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Owenwilson1

[WIP] Model testing gallery

Recommended Posts

Mark Pagliaro

I wonder if the Gull-Wing Door method from back in the .dff era will still apply. I don't see why not as a lot of the structure seems to be the same. I would really like to attempt to make a Mercedes 300SL replica. I had started one way back for GTAIII, upgraded to VC then upgraded to SA but the model has terrible normals.

 

Such an awesome car

http://fc02.deviantart.com/fs19/f/2007/242...y_dangeruss.jpg

(Not mine ^ but amazing at that)

Edited by Mark Pagliaro

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jjcoolj91

The vehicle tests are looking to be a great progress, I really love how you guys are doing so far on this. one thing i am wondering about maybe later it will be possible to add the passenger node from the helicopter to a car so you can drive by with an AK wow.gif

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Rob.Zombie

Yes!!! Crown Vic. Oh I'm so happy to see it. Is that the one made by Schaefft?

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Latetzki
Yes!!! Crown Vic. Oh I'm so happy to see it. Is that the one made by Schaefft?

Agreed. That's the car I want to see in-game smile.gif

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Rob.Zombie

How can I get my cars into the game? Is 1.0.4.0 version of Spark IV released or what?

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Dvt-MedShot

 

How can I get my cars into the game? Is 1.0.4.0 version of Spark IV released or what?

Yeah, there is a modified SparkIV version which is compatible with 1.0.4.0, and it is downloadable here

http://gzwn.net/Documents/SparkIV%200.6.2.2.rar

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Quadropheniac90

Just an offtopic question; Can this exporter be used for character/building models in the future?

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Owenwilson1
Just an offtopic question; Can this exporter be used for character/building models in the future?

you can only edit character bones and car models.

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Rob.Zombie

Thanks man, now I'm gonna try giving the PMP-600 a colorable rim biggrin.gif

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JostVice

 

nice user posted image

 

these are my dds convering settings i hope they are ok

 

 

DXT1: non-alpha textures (best compression)

DXT3: Alpha textures without gradients

DXT5: Alpha textures with gradients

 

with gradients I mean in the alpha, the white-to-black to be sharp or in a gradient. DXT3 doesn't support gradients smile.gif

 

 

Just an offtopic question; Can this exporter be used for character/building models in the future?

 

You may better look forward for Shadow-Link's DFF converter tool, that converts weapons and buildings (look some pages back, I think he showed some pics)

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Neos7

so my settings are ok?

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JKM

yeah but you should use dxt1 for normal textures as Jost_vice said...

Did you read the zmodeler2 forum? There is an important info about materials.

This is why I can create my own textures. I am using the imported materials from schafter and they have special names! So you have to choose the special ones (you cant chosse your own ones cause they are defined in the shaders and cant be changed). They are called like "Mesh" or "Paint". If you use them and set a standard shader configuartion under preferences --> filters it should work without any error given in the ZM log wink.gif

Edited by JKM

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Neos7

understand so i use dxt5 only where is the alpha for the texture i am taking original materials from the uranus and raplacing my own textures

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supermortalhuman

 

The actual description seemed to be useful only to humans

 

Brilliant, I wonder why they removed it though.

 

 

you can read my notes here.

 

Not really understanding, I see header file mentioned a lot, we know that's not my tea! Am I looking at the removed data, or just not understanding written notes? I will assume the latter, since I move vertex but can't read them (loose/broad) tounge.gif

 

 

They might have some kind of prelight data; even the weapons have a vertex color that is probably used for something, although what exactly i don't know. Every 3d object in the game is dynamically lit. So every vertex should have at the minimum, a position and a normal.

 

Yea, normal direction is a given I guess. I would also guess it's easier to turn/switch vertex colors on and off on a model to light from the muzzle blast than it is to send it that light dynamically from from a light that blinks that fast. Who knows. I have no reason/education to even guess that, since for all I know, they could have omnis in all the muzzles.

 

While I imagine it may be done entirely in collision, could they use vertex color for telling the game the material of a surface? (impact damage decals like car-to-wall appear to be on the model, either that or the collision is just really tightly done). I just have it in my head that I want to believe that they used those values for something else all clever-like, where a blue vertex might mean stone and a brown one might mean brick tounge.gif

 

 

About the padding, that seems to be a more common issue in general.

 

Has anyone wrote about that anywhere? Is it a case of the game knowing it's own weight and expecting no gain/loss/change?

 

Any new guesses about why vetex end up in random places?

Edited by supermortalhuman

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JostVice

 

understand so i use dxt5 only where is the alpha for the texture

 

DXT5 is not needed everywhere, use DXT3, that is better compressed than DXT5. Only use DXT5 for when you need soft blending transparency. DXT3 for any sharp alpha. I can show you examples if you don't understand tounge.gif

 

 

While I imagine it may be done entirely in collision, could they use vertex color for telling the game the material of a surface? (impact damage decals like car-to-wall appear to be on the model, either that or the collision is just really tightly done). I just have it in my head that I want to believe that they used those values for something else all clever-like, where a blue vertex might mean stone and a brown one might mean brick tounge.gif

 

I guess they aren't changing and being traditional, so collision is holding up the material info like in the old GTAs. At least from the WFT we can see they are. smile.gif

 

I think, if I didn't forget anything, vertex color is only used for lighting and the texture blending on the terrains. There are some models that use static lighting, like the interiors (using lightmaps) but I think that's all, only vertex colour lighting...

Edited by Jost_Vice

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Owenwilson1

well ive been playing about with this delorean and damage. so i thought id show it. as you can see also im texturing it aswell. also added new door and they open and shut. also got to add the bonnet. but you can see damage there i got that by hitting a tree and a couple of cars. as you can see from the one parked up.

