Deanna Troi's Conversion Studios

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

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Deanna_Troi
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Postby Deanna_Troi » Wed Sep 22, 2010 9:16 pm

I think you used the wrong half for the shadow lol
:lol: I was planning to fix that one, see if my one piece shadow worked... ;)
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Postby Zac4084 » Wed Sep 22, 2010 11:30 pm

Wow, looks amazing ingame. I had that converting sense in you, good work. If you're going to start converting, the important thing is do whatever car you want, done or not.
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Postby Deanna_Troi » Thu Sep 23, 2010 12:13 am

Thank you very kindly Zac, and yes, i'll be sure to heed your advice. :wink:

EDIT: Some in-game screenshots:
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As you can see, it's done, currently beta-tested by me, and I tried to do the back lights perfect, but it used the default MM2 lighting system instead, and after several painstaking tries to make good the back lights, I decided to leave as-is. Also, the dashboard I pieced them together using three images of Paul_7's 1985 Buick Regal dashboard using Paint.NET, and prepped them using MM2 Dashboard Placer. Looked good, but it was also impossible for me to do a night version of the dash (the letters and the image looked blurry when I tried to do it, so I decided not to tinker around with it). :wink:
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Postby Franch88 » Thu Sep 23, 2010 2:01 am

Nice look in-game, but the tail lights can be simply improved in this way: since you're using the default game red glow texture, use its name too, so rename the texture to fxltglowred.tga and they'll look as they are in-game. Don't forget to re-export the car. :wink:
Nice dashboard, so it's made by you using the Paul_7's 1985 Buick Regal for MM1 dashboard as base. It's ok as it is. :)
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Postby Silent1Unknown » Thu Sep 23, 2010 2:18 am

Great improvements. Make sure to do what Franch said about the taillights (fxltglowred.tga) and the reverselights (fxltglow.tga). Then it will be proper. :)

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Postby Zac4084 » Thu Sep 23, 2010 3:07 am

Really great car, looking very good. Could you include some unedited pictures like the last update? The reflections are just right, add a 3D Driver if you want, can be tricky. PM me if you need it done, glad to help. :)
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Postby Deanna_Troi » Thu Sep 23, 2010 3:13 am

Big thanks guys! :D And thanks to your suggestions Franch and Silent, I have finally made the back lights look better with default textures:
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@Zac4084: Big thanks! :D As I am still learning Zmodeler, adding a driver at this time is impossible for now. ;) However, on my next car conversion, I make sure to add a driver, and i'll be sure to turn to ya for help. :) Again big thanks! :D
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Postby aaro4130 » Thu Sep 23, 2010 3:16 am

Im impressed :D
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Postby StanOfGB » Thu Sep 23, 2010 3:21 am

Good hard work there on your first car. My suggestions would be to move the HL objects more towards the middle of the cars headlights just so that they aren't hanging off the car from a direct front view. Personally, I would use the car's actual taillights as the TL glows, but its ok if you want to leave it as is cause it's probably too early for you to learn that. :)

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Postby Deanna_Troi » Thu Sep 23, 2010 3:32 am

Big thanks aaro4130 and StanofGB! :D

@StanofGB: Yeah, at this point I am still learning the ins-and-outs of ZModeler, so yeah, hopefully, as I pick up my learning skills on ZModeler and converting, i'll make sure to heed that advice. :) Big thanks again StanofGB! :D
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Postby Sido » Thu Sep 23, 2010 12:16 pm

grat work dude very nice improving
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Postby sajmon14 » Thu Sep 23, 2010 3:22 pm

Good work on the car :)

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Postby Deanna_Troi » Thu Sep 23, 2010 4:15 pm

Thank you Sido, and sajmon14! :)

Anyways, I am now off work at my new full-time job, and because I cannot find time to read Silent1Unknown's tutorial any further, I like to ask this:

In the case that I will be doing my next conversion, I would like to know how I could add multiple colors to the car's body. Although this is clearly stated in Silent's tutorial, but when it comes to converting Forza 3 cars, that's the part where I can be stuck having to add the colors without the game crashing upon loading after starting the game. :wink: My big thanks to you in advance for any of your best answers. :)
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Postby matt1314 » Thu Sep 23, 2010 5:26 pm

Looking great, you're learning pretty quick. The tail lights looks well made, nice look in-game.
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Postby Riva » Thu Sep 23, 2010 5:44 pm

Personally I'm using a square of 16*16 px (8 works too) to get a basic color paint. When I've got the official paints, I make them from Photoshop (by using the Eye Dropper/Paint Bucket tool ; tip : don't forget to uncheck the "only web colors" option ^^).

I save the paints like this : CarPrefix_c0.tga, CarPrefix_c1.tga and so on.

Some people prefer called their paints with the real color name (CarPrefix_darkred.tga, CarPrefix_hotsilver.tga ...).

As long as you respect the exporting properties, it doesn't matter.

So, when textures are done, from ZM, when you want to convert the car as a PKG, click on "Multiple Colors (paintjobs), remove "_blue" and then, replace "_white" by the suffix of your first paintjob (by clicking on "add to list"). Ditto for the second one "_blue" becomes your second paint and so on. Do this step for the whole paints of your car, then click on "Export".

Looks like this when all is done (before export) :

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