Hi Guy's
Now we want to show you our projects here in the forum.
Actually Project Standings:
Chevrolet Corvette C6 R - 100 % (Download !!!)
Toyota Corolla GT-S - 100 % (Download !!!)
Nissan Fairlady Z - 100 % (Download !!!)
Chevrolet Camaro Concept Tuned - 100 % (Download !!!)
Honda S2000 (Lowpoly) - 15 %
Reality Mod - 20 %
Information about Projects:
Chevrolet Corvette C6 R
Info:
-Converted from NFS:MS
-Polys: Body_H - 11792, Body_VL - 1576, All 4 wheels - 3996, Other - 549
- Beta Online !!!
-Pictures:
Hope you love it
More Informations about the other projects soon.
MNS - Creations
Information about MNS - Creations projects.
- Maks12
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MNS - Creations
Last edited by Maks12 on Fri Jan 16, 2009 2:25 pm, edited 6 times in total.
[url=https://mns-creations.gta-nightlife.de/index.php?style=2][img]https://mns-creations.gta-nightlife.de/img/partner/MNS-Creations_logo_2.gif[/img][/url]
- Franch88
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Very nice Corvette C6R, I like its look. Good work with your other releases.
PS: Sorry about the sticky but isn't allowed to stick more than 3 topics in each forum section. The most viewed topics in this section are the stickied ones.
PS: Sorry about the sticky but isn't allowed to stick more than 3 topics in each forum section. The most viewed topics in this section are the stickied ones.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- Franch88
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Simply because semi-transparent objects behind semi-transparent objects are hidden in-game.Thx, hmm Franch do you know why the brakelights don't show up behind transparent objects, or any other know why ??
To solve this problem you have to make the brake lights without transparency, or better, away them a bit from the semi-transparent rear lights glass. I do this in my conversions when needed.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- Silent1Unknown
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- vw-tuner-oburg
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- Maks12
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More information about the corvette: There will be a sample textur in .psd format so you can make your own paintjobs.
This is whereof i working now.
And franch i'll move the breaklights ahead the glass.
And vw-tuner can you send me please the dash ?? (
This is whereof i working now.
And franch i'll move the breaklights ahead the glass.
And vw-tuner can you send me please the dash ?? (
[url=https://mns-creations.gta-nightlife.de/index.php?style=2][img]https://mns-creations.gta-nightlife.de/img/partner/MNS-Creations_logo_2.gif[/img][/url]
- Maks12
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I have new updates taken:
Now the breaks have the right textur.
The headlight (border around headlight) is now, like in Most Wanted, colored.
The performance is better.
Now I have a problem:
When the driver is united with the windows, then is he visible.
But when the driver, windows and the complete body are united, the driver is invisible.
Here pictures:
Now the breaks have the right textur.
The headlight (border around headlight) is now, like in Most Wanted, colored.
The performance is better.
Now I have a problem:
When the driver is united with the windows, then is he visible.
But when the driver, windows and the complete body are united, the driver is invisible.
Here pictures:
[url=https://mns-creations.gta-nightlife.de/index.php?style=2][img]https://mns-creations.gta-nightlife.de/img/partner/MNS-Creations_logo_2.gif[/img][/url]
- Franch88
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That's a normal thing in ZModeler, the objects list order defines that. Just move under the driver object the BODY_H one.
This is important for any other semi-transparent textured object. Remember this rule: semi-transparent objects have to stay at the bottom of the object list before unite them; for example, the objects with a semi-transparent texture of the car have to stay at the bottom in the list of all the cars parts before unite them in the BODY_H object.
As far as I know, this problem will happen in-game too, but sometimes this doesn't happen; I think that the textures with the alpha channel won't give this problem, while the semi-transparencies given by the opacity value in the Materials Editor, yes.
This is important for any other semi-transparent textured object. Remember this rule: semi-transparent objects have to stay at the bottom of the object list before unite them; for example, the objects with a semi-transparent texture of the car have to stay at the bottom in the list of all the cars parts before unite them in the BODY_H object.
As far as I know, this problem will happen in-game too, but sometimes this doesn't happen; I think that the textures with the alpha channel won't give this problem, while the semi-transparencies given by the opacity value in the Materials Editor, yes.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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Now do this, it'll will work because is what I do to avoid any semi-transparent textures through view problem in-game.
Detach by materials the BODY_H object with the tool Create...
Detach by materials the BODY_H object with the tool Create...
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- Franch88
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That's all.Yeah it works at last.
Thank you Franch, you gain a place in the copyrights at best helper at problems.
Now I've tried the released beta, and there are some things to improve.
The car uses the damages texture, an odd choice because now nearly all of them doesn't use it, mostly because of UV texture mapping and too big .ar file. If you've planned to use only 1 paintjob, is ok to use also the car damages texture; the damages look can be improved.
It has the hidden driver behind the windows issue, that now is fixed. In some texture is better to remove the reflections; if you want I can do that to the final car before the release. Adjust also the shadow width. The sounds, the tuning, the vehicle showcase and the dashboard are actually the ones of The Judge car.
You've used the FNDR objects in this car, but the .dgbangerdata alias files aren't well named; they've the TrackMania StadiumCar internal basename, so replace it with "mns_c6r". Check here to know what happens if they're not present or not well named.
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