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[WIP|SCR|IV] Toyota FJ40 Landcruiser


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KuznetSoft

... the bump map for the thread for some reason the other half is inverted, cant figure it out. ...I dont know how to relocate the vehicle camera, what dummy is it?...

 

Unfortunately, the normal map for the tread and the camera are two big problems of Zmodeler. The first problem is unsolvable, as far as I know. The second is easier - the camera can be relocated, but will also be disadvantages.

The fact that Zanoza's filter for GTA4 does not contain any camera settings: no dummy, nor anything else. Therefore, to lift the camera and a sight, it is necessary to resort to cunnings.

1) open all the objects in the scene

2) select them (all, even dummy) except these dummies - bodyshell, chassis and CAR NAME.wft

3) to move the selected objects down

4) local axes of chassis l0, l1, l2 and axis of bodyshell l0, l1 combine with their dummies (display> local axes> reset to parent)

After these manipulations, the car is not overturned on turns in the game, it is necessary to lower the center of gravity handling.dat axis Z (parameter G).

If to lift the camera in such a way, in kat-scenes the car will fail to the earth. Besides, there can be such bug: lighting under body and in interior: http://www.pictureshack.ru/images/26679_FsNn.jpg

Edited by KuznetSoft

@kuznetsoft lots of work, ill do it last. I fixed the easier ones, the left rear wheels, front door glasses and tried to clean up the tire textures.

 

Here the second beta http://www.gtagarage.com/mods/show.php?id=25904

KuznetSoft

Nice. But I noticed bad normals on front plate (Or so it should be?). This SUV, and there is no dirt on the wheels ... I've seen in the WTD texture dirt: you may be using UV channel #2, but #1 need for dirt on the wheels. But just warning you that the dirt in the tread may look horrible because Zmodeler "inverts" the bump, as we have said above.

10df499dcfd6cd34deed630fcdcf52c1.jpeg

Thanks for the heads up, i already noticed the dirt on the wheel is not showing up, i have no idea how to fix it, ill try setting to one and revised the texture. The fix plate normal map as well. Anyway i spent the whole night trying to fix the camera issues and i moved everything down and i can get the camera move further away from the car, i wonder something to do with chassis collision?

KuznetSoft

...Anyway i spent the whole night trying to fix the camera issues and i moved everything down and i can get the camera move further away from the car, i wonder something to do with chassis collision?

Oh yes, there is a nuance. If your model has several chassis[COL], the camera may be too close to the car.

For example, we tried to raise the camera model with collision as the standard pickup bobcat (collision cab and body were separate). After the above manipulations were able to raise the camera, but it was close to the cabin. Therefore, we combined all collisions in one. As a result, the camera moved away.

@kuznetsoft my chassis col is in one piece, but since i set the spare tire as boot and it comes with a custom collision model, and it sticks out of chassis col...so the camera may treat them as 2 separate collision model? Usually boot col model are burried in chassis col... I may have to add a collision model to chassis [col] overlapping the spare tire?

 

I nade a crude experiment, if the wheel have no normal map, the entire wheel normals are inverted half if the wheel. So i made 2 tire thread normal maps (one is inverted the other is not) and it appears to work. I detatched the thread and divide the front facing and rear facing evenly.

Edited by Carface80

@roadrunner, i used the same glass texture as the new look bus but i reduced the transparency because im having trouble seeing the glass. I will try reducing the opacity a bit.

 

 

 

@kuznetsoft, there some improvement when I removed the boot col (aka spare tire) but it appears I am close to exceeding the collision poly count limit, because when i added another collision model the game crash. The tire normal maps inversion is gone, except I have to adjust the uv a bit so the thread lined up properly. I realized the plate doesn't even have a normal map, so I made one.

 

Edit: i found my badges and emblem normal map is inverted is there way i can invert it on material settings?

Edited by Carface80
KuznetSoft

@Carface80, frankly speaking, I don't know what to tell about the collision. If you want, you can give me unlock file as you suggested earlier. I'll try to do something. But it seems to me that a car of this "constitution" it is difficult to make the long camera.
I also once tried to do two different bump-textures for the tread, but the game still remained visible "crossroads" between inverted and non-inverted parts. If you succeed, it will be great.

