Deanna Troi's Conversion Studios

"See page 1 of this topic for released & planned conversions"

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Deanna Troi's Conversion Studios

Postby Deanna_Troi » Tue Sep 21, 2010 12:45 pm

Deanna Troi's Conversion Studios currently has 28 cars:
1987 Buick GNX (original author Turn 10 & Riva)
2002 Kenny Brown P2 Panther (original author NJ [XJ220])
1997 Ford Crown Victoria Carpack (original author NJ [XJ220])
2009 Dodge Challenger SRT-8 (original author Turn 10 & Riva)
1979 Chrysler Newport Carpack (original author Robin7t4)
2002 Ford Crown Victoria (original author UbiSoft Reflections, RacingFreak, & Riva)
2010 Cadillac DTS (original author UbiSoft Reflections, & DMN)
1999 Ford Crown Victoria Taxi (original author UbiSoft Reflections, & DMN)
1985 Buick Regal (original author Paul_7, fixes made by Franch88)
1979 Cadillac DeVille (original author Paul_7, fixes made by Franch88)
1974 Dodge Monaco Pursuit (original author 5tephen, fixes by Franch88)
1974 Dodge Monaco Bluesmobile (original author 5tephen, fixes by Franch88)
2000 Pontiac Grand Prix GT (original author PR0_ironchair and TNP_Insane, fixes by Franch88)
1991 Ford D186 Carpack (3-Cars In One) (original author Qwerty_86)
1986 Toyota Camry (original author Qwerty_86)
1986 Dodge Lancer (original author Qwerty_86)
1985 Pontiac Parisienne (original author JN_Parisienne, Camaro, and Qwerty86)
1995 Ford Taurus Carpack (original author Qwerty_86, fixes by Franch88)
1989 Buick LeSabre (original author Qwerty_86)
1989 Oldsmobile Eighty Eight (original author Qwerty_86)
1989 Pontiac Bonneville (original author Qwerty_86)
1967 Pontiac Firebird (original authors Paul_7, TEK_Xacto, and HPB_Forever)
1995 Mercury Sable Carpack (original author Qwerty_86)
1999 Chevrolet Camaro SS (original authors _Barracuda_, HPB_Forever, and Paul_7)
1972 Lincoln Continental Mark IV (original author Jcar)
1987 Mercury Grand Marquis Carpack (original author Qwerty_86)
2000 Ford Excursion (orignal author _BarraCuda_)
1986-1987 Ford LTD Crown Victoria Carpack (original author Qwerty_86)


Planned conversion projects:
None
Last edited by Deanna_Troi on Fri Jun 29, 2018 7:33 am, edited 66 times in total.
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Postby dageek » Tue Sep 21, 2010 12:57 pm

You should read Silent's tutorial (found here), and Riva's tutorials (found here). Read Silent's tutorial first, it explains many things about ZModeler, even if you don't want to model a car. The most important ones are the lessons 4, part 2, lesson 5, lesson 6, and the tuning and audio files explained lesson.
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Postby Deanna_Troi » Tue Sep 21, 2010 1:06 pm

You should read Silent's tutorial (found here), and Riva's tutorials (found here). Read Silent's tutorial first, it explains many things about ZModeler, even if you don't want to model a car. The most important ones are the lessons 4, part 2, lesson 5, lesson 6, and the tuning and audio files explained lesson.
Reading it now, thanks for the heads up on those important steps... :wink:
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Postby dageek » Tue Sep 21, 2010 1:11 pm

You should read all of Silent's tutorial if you have time.
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Postby Deanna_Troi » Tue Sep 21, 2010 1:23 pm

You should read all of Silent's tutorial if you have time.
Sure thing...
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Postby Silent1Unknown » Tue Sep 21, 2010 3:14 pm

Good luck on your first conversion ever and nice choice for the car. I just thought you should know the minimum requirements:

The minimum number of objects you need in ZM for the car to work in game is 7 (well, for four-wheeled cars anyway....). Once you have these, you can export to pkg and expect the car to work in game.The objects' names and brief descriptions are as follows:

BODY_H --> the body of the car not including the next parts...
SHADOW_H --> shadow of the car
WHL0_H:m --> front-left wheel (driver's side wheel)
WHL1_H:m --> front-right wheel (passenger's side wheel)
WHL2_H:m --> rear-left wheel
WHL3_H:m --> rear-right wheel
BOUND --> this a simple shell/skeleton not seen in game, but is what reacts with the environment, while the BODY_H mentioned above is just the cosmetic part

If you are missing any of the above or if they are named incorrectly, the car will not work in game.... AT ALL! MM2 will crash upon loading.

