..:Zac4084's Conversions:..

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Riva
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Postby Riva » Sat May 22, 2010 3:17 pm

Try to fix the tail lights by assigning a different material to the lights objects (not a problem if it's the same than the 3D model one), I mean B/TLIGHT_H. It's a bit too pink IMO.
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Postby Franch88 » Sat May 22, 2010 7:49 pm

The car looks good as said, but the tail lights not so much. Sure isn't all the red part an entire tail light. The use of the normal glow is enough for me, but assign a copy of the texture where there are the tail lights and edit it to make it look like is lighted on; at the end, do a copy of it and add the "_ni" suffix at the end of the file name, for the night times.
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matt1314
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Postby matt1314 » Sun May 23, 2010 4:18 pm

Looks really better, nice work. But I don't like the pink tail lights, I think they would look better if they were in red.
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2007 Chevrolet Avalanche LTZ

Postby Zac4084 » Thu May 27, 2010 4:41 pm

That's all I can do. The original texture is too bright, so it comes out like this. I don't think they're so bad.
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2007 Chevrolet Avalanche LTZ--

(Sorry it looks horrible, Intel GFX are great but no graphic filters available). I'll remap the headlights, they're wrong. Plus the clear cover didn't show up good. BTW- the parts like the lights, front bumper shield, etc are breakable.

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Finally summer, less work to do, more work to finish. I'll be doing some more soon. This model had defects, many parts were messed up, I fixed them though. Weird..

Things not done- Dash (from VW-Tuner-Oburg).
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Postby Silent1Unknown » Thu May 27, 2010 6:10 pm

LOL. The driver cant see over the dashboard. Nice car.

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Postby Zac4084 » Thu May 27, 2010 6:55 pm

LOL. The driver cant see over the dashboard. Nice car.
Hahaha, yeah. But it is the correct size, dunno what the maker was thinking.
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Postby Franch88 » Thu May 27, 2010 8:32 pm

Nice pick-up truck, good work also with it. :wink:
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Postby Zac4084 » Thu May 27, 2010 8:39 pm

Fixed headlights, and remapped blinker. How blind can the modelers be not to notice these things.. Don't brag on the reverse/stop lights, they're not done. :P ;)

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BTW- I marked the removeable items the right names, and avalanche_break01.dgbangerdata in Tune- Banger. I hit it a million times, and it doesn't fall off. What am I doing wrong?
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Postby Franch88 » Thu May 27, 2010 8:42 pm

Yes, now the headlights have a better look, nice work. Keep it up. :wink:
This 3D model is original from the 4x4 Hummer game, right? Seems so, and usually those models have some defects easy to fix, though.

About the breakable part, make sure that the car .vehcardamage file is set to have the damages. Also, make sure to use always the same BOUND object mesh that you've used since the first time; that can also depend by this object, like I've experienced with my first cars conversions tries.
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Postby Zac4084 » Thu May 27, 2010 8:51 pm

The bound is fine, this time I had to use one from Oburgs tutorial because I had this on a flash drive and finished it on my laptop and didn't have the TEMP file. Maybe this is wrong, I don't think so.

The model is from Schaefft.

This is the vehcardamage file-

Code: Select all

type: a vehCarDamage { MaxDamage 453125.000000 MedDamage 300375.000000 ImpactThreshold 1001500.000000 RegenerateRate 0.000000 SmokeOffset -0.350000 0.770000 -1.690000 TextelDamageRadius 3.000000 Position -1873.405762 32.689278 -603.561035 PositionVar 0.000000 0.000000 0.000000 Velocity 0.000000 1.000000 0.000000 VelocityVar 1.000000 2.000000 1.000000 Life 0.800000 LifeVar 0.400000 Mass 0.248000 MassVar 0.220000 Radius 0.200000 RadiusVar 0.268000 Drag 1.000000 DragVar 0.000000 Damp 1.000000 DampVar 0.000000 DRadius 0.030000 DRadiusVar 0.000000 DAlpha -9 DAlphaVar 1 DRotation 0 DRotationVar 0 InitialBlast 0 SpewRate 0.000000 SpewTimeLimit 0.000000 Gravity 17.990000 TexFrameStart 2 TexFrameEnd 2 BirthFlags 0 Height 0.000000 Intensity 1.000000 Color -167772161 SmokeOffset2 0.350000 0.770000 -1.690000 DoublePivot 0 MirrorPivot 0 }
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Postby Franch88 » Thu May 27, 2010 9:29 pm

Is clearly visible that the .vehcardamage file is set to get a not damageable car. :wink: Change the ImpactThreshold value from 1001500.000000 to 1500.000000, and so you'll get the car damages with the working of the breakable parts too. :wink: You're also free to change it to something like 1000, 1200, etc., that value is meant for the steps of damageability of the vehicle for each hit.

The not damageability of a vehicle can be get in two ways, and as far as I remember only to one of them the breakable parts don't work, too. One is to set a digit like that to the ImpactThreshold value, and the car gets also the not working of the model breakable parts. The other is to set a digit of 999999.000000 for both MaxDamage and MedDamage values, with any digit for the ImpactThreshold one.

Thanks for the model author info.
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Postby matt1314 » Fri May 28, 2010 10:10 pm

That Chevy looks really nice, good job. Would be nice, if you could make the driver a bit larger so that he can see where he drives.
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Postby Zac4084 » Wed Jun 23, 2010 7:37 pm

Vectra releasing soon.

I got many compact cars from Forza 3. (Thanks to Riva for converting them).

2009 Mercedes A200 Turbo Coup
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Postby Franch88 » Wed Jun 23, 2010 8:18 pm

Nice car to convert. :) I'm a bit interested to this model, in fact I requested it to Riva too, but no problem if you do it. :wink:
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Postby Zac4084 » Wed Jun 23, 2010 10:38 pm

Oh, sorry. :P PM me if you're interested. You and me can cooperate it if you want. I plan to release this soon, I would love to hand it to you.

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This has a seat problem. One of them got reoriented some how, I don't know if this can be fixed, the interior texture is all in one, so I can't detach it one-by-one. I fixed some reflections, more is needed for this. These are the only two I'm working on so far. 2009 Scion xD, 2010 Fiat 500 Abarth SS, 2009 Ford Focus RS, 2009 Mazda Speed3, and 2009 Renault Twingo 133 Sport Cup is next.
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