Edit: i found my badges and emblem normal map is inverted is there way i can invert it on material settings?

It is unlikely. Anyway, I have not seen such settings in Zmodeler. Most likely have to redo the bump in the graphic editor.

Edited by KuznetSoft
KuznetSoft

...but it appears I am close to exceeding the collision poly count limit, because when i added another collision model the game crash...

The problem is not poly count limit, as it turned out. I added the boot[COL] and I tried to cut polygons, but the game is still crashed. However, I managed to find a simple solution:

e8fcd50d63aa2d829ca9fd3f306582cf.jpeg

KuznetSoft

... I discovered another bug, when the vehicle from the distance, I noticed when it made a turn it tips over, and its strange...this only happens on lod2 mode....

Maybe I misunderstand you... If you didn't correct handling (the center of gravity, axis Z) after lifted the camera, the car will turn over not only on lod2 mode. I will write you a PM in detail.

Edited by KuznetSoft

@kuznetsoft i already did that sorry i did not make a proper explanation. When im driving it, it seems fine. I made hard turns, the car only skids. When a NPC (or peds) drives it, i followed the car far enough to trigger the lod2 mesh i followed it until it made a turn and i noticed it tips over. I may have to re check the lod again maybe the dummies or axis are on the wrong place.

 

If you never encounter the tipping over, i might have to re check vehicle ide.

Interesting the way one of kottons buddies made comment about my instrument cluster.

 

"1978 year car with an upgrade LED gauge lol (y)"

 

He missed the mid 80's era cassette deck, i guess he only looked at the screenshot. Because the steering column partly obscured the cassette deck.

 

I assume (y) means "why" then added "lol" before it. Yes its a somewhat a valid comment, Interesting the way they make comments...its more egoistical (almost to the point of poking fun, trolling) than a constructive criticism.

 

Anyway i revised the cluster gauges to simulate the old fashioned lighting, also it no longer stays on, it turns on only at night. I added a few details and the bitchy one are the missing fan belts (kotton's gangs will have a field day on it)

Edited by Carface80

w00t camera issue appear to be solved.. I been googling this issue and I found a little discussion from http://www.gta4-mods.com/vehicles/vapid-contender-t-rex-sdt-v3-f25511

Edited by Carface80

...i followed the car far enough to trigger the lod2 mesh i followed it until it made a turn and i noticed it tips over...

Now checked in the game - I have the same bug.

And it seems I rejoiced too early about collisions. Now my game crashes with an error RC20. That's weird, because just yesterday it was nothing. :facedesk:

w00t camera issue appear to be solved.. I been googling this issue and I found a little discussion from http://www.gta4-mods.com/vehicles/vapid-contender-t-rex-sdt-v3-f25511

I tried FJ40 - changed nothing. But information interesting, it is possible to "rummage".

UPD: I tried the model that was not raised sight in the Zmodeler (your Chevrolet Impala '1985)... It worked out perfect! :^:

Edited by KuznetSoft

@kuznetsoft it work on my fj40, after i reverted the height back similar to the default rancher, because i cant figure out the lod1 and lod2 rollover. Like what they discussed this camera editing should be done last, because the wft (even unlocked) cannot be imported on zmod.

 

The crash was initially happened randomly then when i added boot col then it crashed permanently, i reduce polygon on every collision model i can find and the crash no longer occur. Then i replaced some spec map and it crashed again, i have to reduced the collison polygons once again.

Edited by Carface80
RoadRunner71

I updated the download again at http://www.gtagarage.com/mods/show.php?id=25904

Is it the final version?

 

By the way, I'm sorry I couldn't take the screenshots as I said I would, I've been having problems for a while now to run GTA :/

@roadrunner, beautiful screenshot, looks way better than any of my screenshots. you can do the exterior for the screenshot, but I found another glitch (doh! the glass on clusters gauges are off) so the cluster doesnt look pretty, so i will make another emergency update today.

Once I fixed the shifted gauges glass, then the illuminated gauges is not working GRRR so i have to deal with the material hierarchy.. after some trial and error, they're fix :D

 

edit: i update the download again. http://www.gtagarage.com/mods/show.php?id=25904

Edited by Carface80
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