The minimum set of folders you need to make a .ar file for a car is 4 and they are BOUND, GEOMETRY, TEXTURE and TUNE folders. If you are missing any of these folders, the car will have working problems and/or MM2 will crash.

Anyway, you'll learn more about these and how to make them if you read my tutorial.

Good luck and have fun! :)

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Postby Triple_X » Tue Sep 21, 2010 7:20 pm

you can't convert that car riva ripped it for me and i already converted it :) + mine has many features (including dashboard ;) ) so try another car :)


plz check this list that riva made few days ago to see who asked the car cuz most of the cars in that page are requested by other peoples ;)

http://www.mm2x.com/mm2riva/mm2_requests.txt
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Postby Sido » Tue Sep 21, 2010 7:23 pm

yes you cant cuz xXx has converted it
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Postby Riva » Tue Sep 21, 2010 10:59 pm

Ouch, I guess you've downloaded this car before to read my notice about the Forza 3 models and the MM2 converters especially, my bad, I sucked about these meshes :/

My apologizes if this car was planned by you, few weeks ago.

Anyway, you're free to convert what you want (some people have already converted the same car for MM2) but it's not really a good idea except if you add some new things. The Triple X model is complete by the way.

In addition to what Silent said, keep in mind an unique prefix used for your car (in this case, gnx_ e.g.), so don't forget to rename and re-assign every texture with their new prefix (gnx_nodamage.tga and so on), do the same for the other files (from GEOMETRY when you'll export the car and of course for the TUNE files).
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Postby Leolego29347 » Wed Sep 22, 2010 12:05 am

This car does already exist. in cars, this is avaliable:
1986 Buick GNX Destructive

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Postby Deanna_Troi » Wed Sep 22, 2010 12:13 am

This car does already exist. in cars, this is avaliable:
1986 Buick GNX Destructive
That's RC Bandits version of the Grand National, and converted from SCGT. I looked carefully and compared it to the original car by RCBandito and John Lewis (the original author of that Grand National for SCGT), and it's that, and they dcredited them properly though for their original works. :wink:
you can't convert that car riva ripped it for me and i already converted it :) + mine has many features (including dashboard ;) ) so try another car :)


plz check this list that riva made few days ago to see who asked the car cuz most of the cars in that page are requested by other peoples ;)

http://www.mm2x.com/mm2riva/mm2_requests.txt
Well, I plan to add a dash I've extractred from MM1 1985 Buick Regal original by Paul_7, and I already checked the list and I didn't see your name there, so why bother? Fine, if you want me to keep this personal, i'll do it! 'Cuase I will only upload it to my 4shared account if that's the way you want it... Al least show me some respect, this is my first time ya know, and at least i'll know the ins-and-out of ZModeler and at least it'll be my starting point.... :wink:
Good luck on your first conversion ever and nice choice for the car. I just thought you should know the minimum requirements:

The minimum number of objects you need in ZM for the car to work in game is 7 (well, for four-wheeled cars anyway....). Once you have these, you can export to pkg and expect the car to work in game.The objects' names and brief descriptions are as follows:

BODY_H --> the body of the car not including the next parts...
SHADOW_H --> shadow of the car
WHL0_H:m --> front-left wheel (driver's side wheel)
WHL1_H:m --> front-right wheel (passenger's side wheel)
WHL2_H:m --> rear-left wheel
WHL3_H:m --> rear-right wheel
BOUND --> this a simple shell/skeleton not seen in game, but is what reacts with the environment, while the BODY_H mentioned above is just the cosmetic part

If you are missing any of the above or if they are named incorrectly, the car will not work in game.... AT ALL! MM2 will crash upon loading.

