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Blastoise1994

[WIP] BF Cootie (GTA in-universe New Beetle. Thanks to the "create

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Blastoise1994

So I'm not very good at introducing projects I work on because so few of them are ever released to the public, if they even reach a useable stage, so I'll just give a little rundown of what's going on here.

 

This is supposed to be a GTA lookalike for the 1998-2005 Volkswagen New Beetle. (There's a little bit of Celica in the front end too, admittedly. Unintentional, but I like it. :p) Unlike the real New Beetle, it's a rear-engined car. It's also my first mostly scratch-made model. (Around 80%, lots of interior bits from the Club, engine from the camper. Still needs door handles, mirrors, taillights and a big chunk of the rear bumper.) Dunno if I can texture it on my own or not, never have before... Anyways, pics.

 

RkwhSAb.png

SuuNqhb.png

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universetwisters

>Cootie

I love it already. I could probably help with the textures if need be.

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Blastoise1994

Thanks man! Want me to PM you the .3ds model when I finish up?

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universetwisters

Sure, that's possible. What kind of texturing are you talking about, though? Like putting on materials or mapping textures onto stuff like the bumpers and stuff?

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Blastoise1994

Mapping, I think. I can paint everything a "color code" in Sketchup for reference if you'd like (EX: rubber parts are green, paint is blue, etc) but I've never really learned how to map textures. I remember a while back trying to convert some Forza models over to NFS Most Wanted and I couldn't even handle that.

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universetwisters

Mapping, I think. I can paint everything a "color code" in Sketchup for reference if you'd like (EX: rubber parts are green, paint is blue, etc) but I've never really learned how to map textures. I remember a while back trying to convert some Forza models over to NFS Most Wanted and I couldn't even handle that.

 

If I were you, I'd just make the grey parts and sh*t like that a secondary color and set it to be that in the carcols. Again, that's just how I'd go about doing it. I think III also did it that way aswell.

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Jeansowaty

You know man, if I was you I'd ask the GTA3D team if they would like this - we are looking for a VW Beetle for the mod, because the Bug was cut from GTA3 too! We even have an Itali from GTA1 made in Sketchup :)

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universetwisters

I thought the bug from IIIs beta was the classic bug and not the new one?

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Blastoise1994

It was, but to be fair this one does take a few features from both, and might fit the time period better. :p

I'm gonna' go check that thread out though, remaking GTA1 cars in 3D sounds awesome!

Edited by Blastoise1994

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universetwisters

It's not GTA 1 in 3D, it's just an III Beta mod.

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Blastoise1994

Oooh... Ehh, it could still be interesting! I've often thought about doing a III "remake" on SA's engine that treats the game more like a timepiece, like VC and SA were. 2001 was long enough ago by now that we can look back with rose tinted glasses, right? :p

My main reason for wanting to base it on SA is so we could have the improvements on the game engine. (Tuning shop, more interiors, character customization, etc...)

 

Also, while I was walking to a job interview today I had an idea... I might also create a more classically styled Beetle based on the III beta "buggy". (With permission of course!) I want to call it the Trilobite, but that would cause conflicts with the "Cootie" naming on the new one. Should I give them different names for different generations, or keep them both the same?

Edited by Blastoise1994

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universetwisters

Why not just call it a roach or lovebug?

 

Good luck with the job btw.

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Jinx.

Or just 'Bug' like in GTA 1/L61/L69/2?

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PhillBellic

Or just 'Bug' like in GTA 1/L61/L69/2?

Don't forget about its counterpart the Big Bug.

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Blastoise1994

The main reason I thought about naming it "Trilobite" is because it's actually an ancient species of beetle found in fossils. I might change my mind though! :p

Speaking of, work on the Cootie has been momentarily set aside and I've started work on the older styled Beetle! Super early WIP, but I figured I should post it here, since you CAN kind of see the general shape taking form.

 

PxwDNSg.png

Edited by Blastoise1994

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PhillBellic

Very nice. I can't wait to see more. :)

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Blastoise1994

Thanks man! I'll try to keep the updates flowing!