 

user posted image

 

and heres the back as you can see the new models go outashape bend and disfigure.

user posted image

Edited by Owenwilson1

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JKM

did you fit the collission data for your model? Cause the damage isn't as strong as other GTA IV vehicles. Its the same for my one... but I didn't fixed collision data for now... thought it could be the reason for it.

 

@Moderators... maybe you can split the topic in another one... Cause its really confusing inside here. I would make a seperate topic for "betatesting WFT exporter". Its just a suggestion smile.gif

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Fabio206
@Moderators... maybe you can split the topic in another one... Cause its really confusing inside here. I would make a seperate topic for "betatesting WFT exporter". Its just a suggestion smile.gif

I agree smile.gif

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Owenwilson1

 

did you fit the collission data for your model? Cause the damage isn't as strong as other GTA IV vehicles. Its the same for my one... but I didn't fixed collision data for now... thought it could be the reason for it.

 

@Moderators... maybe you can split the topic in another one... Cause its really confusing inside here. I would make a seperate topic for "betatesting WFT exporter". Its just a suggestion smile.gif

yeh im adding it as i go along. i realy wanted to test add on to the car stuff like coils and bumper coils they all bend even the cooling fans bend.

 

oh and i just played about with it more and when the car explodes all the bits fly off. bumper coils bit of the plutonium chamber. as you can see

user posted image

 

Edited by Owenwilson1

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jjcoolj91

looking at all the other meshes .wft files it will be great to get DFF2WDR so we can test this stuff and figure out how to rig them

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Owenwilson1

well i got the windows working and doors added some textures gonna do the wheels next and then the rest.

user posted image

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jjcoolj91

looks awesome mr wilson tounge.gif

 

I took another look at .wft for People and it seems that they are probably a mix of III's Parts with each part named and San Andreas rigging

 

i am gonna test some things on what happens when i export a wft with part of a mesh and if stays on there when i reopen it but i cant test in game until Prince Link finishes his tool

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Owenwilson1
looks awesome mr wilson tounge.gif

 

I took another look at .wft for People and it seems that they are probably a mix of III's Parts with each part named and San Andreas rigging

 

i am gonna test some things on what happens when i export a wft with part of a mesh and if stays on there when i reopen it but i cant test in game until Prince Link finishes his tool

well i added tommy vice city to a vehicle and he showed up in game ..lol where the car spawned tommy was sitting next to a passenger lol loads of tommys everywhere lol

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jjcoolj91

man you got a send a pic of that tounge.gif

 

anyways

 

I was planning on trying to do this rigging test on Zmod but it isnt User Friendly at all sad.gif

 

however here is a pic of the bone data of the player tounge.gif

pretty filled up i'd say

 

user posted image

 

maybe someone with Zmod expertise can do it in my name

 

just place Niko's Head over the bones correctly, export it then import it in Zmod and see if the mesh shows up on it if it doesnt then were sailing smooth if it does then i got to think more about this

 

must be .wft incase you dont know

 

also player.wft in is playerped.rpf

Edited by jjcoolj91

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Owenwilson1

na man played about with the bones if you move them or enjarge say the head niko is diformed.

for instance if you cut of the left leg set of bones then export it back niko will just run and walk on one leg lol the other leg will just hang there lol

heres the damaged version

user posted image

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jjcoolj91

 

na man played about with the bones if you move them or enjarge say the head niko is diformed.

for instance if you cut of the left leg set of bones then export it back niko will just run and walk on one leg lol the other leg will just hang there lol

heres the damaged version

 

lol you should have move the bones near his chest to make him have a beer belly

 

anyways i like how were starting here, soon enough we might figure out rigging for peds/niko soon after

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Owenwilson1
na man played about with the bones if you move them or enjarge say the head niko is diformed.

for instance if you cut of the left leg set of bones then export it back niko will just run and walk on one leg lol the other leg will just hang there lol

heres the damaged version

 

lol you should have move the bones near his chest to make him have a beer belly

 

anyways i like how were starting here, soon enough we might figure out rigging for peds/niko soon after

lol no tried it ..i removed his chest bones and his walked like a dog lol like hunchback lol was very unstable tho lol

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jjcoolj91

 

na man played about with the bones if you move them or enjarge say the head niko is diformed.

for instance if you cut of the left leg set of bones then export it back niko will just run and walk on one leg lol the other leg will just hang there lol

heres the damaged version

 

lol you should have move the bones near his chest to make him have a beer belly

 

anyways i like how were starting here, soon enough we might figure out rigging for peds/niko soon after

lol no tried it ..i removed his chest bones and his walked like a dog lol like hunchback lol was very unstable tho lol

hahaha thats just funny, also are you gonna show a pic of Tommy in the Car ?

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Owenwilson1
na man played about with the bones if you move them or enjarge say the head niko is diformed.

for instance if you cut of the left leg set of bones then export it back niko will just run and walk on one leg lol the other leg will just hang there lol

heres the damaged version

 

lol you should have move the bones near his chest to make him have a beer belly

 

anyways i like how were starting here, soon enough we might figure out rigging for peds/niko soon after

lol no tried it ..i removed his chest bones and his walked like a dog lol like hunchback lol was very unstable tho lol

hahaha thats just funny, also are you gonna show a pic of Tommy in the Car ?

yeh i'll have to find it. i deleted him out of the car but i'll put him back in smile.gif

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jjcoolj91
yeh i'll have to find it. i deleted him out of the car but i'll put him back in smile.gif

alright do what ya gotta do

 

so how stable is your delorean anyways

 

how long can you drive around in til it crashes ?

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