modelling hasn't been completed wink.gif, but I'll keep that in mind tho I was thinking of doing something like that when I get that far

GTAuron: hehe yeah

RedDevil: Cheers

Sephrioth: I don't take request, but cheers anyway.

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Yazu, it is entirely reasonable to think that your handling for this wouldn't be as "good" as mine because it's such a time-consuming process which you havn't had as much experience with as me. If you made a realistic handling setup for this, it would delay the release by weeks as you experimented with the new acceleration mode, the thirty features available from flags and wrestled with the much more sophisticated weight shifting behaviour. If you tried to create a realistic setup it would either delay the release by quite a lot and be mediocre, or it would delay the release by a lot and be great. Neither of those options is as good as me doing the handling while you concentrate on your own areas of expertise, imho.

 

I remember your GT40 setup from GTA3 was pretty good, with a unique style, but GTASA is a lot more complicated than that. You could include your own handling setup in the readme with mine below it, so people who prefer your style can use that while people who prefer my style can use that without having to search this topic or find my website. Most of the authors I've made custom handling for have been well pleased, most notably the series of handling I created with Sin5k4 for his GTAVC vehicles. I've set up many racing cars in the past for GTA3 and GTAVC which have gone down well.

 

I think I could do a really good job on the handling for this vehicle and that the people who download it would appreciate having that setup included with the car. As one of extremely few racing cars which isn't just a half-arsed conversion from another game (couldn't be further from it!) it's a piece of work I'd really like to help out with.

 

(EDIT) In the past you've included stuff you didn't make, such as things Toope supplied. I don't want to start a big argument about it but it seems a bit weird that you wouldn't want to include a meticulously made handling setup.

Edited by Cerbera
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is the spline cage still on with the wireshot?

 

me can see some cuts going through some polygons that look weird imo biggrin.gif

4DksF.png
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The shape is just awesome, and the polycount impressive, but there's a lot of tri distribution particularly around the rear end and some general detailings that just seems uncharacteristically messy. I love your work man, but I don't think anyone else would honestly pipe up with this opinion, since most already posted that it's an overly tidy mesh all over, which I dunno, it seems like screwing you out of crits that you could apply usefully. There's some odd 2 rows to 1 row handovers places like the C pillar that don't really seem to jibe with the rest of the mesh setup as an example. You said you had to tweak some stuff, so maybe you were thinking of those sort of things. Either way, I kinda felt better to say something than keep quiet for the sake of status quo or whatever. Hope it doesnt just come off as dissing on your mesh.

 

Other than that, very nice work again man.

 

Cheers rampage_ani.gif

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Augh: Cheers, I'm not sure but it seem that you're gorgetting that this is lowpoly modelling and it's not always nesessary to make all the polies so that there wouldn't be any tri distribution wink.gif , what you see as messy modelling while not adding those extra rows I see as saving polies . But not taken, 'tis me first model in months so I tend to go to messe modelling hehe wink.gif

 

Irloading: yup haven't removed it smile.gif

 

Cran: Ok I'll stop

 

user posted image

 

happy , oh and that's messy, my recent meshes are relatively clean wink.gif

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haha that model was worlds ahead back in the day. Even got pinned it was that awesome smile.gif

 

@Sephi: The Z-tune and the SuperGT cars are very very different smile.gif In fact, nearly every racing car in existance is miles away from its road going version. - GTAuron

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