e-cobra's vehicles
Mahindra XUV 500 WiP
- e-cobra
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Dashboard and many minor fixes of Predator are done by Franch88, thanks to him.
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- e-cobra
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So, as always, I have some questions:
1) If a car uses 32x32 pixel sized image as whole body colour, and also has damages (same 32x32 colour with _dmg suffix) so will a single collision turn the car into scrap or it'll get damages part by part like default cars?
2) Is there any limit for textures in 'texture' folder?
1) If a car uses 32x32 pixel sized image as whole body colour, and also has damages (same 32x32 colour with _dmg suffix) so will a single collision turn the car into scrap or it'll get damages part by part like default cars?
2) Is there any limit for textures in 'texture' folder?
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- Franch88
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If you plan to make plain colors textures for the paintjobs (16x16 or even 1x1 pixels are enough as sizes, you get the same result with littler files), you haven't to make also the damaged version of it, otherwise you get the car look all damaged at the first hit. This is given because of the little size of the textures. So, it's like you say in the first hypothesis.1) If a car uses 32x32 pixel sized image as whole body colour, and also has damages (same 32x32 colour with _dmg suffix) so will a single collision turn the car into scrap or it'll get damages part by part like default cars?
However, I'm not sure if a much tiled/repetitive mapping of the texture on the model can well avoid this thing.
No, there's no limit of files to be present in the Texture folder, but as always, is better rationalize their use. If there's a limit, that should be number of files loading one of the game.2) Is there any limit for textures in 'texture' folder?
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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to simplify
1) 16x16/1x1 = Instant wreck/damage on hit, and tiled mapping will make no difference (btw)
2) No limit
1) 16x16/1x1 = Instant wreck/damage on hit, and tiled mapping will make no difference (btw)
2) No limit
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- e-cobra
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Got it, thanks
And in dashboard view, by pressing Num4 or num6, the camera turns as if driver's head is turned. However, there is no interior of the car visible. Is this due to a flat dashboard? If the dashboard is made 3-D, will pressing 4 or 6 show car interior? (which is made as dashboard)
And in dashboard view, by pressing Num4 or num6, the camera turns as if driver's head is turned. However, there is no interior of the car visible. Is this due to a flat dashboard? If the dashboard is made 3-D, will pressing 4 or 6 show car interior? (which is made as dashboard)
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- Franch88
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No, is always the same thing. You can also get 3/4 views by pressing contemporally 8 and 4 keys, and 8 and 6 keys. The same are for the back views, possible pressing the 2 key with the 4 and 6 keys.And in dashboard view, by pressing Num4 or num6, the camera turns as if driver's head is turned. However, there is no interior of the car visible. Is this due to a flat dashboard? If the dashboard is made 3-D, will pressing 4 or 6 show car interior?
About the previous first question, I'd got the doubt of the tiled mapping while writing, but couldn't be so, I've always known that if the body color texture is little, the car body will look all damaged at the first hit (giving it a bad look, too).
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- e-cobra
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Oh! I see... Some updates soon..
It will have:
1) Unique dashboard
2) Animated wipers
3) Headlight effect on road (night shadow)
4) Water falling from the roof in rain. (not sure )
5) 8 breakables
6) 5 colours with damage textures.
It will have:
1) Unique dashboard
2) Animated wipers
3) Headlight effect on road (night shadow)
4) Water falling from the roof in rain. (not sure )
5) 8 breakables
6) 5 colours with damage textures.
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[b][size=84][color=blue]If a tree falls in the woods and no one?s around to hear it, does it make a sound?[/color][/size][/b]
- e-cobra
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I converted 'rhino' from GTA Vice City:
But the shadow is white even though I set type to glowing and save in 32 bit TGA format. And what is the need for fxltglow textures if only axes of HEADLIGHT[0/1] are used to make glowballs?
Previous project isn't cancelled, its going side-by-side..
But the shadow is white even though I set type to glowing and save in 32 bit TGA format. And what is the need for fxltglow textures if only axes of HEADLIGHT[0/1] are used to make glowballs?
Previous project isn't cancelled, its going side-by-side..
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- Franch88
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Looks ok so far, good work with it. The wheels should already have their texture from GTA Vice City.
About the missing shadow, make sure that there aren't more than 1 material that use that texture. If it's custom and so it has a custom file name, don't use particular characters for it. If the shadow isn't custom, just assign a texture called vpfshdw.tga; with the squared shapes of the vehicle is ok use the default squared shadow.
It's need assign a material with a texture called fxltglow.tga to get in-game the glow with a "strong" and so normal look. Without it, and so with the Default Material assigned, in-game you get the glow with a weak look. This is useful in the cases you want the car with weak headlights.
About the missing shadow, make sure that there aren't more than 1 material that use that texture. If it's custom and so it has a custom file name, don't use particular characters for it. If the shadow isn't custom, just assign a texture called vpfshdw.tga; with the squared shapes of the vehicle is ok use the default squared shadow.
It's need assign a material with a texture called fxltglow.tga to get in-game the glow with a "strong" and so normal look. Without it, and so with the Default Material assigned, in-game you get the glow with a weak look. This is useful in the cases you want the car with weak headlights.
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- CarLuver69
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Sorry Franch, but you're wrong. MM2 will not read any type of material for the headlight glow, it will only count the color for it. It's very unfortunate that the exporter for ZModeler isn't as good as it should be...there's a whole extra set of colors for the materials in the actual shaders part of the pkg file. I believe there's Diffuse and Ambient, and for the headlights, it reads the Ambient colors. I'm going off the top of my head, so forgive me if I'm wrong. But if you want a "stronger" looking headlight, you need to manually change shader type to "Inverse Specular" using MM2CT's Shader Editor. Just saying.It's need assign a material with a texture called fxltglow.tga to get in-game the glow with a "strong" and so normal look. Without it, and so with the Default Material assigned, in-game you get the glow with a weak look. This is useful in the cases you want the car with weak headlights.
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Yes, CarLuver is right, like SRN objects, you must edit shaders
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Now, as here at mm2x.com, combining bold and italic
tags would result in the text being both bold and italic, can it be done for a MM2 vehicle also?
E.g: For an animation if there are 2 frames- xyz0001.tga and xyz0002.tga and if I want the animation to appear at night, should I add _ni suffix besides both the frame texture names to make the animation appear at night?
tags would result in the text being both bold and italic, can it be done for a MM2 vehicle also?
E.g: For an animation if there are 2 frames- xyz0001.tga and xyz0002.tga and if I want the animation to appear at night, should I add _ni suffix besides both the frame texture names to make the animation appear at night?
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Yes you shouldNow, as here at mm2x.com, combining bold and italic
tags would result in the text being both bold and italic, can it be done for a MM2 vehicle also?
E.g: For an animation if there are 2 frames- xyz0001.tga and xyz0002.tga and if I want the animation to appear at night, should I add _ni suffix besides both the frame texture names to make the animation appear at night?
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