The minimum set of folders you need to make a .ar file for a car is 4 and they are BOUND, GEOMETRY, TEXTURE and TUNE folders. If you are missing any of these folders, the car will have working problems and/or MM2 will crash.

Anyway, you'll learn more about these and how to make them if you read my tutorial.

Good luck and have fun! :)
Sure thing Silent, although it will take me a while before I can finally learn the in-and-outs of ZModeler, and Big Thanks for that important step! :) However, the parts that are named "cover", "glass", and "badge", do I rename those too? And how large (in pixels) would the shadow's .tga file had to be in order for it to work properly, because for some reason, I had a hard time getting the shadow to show properly (it always shows up either untextured, even though I textured it, or shows up messy; and of course, I am using Paint.NET latest version)? Thanks in advance...
Anyway, you're free to convert what you want (some people have already converted the same car for MM2) but it's not really a good idea except if you add some new things. The Triple X model is complete by the way.

In addition to what Silent said, keep in mind an unique prefix used for your car (in this case, gnx_ e.g.), so don't forget to rename and re-assign every texture with their new prefix (gnx_nodamage.tga and so on), do the same for the other files (from GEOMETRY when you'll export the car and of course for the TUNE files).
No problem. And sure, when I can do the mapping which I will myself train next, then it will be most greatly... Big thanks... :)
Last edited by Deanna_Troi on Wed Sep 22, 2010 1:39 am, edited 4 times in total.
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Postby StanOfGB » Wed Sep 22, 2010 1:03 am

:roll: Let him do it, XXX's part of a theme carpack his is a single car and it's his first try. Jeeeezz

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Postby Riva » Wed Sep 22, 2010 1:55 am

I agree with Stan.

The mod will be available soon (w/ this car plus a lot of others).

The resolution for the shadow map doesn't matter, most of the time it's a printscreen of the car top view (256*512 px) or better, the half part of this shadow (128*512 px) ; like this, you gain some Kb.

Image

Examples (R32 shadow map) :
Image
or ...
Image
Using a better resolution (1024 px) doesn't matter too, 512 px is enough.

BODY_H is formed with default, cover and glass objects (only for Forza 3 of course) ;
w0 must be renamed as WHL0_H:m (ditto for the other wheels) ;

Another important thing about the resolution of a texture, you should use this pattern : 8, 16, 32, 64, 128, 256, 512, 1024, 2048.

The best for an old video game like MM2 (DirectX7) is clearly the usage of 512 px but most of the converters uses 1024 px for their dashboards or some textures (HQ interior, great tail lights, racing paints).

So, you can mix one of these numbers like 64*64, 512*128 or 1024*512 px ... etc.

Finally, about the cover and glass objects, both have a texture with transparency (basic alpha layer with a black opacity set to 20, 50 or 70%), if you plan to add a driver or to edit a part behind one of these two objects, they won't be considered by ZM and in-game, you should detach these objects, then re-attach them to the BODY_H object (this step is required everytime you change anything with the main part of the car or another part using this kind of object/material).

The Silent's tutorial is a must (to read). Have fun !
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Postby Franch88 » Wed Sep 22, 2010 3:16 am

Very nice try to convert a car model, good work and luck in that. :) You need to read several tutorials no know important things of MM2 converting, and the FM3 models provided by Riva must be fixed, they aren't ready to be exported, that's too much work for him.
I agree with Stan too, at the end it's a try this, also if, in the case of these models the requests list has to be read...
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Postby Deanna_Troi » Wed Sep 22, 2010 6:15 am

Sure Riva and Franch88, but now I have a newer problem: :wink:

Per the instructions stated in Lesson 4, Part 2 of Silent's Tutorial (where it says "The Shadow", and I have read that section and part of that completely, and carefully followed it), I have made a shadow for the car's underneath, then I loaded it into Materials Editor, and then selected the area (the Shadow area), and assigned the texture to that area, but still, it refused to show up, and remained untextured. What am I doing wrong? And by "BODY_H formed with default, cover and glass objects", you mean I have to fuse it into one piece, right?

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