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Jinx.

Looks pretty good. Maybe you should try making the front like the Alpha Bug. :)

479px-Bug-GTA3.jpg

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Blastoise1994

xeuLcEg.png

 

That's what I've got so far! I actually was kind of mixing a few Baja Bug traits into the street version of the car, because I felt it would make it fit in a little better with the rest of GTA's in-universe cars.

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Jeansowaty

xeuLcEg.png

 

That's what I've got so far! I actually was kind of mixing a few Baja Bug traits into the street version of the car, because I felt it would make it fit in a little better with the rest of GTA's in-universe cars.

Looks good so far, but imo the light holes are kind of too big... but it's up to you what you'll do to it :)

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universetwisters

So you're doing the old beetle for that III beta mod now?

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Blastoise1994

Sort of! Both Beetles will be finished, I've just shifted focus a bit 'cause I've been wanting a Baja Bug IRL lately. :p

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Jeansowaty

Nice. So are you able to convert this car to GTA3/VC format? :)

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Blastoise1994

Well, I'm designing them for SA but I could try to do III/VC style for you once I'm done, or I could just hand over the models and let you have your way with them. I'm cool with whoever doing whatever with my models as long as they're not all "lol hey I made this whole thing". :p

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Jeansowaty

Well, I'm designing them for SA but I could try to do III/VC style for you once I'm done, or I could just hand over the models and let you have your way with them. I'm cool with whoever doing whatever with my models as long as they're not all "lol hey I made this whole thing". :p

OK man. All I need is to try really converting cars from SA to III... I know you did it once but I'm not sure if I'm doing it right - I delete the SA wheels, add the wheel dummies from a III car, rename things like in III and export to .dff.

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Blastoise1994

Sorry for the lack of updates guys! Between work, being sick and one of my favorite people on the internet turning out to be an act (Long story, lol) I haven't had a lot of time to do GTA stuff, but today I finally squeezed in a couple hours to dick around in ZModeler. I need to fix these dummies, lol... And even though the interior shows up fine in ZModeler and I put it in the .txd file, it's not working ingame yet. Just a temporary wip and all that junk, "test mule" based on the BF Injection just because I wanted to make sure I could still make cars run ingame. Looks a bit massive as well, might need to rescale...

 

imDGrsr.png

 

EDIT: And then I screwed everything up by not saving. Can anyone here tell me how to open ZModeler .bak files?

 

EDIT 2: Nevermind! Got it open and everything's back to right where it was.

 

EDIT 3: Another quick preview shot! Got the front fenders working, just gotta' find dummies for the rear fenders. Don't worry about the bumper BTW, the one with the fogs will be a tuning part, I just thought it was a bit too aggressive for a stock compact. :p

 

PCkAL4Q.png

 

EDIT 4: Apparently giving it detachable fenders made the game crash, so I had to attach them to the body. Sorry... Either way, I'd say the car is about 80% complete by this point. I need to give it a steering wheel, import and texture the engine and fix the dummies, then the Cootie v1.0 (without tuning) will be available for download! I wanna' promise a release within the week, and that's what you'll get if work isn't too rough on me.

Edited by Blastoise1994

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Blastoise1994

4aF2WXe.png

 

I apologize for the double post, but I figured since a little time's passed and I made a TINY bit of progress, I'd post a pic up. Still can't figure out how to cleanup the dummies, or the transparency on the windows... Also was attempting to have paintable rims, but it didn't work out as you can probably see.

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PhillBellic

That does look strange indeed, Blast. I hope you soon figure out what is causing that problem. :)

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Jeansowaty

How the hell did you manage to import .dae files into Zmod? :O

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Blastoise1994

Actually, they're not .dae! The process went like this:

Sketchup -> .3ds -> Blender -> .3ds -> ZModeler 2 -> .dff

 

The reason I exported from Blender is that regular Sketchup .3ds files give an "out of memory" error.

Edited by Blastoise1994

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