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[WIP|SCR] BMW R1150RT


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92F Posted on Mar 14 2006, 00:22

  nice looking bike, but the front fork seem to be "floating" and arent joined to the wheel 

 

 

as i said... the bike isn´t done yet, its not just the textures that needs working...

 

by the way, someone knows the best zmodeler configuration for the chrome stuff??

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92F Posted on Mar 14 2006, 00:22

  nice looking bike, but the front fork seem to be "floating" and arent joined to the wheel 

 

 

as i said... the bike isn´t done yet, its not just the textures that needs working...

 

by the way, someone knows the best zmodeler configuration for the chrome stuff??

If you take a look at the Wayfarer I think, you need to attach the lower forks to the mudgaurd node and the upper forks to the bars.

As for the Chrome, if you have the latest update of Zmod2 you can actually adjust the ref maps by percentages in the material name.

Havn't made anything chrome since the update so I have no reccomendations for settings or ref maps, yet.

The bike is looking nice for having used minimal Blueprint refernces, keep up the good work.

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RAWR.

Now that is hot, loving it in red.

 

As for the forks, they are meant to be named forks for the upper suspension as the bars dont actually move and only decide the steering angle. You probably know this anyway, but in case my previous post mislead you I thought I better point it out.

My bad.

 

This is looking like a definate install for me, don't stop with the detail now.

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dam angry.gif dont know what´s going on..... the bike wont show up in game, even with respaw rrrrrrrr

 

this is the first time i see this...

i got all hierarq good... axes also... the txd is the same, didn´t make changes on it yet..... dam....

 

ill get bak to you guys... gone try to solve this...

 

 

Bosco Posted on Mar 16 2006, 20:01

  Yeah finally a BMW bike, cant wait for release. It will be same awesome stuff as your opel rekord c 

 

 

smile.gif someone mede the conversion of it to SA without my permission notify.gif i have to convert it myself to make it better and save my name lolol

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smile.gif someone mede the conversion of it to SA without my permission notify.gif i have to convert it myself to make it better and save my name lolol

Dunno if without your permission, but its >HERE< and it says your the author, but its still fun runnin from police in it in San Fierro. Anyhoo enought with offtopic, i sit tight and wait for any new updates on it turn.gif

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In zm2 for chrome finish use a grey as your base color the darker the grey (i set mine to 110,110, 110) is the more depth to the chrome depending on how u like the chrome to look is controlled more than anything by the chrome reflection map ive found that the less detail in

your reflection map the better yor chrome looks, Also set your spec to 80 so even though it looks crappy in zm it will look good in game

But no matter how u do it someone will say i dont like your chrome its all personal taste

 

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ok... almost done smile.gif

i´m having a problem with the reflections map....

if i change the properties in zmod (modulatead; autosphere etc) the bike wont show up in game and the garage wont open.... bug or not its driving me crazy....

 

i got to test the bike ingame , every time i make a change.... thats why its taking so much time to release......

 

by the way... some one want to beta test it???

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Set reflections as low level additives only, anything else will create a problem causing a model not showing up.

I have found with the new Z-mod2 reflection setting that using the standard vehicleenmap that is in the vehicle generic txd works quite well now set at about 15 and using a greyish texture underneath.

Your material should have the following after it [env:15,spec], hope that gives you something to go on.

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having some troubles with reflection maps because my zmod doenst give me the option for low level aditives dozingoff.gif go figure.... so its taking more time cause this ?bug?

 

things to do:

reflections.. including the chrome

 

handlebars.. cj not grabing in right spot ( grip dummy look lie has no affect???)

 

some wierd stuff in front of bike.. darker color (front polys has a copy fliped so we can see them from 2 sides)

 

solving this... the bike is done colgate.gif

 

user posted image

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wongchunyim  Posted on Mar 26 2006, 04:31 wo..Great Bike..looking forward to playing it.

I hope you may make a police version.

like this :

http://www.acay.com.au/~jbartok/nsw_macca_bmw1300a.jpg

http://www.acay.com.au/~jbartok/nsw_macca_bmw1300b.jpg

 

biggrin.gif yes i will make a police version... probably available at the same time smile.gif (i just cant make it one sit cause the poluice bike ingame has a pedseat ant it would look cry.gif

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i don't like BMW's in general as a motorcycle but this bike is looking well made and better looking than the original screen's you posted.

 

i'm not sure whether it's down to cropping of screenshot's or bad UV mapping but that rear disc looks a little dodgy, as for the transparency on the headlight ....... if you are using zmod you need to select the offending poly/poly's and modify the material opacity or check for correct UV mapping or checkout the material's properties/alpha setting's, and the dark area's on the fairing may be down to the normals need looking into.

 

other than my 2 cent's .... it's good to see another scratch bike mod and i look forward to the future release cookie.gifcookie.gif

Edited by Gforce
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fixed all problems biggrin.gif

 

i´m just goe make the police acessories and rel the bikes at the same time....

 

user posted image

 

 

 

EDIT:

is there some way to fix this without messing with the handlebars?

changing the bar grip dummy makes no diference....

user posted image

 

this is in the wayfarer... on the copbike all is fine...

user posted image

Edited by LightSpeed
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